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

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Should be in the cat house in Wutai (if the Yuffie Materia sidequest was done). There's some stairs in the back that you can climb by pushing the Confirm button (may need to mash it a bit). There'll be a chest up there with it inside.

All right, do the following:

1) Uninstall then reinstall the Steam game.

2) Download this:
http://www.mediafire.com/file/c57at39b54geauy/Direct_Patch.zip/file

3) Unzip the folder and remove the .EXE files from it (the mod can run with default .exes). Then merge the folder contents with your data folder, confirming overwrite when prompted. Should be scene.bin, kernel.bin, flevel.lgp, battle.lgp, and char.lgp.

4) Try the game and see if it it's resolved.
nope. game works but mod isn't there. The flevel.lgp, battle lgp, char.lgp isn't in that folder. just scene.bin kernel.bin and kernal2.bin
 
It is ok now :), turns out all I needed to do was uninstall steam all together then re-install steam, then it worked.

Really odd but oh well. Works fine now :)

thank you
 
Hello!

Just started the mod. Really enjoying it.

A question: is it possible to play with the new gameplay but without the revised script and/or Cloud's new character model color?

Thanks!
 
Hello!

Just started the mod. Really enjoying it.

A question: is it possible to play with the new gameplay but without the revised script and/or Cloud's new character model color?

Thanks!
Text is baked into the field's event script, so unfortunately it would be a fairly large undertaking to put it back as it was. As for the character model, if you get Luksy's ULGP tool and unpack the char.lgp of NT and a default .lgp, then transfer all the aaaa files down to the first 3 anim files (this is all of cloud's model parts).
 
Were the Arrange Mode selection at the start of a New Game and Barret music options taken out?
 
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Were the Arrange Mode selection at the start of a New Game and Barret music options taken out?
No; where did you get the IRO from, was it this thread?
 
Yes, of course.
I checked the IRO file and it is definitely in there; the welcome script, etc. Is this a test of it on 2.0? I would check Gjoerulv's mod as well as that has the same file structure as NT (to check it, load a save that's either on Floor 64 and ready to open the chest on Floor 65, at the foot of the Sister Ray, or about to enter any of the Materia Caves for the first time. If a special battle triggers when proceeding with those events, it means its flevel is patched).

Chunks needed for NT are 1, 3, 5, and 7. 5 isn't as important but it prevents a lock from happening at the end of the dark cave sidequest.
 
It should just be a direct unpack from your IRO. Nothing altered. I say “should be” so I’ll check over it again.
 
I think the Shinra HQ Library puzzle, with the Mayor, has a bug. I can tell from reading a walkthrough that you've messed with it for the mod, and now if the password is BEST, the hints from the improperly filed books in the library actually spell BEHT.

#1 Biological Characteristics of the Ancients
#3 Special Peacekeeping Law
#14 The Ancients in History
#5 Reactor Construction Chart

Is the #14 supposed to be #11, perhaps?
 
I just started playing this mod and love it so far. One thing I want to mention though is that there's still some issues with the Jessie mod compatibility.

After the guard scorpion fight and on the way out of the reactor, I had a random encounter with another guard scorpion that did thousands of points of damage per round. This occurred right at the bottom of the ladder on the same screen Jessie is normally stuck on, just before I was able to start climbing.

It's not a big deal - I just started again without the Jessie mod - but I wanted to mention as the opening post specifically says they should be compatible now.
 
I think the Shinra HQ Library puzzle, with the Mayor, has a bug. I can tell from reading a walkthrough that you've messed with it for the mod, and now if the password is BEST, the hints from the improperly filed books in the library actually spell BEHT.

#1 Biological Characteristics of the Ancients
#3 Special Peacekeeping Law
#14 The Ancients in History
#5 Reactor Construction Chart

Is the #14 supposed to be #11, perhaps?
Yeah it's off, that's my bad for going into the text there and not double-counting the letters.

I just started playing this mod and love it so far. One thing I want to mention though is that there's still some issues with the Jessie mod compatibility.

After the guard scorpion fight and on the way out of the reactor, I had a random encounter with another guard scorpion that did thousands of points of damage per round. This occurred right at the bottom of the ladder on the same screen Jessie is normally stuck on, just before I was able to start climbing.

It's not a big deal - I just started again without the Jessie mod - but I wanted to mention as the opening post specifically says they should be compatible now.
This is due to a encounter chunk in the Jessie Mod overwriting the encounter table to use the default one (and because NT has some late-game encounters placed in wherever I could make space, this table loads them in).

I made a compatible version by removing this chunk from the Jessie Mod IRO; it didn't need this chunk to begin with so it still functions. It's available on the 1st page of this thread, but will link it here: http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file

You import that via the 7h library tab and disable/delete the old one.
 
Hi Sega Chief, just wanted to let you know I think your mod is the best gameplay mod.

I solved a problem with a bug in the game where the dialog with Sephiroth in the basement Shinra Mansion during the flashback scene, as well as some dialog in the Temple of Ancients, was not showing up using your mod, Tifa's 7H, and Menu Overhaul.

I figured the problem was with Menu Overhaul, so I tried the new "Enhanced Stock UI" mod which basically is an IRO that does the menu overhaul without all the other Reunion stuff, and can run off the FF7.exe rather than FF7_mo.exe or FF7_bc.exe.  Unfortunately, this mod also had the same bug with the dialog boxes disappearing after I activated it, so I messed with the settings in the "Enhanced Stock UI" mod and figured out the solution!

Turns out changing one of the settings in the Enhanced Stock UI fixes the issue entirely.  If you set the option for Field Dialog Text Style to "stock" rather than the default "Menu Overhaul with Digit Fixes" the text will show up in those scenes!

Seems the bug was a result of the field text alignment fixes in Menu Overhaul, which can be toggled off in the "Enhanced Stock UI."  There is a little more space between lines of dialog when this setting is on "stock," but the text is still crisp and pretty just like it is in Menu Overhaul mod, and there is no more missing dialog.

Regards,
Nate
 
Hi Sega Chief, just wanted to let you know I think your mod is the best gameplay mod.

I solved a problem with a bug in the game where the dialog with Sephiroth in the basement Shinra Mansion during the flashback scene, as well as some dialog in the Temple of Ancients, was not showing up using your mod, Tifa's 7H, and Menu Overhaul.

I figured the problem was with Menu Overhaul, so I tried the new "Enhanced Stock UI" mod which basically is an IRO that does the menu overhaul without all the other Reunion stuff, and can run off the FF7.exe rather than FF7_mo.exe or FF7_bc.exe.  Unfortunately, this mod also had the same bug with the dialog boxes disappearing after I activated it, so I messed with the settings in the "Enhanced Stock UI" mod and figured out the solution!

Turns out changing one of the settings in the Enhanced Stock UI fixes the issue entirely.  If you set the option for Field Dialog Text Style to "stock" rather than the default "Menu Overhaul with Digit Fixes" the text will show up in those scenes!

Seems the bug was a result of the field text alignment fixes in Menu Overhaul, which can be toggled off in the "Enhanced Stock UI."  There is a little more space between lines of dialog when this setting is on "stock," but the text is still crisp and pretty just like it is in Menu Overhaul mod, and there is no more missing dialog.

Regards,
Nate
I'll try setting the dialogue back to vanilla for those fields, or using the vanilla text-box sizing; I'm building the final version atm it'll be in that version.
 
Minor typo or effect is wrong. Aerith's Wizard Staff from the Ancient Forest restores MP on hit not HP as the effect states. I assume it's a typo as HP restore is pretty outclassed by that late in the game but mana sustain is pretty freaking good.
 
Hey there Sega Chief, i'm just curious: how the progress is going on the 2.0 version? It'll be the ultimate way to play ff7. Can't wait for it's release.

Cheers ;)
 
@Sega Chief

I'm watching a streamer play New Threat Mod and it looks awesome! I'm definitely going to play it, but I had a quick question if you don't mind.
I'm planning on playing the New Threat + Reunion version, and I was wondering if you think Necrosis would work in combination with these mods? I have played Reunion + Necrosis before (albeit with a slight bit of tinkering to get it to work), so I was hoping I could try it here too.
 
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