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

  • Thread starter Thread starter Sega Chief
  • Start date Start date
Status
Not open for further replies.
As for changes to Yuffie, maybe have her come with a Sneak Glove so Stealing early on isn't a pain, and for her Innate Ability changes... maybe something along the same vein as Geo Guard and Second Wind? Maybe a Self Haste when she defends after a certain condition is fulfilled? Or maybe she gets a buff when someone uses the Steal command, similar to Cloud's Limit Boost?

EDIT:
BTW, legit Cid Date Scene when? ;)

EDIT 2:
I just noticed that the Barrier Materia grants Shield (in addition to Wall and Reflect) when paired with Added Effect, but Shield Materia doesn't grant anything when paired with Added Effect.

Also Aerith's Wizard Rod heals MP instead of HP, making it even more vastly superior to the Princess Guard. The in-game description says the Wizard Staff heals HP.

EDIT 3:
So I hopped back over to my normal mode file and I'm not sure if this is a result of having endgame gear, stats, and whatnot, but Ozma was a total pushover. My first attempt was hilariously bad since I still had Hidden Element on my weapons (which resulted in a very dead Cid, thanks to Ozma absorbing Hidden causing the Venus Gospel's drain effect to reverse). My 2nd attempt completely steamrolled Ozma, with Holy Element on my weapons, and Aerith bopping Reflect + Wall (+ Shield) on the party. Reflect kinda tears Ozma apart, since he heavily favors Lv.?? Holy for countering (at least in this attempt), and Ozma nearly takes 9999 from the reflected Lv.?? Holy. Flare Star did laughable damage, leaving Lv.?? Death and Doomsday as his only ways of damaging the gang. Flare Star doing under 600 leads me to believe you're supposed to fight Ozma around the first visit to Nibelheim or during Disc 2, but Doomsday being almost strong enough to wipe my Lv.99 gang of Aerith, Red, and Cid with Wall up makes me think he's supposed to be fought at the end of the game. (I also got an unnamed Item with "? ? ? ?" as its description. what's this for?)

Viridian Weapon was surprisingly tons easier to beat than Carmine Weapon, largely thanks to Shield being useful against it. Unfortunately, I don't think Long Reach will be finding its way on any of my characters, and probably isn't a good reward for taking down Viridian Weapon (especially fighting it without using Shield).
Something based on Steal/Mug might be an idea. Throw is in contention as well, but depends on whether it consumes stock or not when used through AI.

I'll catch the barrier and wizard rod stuff with the final update.

Ozma is a weird one; I tried to make it as close to the FF9 fight as possible so some of it is a bit off. I can't recall what Flare Star is based on but it isn't target level as that formula isn't in this game. The item it drops is a kill item that ignores status defence, meaning it can one-shot anything in the game.
 
Throw is in contention as well, but depends on whether it consumes stock or not when used through AI.
Throw is an iffy sort of thing to base an Innate Ability around, especially since x4 Cut and Deathblow=Added Cut can do more than 9999 (a similar issue that plagues All Creation and Cosmo Memory), and an "auto-Throw" can see you losing Weapons that you didn't stock up on for Throwing (e.g. Throwing a Mythril Sword instead of one of the many Boomerangs stolen from those weird bird things in the Junon region).

An innate that improves Steal Rate gets invalidated by the Sneak Glove, and a Gil Bonus innate wouldn't be particularly useful since the average player would only buy the weapons that fit the builds they're going for and maybe a handful of potions, which they'll have plenty of Gil for.

Ozma is a weird one; I tried to make it as close to the FF9 fight as possible so some of it is a bit off. I can't recall what Flare Star is based on but it isn't target level as that formula isn't in this game. The item it drops is a kill item that ignores status defence, meaning it can one-shot anything in the game.
huh. that's strange. oh well. at least I can use that Item to take out Carmine Weapon and no longer be plagued by its continued existence lol

By the way, what on earth is with Nemesis? Inflicting practically every status effect in the game with Ultra Spark, having a 9999 attack to delete a party member, and being extremely fast is waaaayyyyyy too much. Is it even possible to beat him without using Ozma's instakill item drop?

EDIT:
Quick note that I got W-Summon from the Gold Saucer Silver Match and W-Magic from the Gold Match. Your pastebin page on "where to find the things" has them listed as W-Magic as the prize for Silver Match, and W-Summon for Gold Match.

Also what do the Champion Belt and Oversoul Shard do?
 
Last edited:
By the way, what on earth is with Nemesis? Inflicting practically every status effect in the game with Ultra Spark, having a 9999 attack to delete a party member, and being extremely fast is waaaayyyyyy too much. Is it even possible to beat him without using Ozma's instakill item drop?

EDIT:
Quick note that I got W-Summon from the Gold Saucer Silver Match and W-Magic from the Gold Match. Your pastebin page on "where to find the things" has them listed as W-Magic as the prize for Silver Match, and W-Summon for Gold Match.

Also what do the Champion Belt and Oversoul Shard do?
Nemesis is based on the FFX enemy of the same name; he has the same elemental/status immunities, but some statuses exist in FF7 that aren't in FFX. Exploiting that can make it easier, but you'll likely need Resist/Ribbons for it still.

Champion Belt boosts strength and vitality, shards are used for making a Masamune.
 
Well that was something. I got Ribbons on everyone, and slapped Hades/Transform=Added Effect & Barrier/Titan=Elemental on Cid's & Red's weapons, which let me actually fight a very unique looking Nemesis. He still did a crapton of damage with Ultra Spark and could still oneshot with Ethereal Cannon, which made the fight not very fun.

I take it the Hero's Medal alters the Final Battle? If so, I should probably save in a different slot so I can experience the normal NT final boss.

EDIT:
I used the unnamed instakill Item on Carmine Weapon, and it didn't kill it, but rather broke its AI? Then I hit it a few times, and it died after Cid missed with a Tornado... about 3-4 minutes had passed since I had used it at the start of the battle before the instant death kicked in. Is it a heavily delayed instakill?
 
Last edited:
Been playing some more, and noticed the game doesn't warn you about the 5th Fort Condor battle (the one in the narrow window between the campfire scene and killing the Gi Nattak boss), nor does it offer you a teleport to the Fort. It's a pretty crucial time for the teleport ability too, because if you broke down your buggy, this battle becomes completely unavailable.

EDIT: NEVERMIND I GUESS. I was absolutely not expecting the Fort Condor guy in the sealed cave hahahaha. You got me.
 
Last edited:
Well that was something. I got Ribbons on everyone, and slapped Hades/Transform=Added Effect & Barrier/Titan=Elemental on Cid's & Red's weapons, which let me actually fight a very unique looking Nemesis. He still did a crapton of damage with Ultra Spark and could still oneshot with Ethereal Cannon, which made the fight not very fun.

I take it the Hero's Medal alters the Final Battle? If so, I should probably save in a different slot so I can experience the normal NT final boss.

EDIT:
I used the unnamed instakill Item on Carmine Weapon, and it didn't kill it, but rather broke its AI? Then I hit it a few times, and it died after Cid missed with a Tornado... about 3-4 minutes had passed since I had used it at the start of the battle before the instant death kicked in. Is it a heavily delayed instakill?
It used to but not anymore. It doesn't really do anything anymore, like the mark of omega in FF8.

Carmine not dying in one hit might be due to the eyes.


Been playing some more, and noticed the game doesn't warn you about the 5th Fort Condor battle (the one in the narrow window between the campfire scene and killing the Gi Nattak boss), nor does it offer you a teleport to the Fort. It's a pretty crucial time for the teleport ability too, because if you broke down your buggy, this battle becomes completely unavailable.

EDIT: NEVERMIND I GUESS. I was absolutely not expecting the Fort Condor guy in the sealed cave hahahaha. You got me.
He is everywhere and nowhere. Always watching.
 
Now that I have Pandora's Box (that was a fun boss battle), I should probably ask:
Which Materias grant the Hidden Element when paired with the Elemental Materia? and does Shield block Hidden Element?

And does winning all Fort Condor battles still net you a "free" Masamune?

EDIT:
That Zack boss battle is super frickin YIKES! holy frick it's so bad. Cloud dies in like 2 hits if he doesn't have Wall up, Lucky Stars makes all of Zack's physical attacks instantly kill Cloud, and having over Sense's HP Limit?? Sorry, but that's just WAY too much for a 1v1. I hope Zack gets a huge nerf in the final version (unless I'm completely missing how to deal with the Zack fight).
 
Last edited:
Now that I have Pandora's Box (that was a fun boss battle), I should probably ask:
Which Materias grant the Hidden Element when paired with the Elemental Materia? and does Shield block Hidden Element?

And does winning all Fort Condor battles still net you a "free" Masamune?

EDIT:
That Zack boss battle is super frickin YIKES! holy frick it's so bad. Cloud dies in like 2 hits if he doesn't have Wall up, Lucky Stars makes all of Zack's physical attacks instantly kill Cloud, and having over Sense's HP Limit?? Sorry, but that's just WAY too much for a 1v1. I hope Zack gets a huge nerf in the final version (unless I'm completely missing how to deal with the Zack fight).
Most Materia that don't have an element associated give Hidden; this is because Materia can't be non-elemental. Magic Materia with no element attached will do the trick; the element they give, if any, is listed in gold text on the Materia when equipping. If no text, assume it gives Hidden.

Fort Condor gives a Masamune if all battles are won through the minigame; if the enemy reaches the shed, it's not considered a proper victory by the game (which is no why item is given after the minigame if it resolves in this way in default game). Battles that are settled through funds are considered victories though, and Fort Condor starts with enough funds to cover the unreachable battles that remain.

The Zack battle is fairly high-end and will need a good amount of kit to resolve cleanly. There are different ways of doing it, but in 1v1 fights counter materia tend to be the best option. Magic Counter on a healing spell and counter-attack/command counter will ease things. Shield is generally a good thing to bring along, perhaps paired with Sneak Attack; it won't block every attack but it will stop most of them. Dispel should also be taken in to remove the Lucky Stars effect ASAP as this grants auto-criticals. Slow-Haste can help as well (the amount it helps depends on ATB setting). He attacks on a fixed cycle, but will use a one-time special ability when his HP hits a certain threshold.
 
I had tried slapping a ton of Counter Materias on Cloud with a x4 Cut and Barrier Materia, and the Life(/Force?) Stealer, and Zack still beat Cloud into dust. I dunno if I'll bother with beating Zack with how excessively powerful he is for a 1v1, and Cloud is, more often than not, dead weight when I'm forced to use him, compared to just about any other character. (Pretty pretty please consider letting us throw Cloud in the trash upon leaving Midgar in the final version of NT)

With everything (but the Zack Flashback) completed, I finally took on Sephiroth. Oddly enough, Pinnacle Sephiroth only wanted me to put together one team instead of 3. Very nice fight, keeping me on my toes the whole time. Keter Sephiroth is honestly laughable, much like Safer Sephiroth. A crippling weakness to Holy and low defense (Cid and Red were almost always hitting for 9999 with x4 Cut, and Long Range on Cid and Red proved useful here), and he was down pretty quickly. Cloud being the forced dead weight he always is in my run just slowed down the fight. Had I been able to use Aerith instead of Cloud, Aerith W-Casting Quad-Holy would've obliterated Kater Sephiroth even faster (yes, I could've done this with Cloud, but Cloud can't heal the gang's MP to full with a Slash All on the party)
 
Hey all,

Having a great time with this mod. It's exactly what I needed after 22 years of playing the same game.

Is there any way to re spec characters if you change your mind?

Thanks
 
Hey all,

Having a great time with this mod. It's exactly what I needed after 22 years of playing the same game.

Is there any way to re spec characters if you change your mind?

Thanks
Not currently; it can be done manually using a save editor by setting the Source values to 0 and then adding them back on. Each rank gives +5 to all stats, then you add on your rank choice to it. There's a set of new opcodes for field scripting that I'm going to implement with the final build that allows respecs in-game and which removes the need for sources in the first place.
 
Not currently; it can be done manually using a save editor by setting the Source values to 0 and then adding them back on. Each rank gives +5 to all stats, then you add on your rank choice to it. There's a set of new opcodes for field scripting that I'm going to implement with the final build that allows respecs in-game and which removes the need for sources in the first place.
Ok thanks for that. It's no big deal I just wondered.

Having a really good time with this so far. The touch up of the script in particular is really well done. You've managed to make ambiguous or weird sounding lines/plot points seem much clearer without sacrificing the feel of the original script. Great work.

Do you have an ETA on your final build?
 
Ok thanks for that. It's no big deal I just wondered.

Having a really good time with this so far. The touch up of the script in particular is really well done. You've managed to make ambiguous or weird sounding lines/plot points seem much clearer without sacrificing the feel of the original script. Great work.

Do you have an ETA on your final build?
Nothing concrete, but I want to get it released at least a month before the remake comes out.
 
Please let me know if there is an easier way to report these.
-Fav ff mod, brave new world made me sad :(
 - Arrange mode only
Visual issue.
On this screen on Mt corel, cloud becomes giant when the rest of the characters are on screen. I think when you progress and come back cloud is normal size. http://ff7.opatil.com/img/map/41-03.png
Limit breaks
Yufi's clear tranquil does nothing with mp, restores HP which is still really helpful.
Areith: Breath of earth does not heal, only does it's esuna effect.

Boss:
Only fought 1 demon wall and seemed pretty normal, I think im supposed to fight 2 at once?
 
Another question.

What are the requirements for learning limits for each character?

Would be handy to know the numbers.

Thanks
 
Another question.

What are the requirements for learning limits for each character?

Would be handy to know the numbers.

Thanks
The kills are total, so for Cloud to learn 3-1 he needs 180 kills total and not 90 kills for 2-1 followed by 180 kills.


Cloud
1-2: 8 uses
2-1: 90 kills
2-2: 7 uses
3-1: 180 kills
3-2: 6 uses

Barret
1-2: 9 uses
2-1: 60 kills
2-2: 8 uses
3-1: 110 kills
3-2: 6 uses

Tifa
1-2: 9 uses
2-1: 60 kills
2-2: 7 uses
3-1: 110 kills
3-2: 6 uses

Aeris
1-2: 8 uses
2-1: 50 kills
2-2: 6 uses
3-1: 100 kills
3-2: 5 uses

Red XIII
1-2: 8 uses
2-1: 50 kills
2-2: 7 uses
3-1: 100 kills
3-2: 6 uses

Yuffie
1-2: 8 uses
2-1: 50 kills
2-2: 7 uses
3-1: 100 kills
3-2: 6 uses

Cait Sith
1-2: 4 uses (Transform)
2-1: 30 kills

Vincent
2-1: 6 kills
3-1: 12 kills

Cid
1-2: 7 uses
2-1: 30 kills
2-2: 6 uses
3-1: 60 kills
3-2: 5 uses
 
Please let me know if there is an easier way to report these.
-Fav ff mod, brave new world made me sad :(
 - Arrange mode only
Visual issue.
On this screen on Mt corel, cloud becomes giant when the rest of the characters are on screen. I think when you progress and come back cloud is normal size. http://ff7.opatil.com/img/map/41-03.png
Limit breaks
Yufi's clear tranquil does nothing with mp, restores HP which is still really helpful.
Areith: Breath of earth does not heal, only does it's esuna effect.

Boss:
Only fought 1 demon wall and seemed pretty normal, I think im supposed to fight 2 at once?
The giant Cloud bug is specific to the PC version, and isn't mod-specific. Cause is unknown but it seems to occur in specific places; Bugenhagen's Observatory is another confirmed location where it can occur. The size of the model is likely being set so high it overflows, resulting in a giant upside down model (battle models also do this if they grow in size too much).

Your Limit Breaks are default ones, which means the .exe part of the mod hasn't been applied. If using the installer, this will likely be a patching/file security issue of some sort. If using 7h, then hext hasn't been configured properly (or it is an older version of NT IRO, like 1.4).
 
Thanks for the info!

And am I being stupid or is there a hidden character to unlock? The SP status menu seems to suggest that there is.

Apologies as I'm probably asking for a massive spoiler.
 
Thanks for the info!

And am I being stupid or is there a hidden character to unlock? The SP status menu seems to suggest that there is.

Apologies as I'm probably asking for a massive spoiler.
I'm afraid not, that was me being stupid and copy-pasting debug text/script over to a hundred or whatever it is fields that have Save Points in them and not thinking ahead to what a huge pain it would be to remove it from every single one.
 
Status
Not open for further replies.
Back
Top