[FF7PC-98/Steam] New Threat Mod (v2.0.999992)

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Thanks a lot Sega Chief  :D

I will start a new playtrougth of this new Vanilla version and report any anomaly, or other interesting things I find.

This will be fun  :)
 
Hi everyone, I was playing the NT Vanilla Combat 1.2, and found a game crashing error in the escape from Shinra Tower.

In this part of the game the party splits in two, Aerith, Barret and Red XIII, take the elevators, while Cloud stays in the top floor to fight Rufus, and Tifa stays to wait for him, Aerith's team is supposed to be attacked by two robots in their ride of the elevators, but this battle is gliched, only the second robot attacks and the background is wrong, (it is supposed to be the moving elevators, instead is some sort of street or rooftop), once the battle is won the game continues normally, but after you finish the Bike chase minigame, the battle with the boss of that area won't load, (Boss battle music will play but the screen will remain black forever).

I think it is worth mentioning that this error was not present in the first version of the Vanilla Combat Mod, but appeared in both the first Revision (01-09-2019) and the second revision (23-09-2019), so maybe one of the new changes accidentally broke that especific battle by accident.

I will try to skip this battle using Black Chocobo and continue my playtrought so I could keep reporting what I find. See you later.
 
Hi everyone, I was playing the NT Vanilla Combat 1.2, and found a game crashing error in the escape from Shinra Tower.

In this part of the game the party splits in two, Aerith, Barret and Red XIII, take the elevators, while Cloud stays in the top floor to fight Rufus, and Tifa stays to wait for him, Aerith's team is supposed to be attacked by two robots in their ride of the elevators, but this battle is gliched, only the second robot attacks and the background is wrong, (it is supposed to be the moving elevators, instead is some sort of street or rooftop), once the battle is won the game continues normally, but after you finish the Bike chase minigame, the battle with the boss of that area won't load, (Boss battle music will play but the screen will remain black forever).

I think it is worth mentioning that this error was not present in the first version of the Vanilla Combat Mod, but appeared in both the first Revision (01-09-2019) and the second revision (23-09-2019), so maybe one of the new changes accidentally broke that especific battle by accident.

I will try to skip this battle using Black Chocobo and continue my playtrought so I could keep reporting what I find. See you later.
Is the arrange mode option at the start of the game available by any chance? If it was a kernel synch issue then there probably would have been more wrong encounters by now but it sounds like it's pulling in Arrange battle IDs (Gunners have some unused battle scenes using the streets). When you fought Air Buster, was the camera at a different angle than the normal side-on one?
 
Hi Sega Chief, thanks for your quick answer.

And yes, the "arrange mode" option at the start of the game was indeed available, and has been in every revision of the Vanilla mod, I didn't mentioned in any of my previous posts because I thought it was supposed to be that way, as it was part of the scrip changes, (For example, everytime a new member joins the party, a small text explains his or her "unique ability", even throug I'm pretty sure those not longer apply in the Vanilla Version) I always selected "normal mode" at the begining of every play, and never change to "arrange mode" (The guy that offers that option in the town of Corel still appears in the Vanilla Version).

As for the camera, I use "Auto" in the camera options, so the camera moves around during battle to enfacise some spells and attacks, I will try to change the camera to "Fixed" and report witch angle it uses, also there was another small detail, the Air Buster (Helicopter Robot) si already present when the battle stars then a second Air Buster decents and kind of overlaps with the first, and then the battle stars, I think this is a graphical error caused by the fact that in the original battle the Air Buster desents after the first robot (A type of land tank) is destroyed.
 
Hi Sega Chief, thanks for your quick answer.

And yes, the "arrange mode" option at the start of the game was indeed available, and has been in every revision of the Vanilla mod, I didn't mentioned in any of my previous posts because I thought it was supposed to be that way, as it was part of the scrip changes, (For example, everytime a new member joins the party, a small text explains his or her "unique ability", even throug I'm pretty sure those not longer apply in the Vanilla Version) I always selected "normal mode" at the begining of every play, and never change to "arrange mode" (The guy that offers that option in the town of Corel still appears in the Vanilla Version).

As for the camera, I use "Auto" in the camera options, so the camera moves around during battle to enfacise some spells and attacks, I will try to change the camera to "Fixed" and report witch angle it uses, also there was another small detail, the Air Buster (Helicopter Robot) si already present when the battle stars then a second Air Buster decents and kind of overlaps with the first, and then the battle stars, I think this is a graphical error caused by the fact that in the original battle the Air Buster desents after the first robot (A type of land tank) is destroyed.
That'll be what it is; I was supposed to disable that and assumed I had so a lot of those fight/scene calls for arrange weren't touched. I'll remove that + the NPC that toggles it at ropeway station. The Airbuster thing is caused by arrange mode as well.
 
Thanks Sega Chief you are the best.

I guess I will wait for that fix, I was messing with black chocobo but could not find the correct progresion point and end up messing up my save file :P, looking forward to the updated installer.
 
Thans a lot Sega Chief, started a new game and so far everything is perfect, just passed the Shinra Elevator and highway battles and that problem has been resolved, will keep playing to the end and report anything else I find, but I have the feeling that every mayor issue has already been resolved.  :)

Thanks again, and keep up with your amazing modding work.
 
Alright, just beat the game on 1.5, and man it was invigorating. Much thanks for the mod (and your help) Sega Chief. It truly was a great experience for someone who's played FFVII several times. I didn't go completionist, because I admit I lost patience with some of the harder battles (never got Knights of the Round, that boss battle is nuts). But I did manage to dust Bizarro and Safer Sephiroth with a couple tries. I actually pounded Safer Sephrioth. Angermax and Quadra Magic + Planet ftw.

I actually really like how the mod makes it more challenging, but also gives you more punch to match, if you're paying attention. It makes battles more interesting!

I suppose I have one comment, besides all that: I don't know how much you can tailor the final duel between Cloud & Sephiroth, where your limit gauge builds towards Omnislash for that sweet, sweet elimination? But if Cloud has Sneak Attack materia? That fires instead (I had Sneak Attack + Planet), and it killed Sephiroth in one hit, sort of defusing the moment. I thought it was funny since I've beaten the game before, but for the sake of preserving that awesome moment when Cloud gets justice, maybe there's a way to prevent Sneak Attack from getting in the way?

Probably not high on the priority list, but I figured I'd mention it. Great mod, excellent work!
 
Alright, just beat the game on 1.5, and man it was invigorating. Much thanks for the mod (and your help) Sega Chief. It truly was a great experience for someone who's played FFVII several times. I didn't go completionist, because I admit I lost patience with some of the harder battles (never got Knights of the Round, that boss battle is nuts). But I did manage to dust Bizarro and Safer Sephiroth with a couple tries. I actually pounded Safer Sephrioth. Angermax and Quadra Magic + Planet ftw.

I actually really like how the mod makes it more challenging, but also gives you more punch to match, if you're paying attention. It makes battles more interesting!

I suppose I have one comment, besides all that: I don't know how much you can tailor the final duel between Cloud & Sephiroth, where your limit gauge builds towards Omnislash for that sweet, sweet elimination? But if Cloud has Sneak Attack materia? That fires instead (I had Sneak Attack + Planet), and it killed Sephiroth in one hit, sort of defusing the moment. I thought it was funny since I've beaten the game before, but for the sake of preserving that awesome moment when Cloud gets justice, maybe there's a way to prevent Sneak Attack from getting in the way?

Probably not high on the priority list, but I figured I'd mention it. Great mod, excellent work!
I'll sort it out, I think it might be an AI thing.
 
Is there anywhere the Dragoon Lance can be bought? The Dragon Rider enemy never spawned for me in the whirlwind maze. Much appreciated!
 
Is there anywhere the Dragoon Lance can be bought? The Dragon Rider enemy never spawned for me in the whirlwind maze. Much appreciated!
It can be bought in Junon on Disc 2/3, but if none of the stores stock it let me know because I think I changed one of them.
 
Just started this mod (and a bunch of others) yesterday and have run into a bug I can't get around without disabling the mod: in the Thousand Gunner fight in the elevator, after it spawns it's two companions and breaks the glass, the fight just kinda hangs. Everything still animates, music plays, I can even toggle stuff like the name or pause, but the ATB is stuck on WAIT and never changes. Tried changing to active mode, tried disabling other mods that might affect the graphics in the fight, doesn't seem to help.

Any ideas? I'm guessing I can just turn the mod back on after the fight but they've been really fun so far so I don't want to skip one.
 
This mod is by far the best thing community-made for FFVII! I only just finished playing the vanilla game a few weeks ago, but this addition gave so much new content and polish that I've happily been playing through again with NT. Especially for the dialogue translations, which make so much more sense in this version.

-- I had previously mentioned that the train mission in Corel was giving me trouble as the game didn't want to respond to the on-screen inputs it gave. Turns out, while the game certainly wasn't taking the inputs, it was due to a pre-existing key binding which meant the game couldn't recognise both being pressed at once. While this did waste nearly THREE HOURS of my life to work out, it might be worth knowing.

Fare thee well Guard Scorpion, until we meet again
 
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Just started this mod (and a bunch of others) yesterday and have run into a bug I can't get around without disabling the mod: in the Thousand Gunner fight in the elevator, after it spawns it's two companions and breaks the glass, the fight just kinda hangs. Everything still animates, music plays, I can even toggle stuff like the name or pause, but the ATB is stuck on WAIT and never changes. Tried changing to active mode, tried disabling other mods that might affect the graphics in the fight, doesn't seem to help.

Any ideas? I'm guessing I can just turn the mod back on after the fight but they've been really fun so far so I don't want to skip one.
Softlocks are usually caused by an attack not having an animation set, or similar. Thing is though, that's a mandatory fight on Arrange mode so if it was a data problem in the file then it would have popped up for everyone and prevented people advancing on this mode. I had a check through those enemies and things seem to be in order.

Is this the IRO from 1.4 in the catalog or is it the 1.5 IRO from this thread? One possibility is that mods that have been installed in the past are still present in some capacity despite being uninstalled, like maybe 60fps for instance. Try the fight without NT and if it doesn't crash after the glass shatter then that'll help narrow down the cause.

This mod is by far the best thing community-made for FFVII! I only just finished playing the vanilla game a few weeks ago, but this addition gave so much new content and polish that I've happily been playing through again with NT. Especially for the dialogue translations, which make so much more sense in this version.

I've hunted down the board because there does seem to be an issue- the Corel train rescue, the one with the deliberately obnoxious timer, appears to be broken! Once you get to the gears at the end of the rush, the on screen commands show what buttons to press for which lever. One of them works, the other doesn't. And believe me... I tried! I don't know if there's an incorrect button labelled (it gives the [SWITCH], [CANCEL] etc ui for me, not sure if that's universal) but no means of pressing the buttons it tells you to results in the action happening. So yeah... after 2 1/2 hours of repeating this mission, I realised something must be wrong.
The levers use the same script as the default game, but they're a bit weird.

There are two button pairs: Up + Triangle/Menu, or Down + Cross/Cancel. You press both buttons together rather than one after the other like before (which is a bit confusing).

Looking at the script, it doesn't appear to matter which of these button pairs you press. All you need to do is hit either button-pair twice (can use the same pair both times, or one pair and then the other) and it'll advance the script. The train always speeds up regardless, prompting Cid to hit the emergency brake and stop the train after the 2nd button pair is pressed.
 
Mod version is 1.5 released on the 26th Turning the mod off let me complete the fight normally. However, you mentioning 60 FPS made me realize I had the animations mod speeding up battle and death animations. Turning that off fixed the fight; notably it made all three enemies appear at once instead of having 2 extra dudes float down after the glass breaks. Thanks for the quick reply!
 
Hi Sega Chief, I have been playing the Vanilla Mode these days, and just arrived at the North Corel Town, and the NPC that offers to active Arrange Mode is still present in the station of the cable car that takes you to Gold Saucer.

 I remember you mentioning that you removed him because the "arrange mode" was causing some problems with the "vanilla mode" so I thought I should report it, even thought so far no problem has appeared.

Also, I suggest, if its not too troublesome, removing the "Mr Smile" rank up system, from the Vanilla Mode, since its no really necesary, because the characters level up norally and are more than strong enough to beat the normal enemies and bosses of the Vanilla Game, and leaving the Rank Up on, could make the characters too strong, breaking the balance of the game.

Anyways, thanks for the mod and your constant support in this forum.
 
Mod version is 1.5 released on the 26th Turning the mod off let me complete the fight normally. However, you mentioning 60 FPS made me realize I had the animations mod speeding up battle and death animations. Turning that off fixed the fight; notably it made all three enemies appear at once instead of having 2 extra dudes float down after the glass breaks. Thanks for the quick reply!
So it was 60fps, I had a feeling.

Hi Sega Chief, I have been playing the Vanilla Mode these days, and just arrived at the North Corel Town, and the NPC that offers to active Arrange Mode is still present in the station of the cable car that takes you to Gold Saucer.

 I remember you mentioning that you removed him because the "arrange mode" was causing some problems with the "vanilla mode" so I thought I should report it, even thought so far no problem has appeared.

Also, I suggest, if its not too troublesome, removing the "Mr Smile" rank up system, from the Vanilla Mode, since its no really necesary, because the characters level up norally and are more than strong enough to beat the normal enemies and bosses of the Vanilla Game, and leaving the Rank Up on, could make the characters too strong, breaking the balance of the game.

Anyways, thanks for the mod and your constant support in this forum.
I removed the option at the start of the game, but forgot about the NPC again. The rank-up I decided to leave in as it can be ignored if not wanted.
 
Sega Chief--

I have some bad news to report. It seems that my submarine has somehow gotten stuck in the sid of the bay near Junon and I literally cannot do anything to get it to move out. Which means I can't submerge...

And of course it also means I can't fight your Emerald Weapon equivalent :(

Which stinks because I finally have most everything else (minus the silver/gold fight rewards in the Golden Saucer) and actually feel relatively prepared. Is this just a bug leftover from the original that you can't fix? Or did I stumble on something new?

Also, less importantly, there is no Dragoon Lance in any Junon shops in my game (NT is the only mod I'm using btw). Not that it matters for my current game, but my OCD is a bit miffed that I missed the lance!


And finally, I want to echo everyone's thanks for all your work on this mod! The game balance is much more enjoyable now than the last time I played (ie fights can still be difficult, but I can also become powerful enough to actually feel powerful--and even hit the damage cap!). The only suggestion I might have to improve on this front is to somehow reduce SP awarded throughout and in the endgame significantly reduce XP gains. AP felt about right and I wasn't really mastering materia until late, which felt right on. However, when leaving random encounters on my characters were usually over-leveled and your soft caps were super easy to overcome near endgame. Also, SP rewards seemed to be way too high and even with some conscious ignoring of my stat levels I still hit 8/8 for everyone by Mideel.

Looking forward to finally finishing up this playthrough later this week!
 
Sega Chief--

I have some bad news to report. It seems that my submarine has somehow gotten stuck in the sid of the bay near Junon and I literally cannot do anything to get it to move out. Which means I can't submerge...

And of course it also means I can't fight your Emerald Weapon equivalent :(

Which stinks because I finally have most everything else (minus the silver/gold fight rewards in the Golden Saucer) and actually feel relatively prepared. Is this just a bug leftover from the original that you can't fix? Or did I stumble on something new?

Also, less importantly, there is no Dragoon Lance in any Junon shops in my game (NT is the only mod I'm using btw). Not that it matters for my current game, but my OCD is a bit miffed that I missed the lance!


And finally, I want to echo everyone's thanks for all your work on this mod! The game balance is much more enjoyable now than the last time I played (ie fights can still be difficult, but I can also become powerful enough to actually feel powerful--and even hit the damage cap!). The only suggestion I might have to improve on this front is to somehow reduce SP awarded throughout and in the endgame significantly reduce XP gains. AP felt about right and I wasn't really mastering materia until late, which felt right on. However, when leaving random encounters on my characters were usually over-leveled and your soft caps were super easy to overcome near endgame. Also, SP rewards seemed to be way too high and even with some conscious ignoring of my stat levels I still hit 8/8 for everyone by Mideel.

Looking forward to finally finishing up this playthrough later this week!
That issue with the sub seems to be with the game itself, I did some searching and saw a bunch of other people had ran into the same issue. I reckon your best bet is to save-edit your character using Black Chocobo to the Gelnika. Then when you exit the Gelnika, the game should have you in the sub. And when you surface, the game will update your sub's location to your new current location (this is how it works with the Highwind to an extent).

I've perhaps made the Lance missable by mistake, unless there's an enemy somewhere that it can be acquired from that I've forgotten about besides the Dragon Rider. In any case, I'll add it somewhere.

For the final build, SP is going to be removed and instead the rank-ups will be given at fixed points. It seems like a better solution to things. The EXP arcs are going back to the normal ones as well.
 
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