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

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Yep speaking from this day's iro.. Still doesn't work, still no Limit Boost on Cloud.. I am patching a sort of a personal custom kernel2.bin for spell names.. Could that affect it?

I'll see what I can discover after I play it some more.
Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?
 
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Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?
in case to avoid any possible problems i will not install those mods to avoid any eventual issue
 
Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?
Oh no I'm not using Bonez' mod.. I'm using my customized kernel2.bin edited from touphscript. I wonder if that alone could affect it. And I've already turned off everything except New Threat and it [Cloud's Limit Boost] still doesn't work.
 
Oh no I'm not using Bonez' mod.. I'm using my customized kernel2.bin edited from touphscript. I wonder if that alone could affect it. And I've already turned off everything except New Threat and it [Cloud's Limit Boost] still doesn't work.
A kernel2 won't affect the main kernel, so it might be that the 7h game isn't patching the kernel for some reason. Two ways to check that; 1) Does Cloud start the game with Fire, Ice, and Bolt Materia equipped (or do Potions heal 300HP in-battle). 2) If you activate the Hardcore mod from the Qhimm Gameplay Catalog, does Cloud start the game at Lv.1?

I'll download this IRO to make sure it's the same one I tested earlier today.
Edit: It seems fine.
 
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A kernel2 won't affect the main kernel, so it might be that the 7h game isn't patching the kernel for some reason. Two ways to check that; 1) Does Cloud start the game with Fire, Ice, and Bolt Materia equipped (or do Potions heal 300HP in-battle). 2) If you activate the Hardcore mod from the Qhimm Gameplay Catalog, does Cloud start the game at Lv.1?

I'll download this IRO to make sure it's the same one I tested earlier today.
The funny thing is I did just that with today's released IRO with my edited kernel2. I started a new game and it [Cloud's innate] works as intended! I just have no idea why whenever it hits the endgame, it doesn't work anymore.
 
The funny thing is I did just that with today's released IRO with my edited kernel2. I started a new game and it [Cloud's innate] works as intended! I just have no idea why whenever it hits the endgame, it doesn't work anymore.
Right, in that case it's because his AI checks if he's hit the ceiling for his strength or magic; if so, the innate doesn't trigger (to prevent an overflow). I'm moving away from (most) stat-based innates for reasons like this in 2.0.
 
Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/
 
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Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/
Bonez' mod should have an option for New threat compatibility; if you click on the Bonez iro and then the cog on the right, it'll let you set options for it. Set it to New Threat and then move that IRO above NT in the mod load order.

***
Edit: Thanks to Karenjr95 for the donation, I appreciate it.
 
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Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/
It's "Bonez"

And we've set up a compatibility check so next release of the New Threat iro should automatically change the spell names mod to the correct option so this won't happen anymore.

Rejoice.
 
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It's "Bonez"

And we've set up a compatibility check so next release of the New Threat iro should automatically change the spell names mod to the correct option so this won't happen anymore.

Rejoice.
That's that update uploaded; link is on the first post of this thread.
 
Loving this mod so far, super great changes to everything. But I'm having a little reoccurring problem. Not sure if this has to do with the particular mods I have set up, but multiple times now, my game has crashed, usually randomly, during the ending of the Quake3 animation.

Usually it just happens every once and a while, but during the ???? Ninja fight in Wutai. When it gives itself the barriers using the Quake3 animation, always the second time during the battle, the game crashes.

Not sure what's going on or if I just need to turn off spell texture mods or something like that. Any thoughts?

Thanks!
 
Loving this mod so far, super great changes to everything. But I'm having a little reoccurring problem. Not sure if this has to do with the particular mods I have set up, but multiple times now, my game has crashed, usually randomly, during the ending of the Quake3 animation.

Usually it just happens every once and a while, but during the ???? Ninja fight in Wutai. When it gives itself the barriers using the Quake3 animation, always the second time during the battle, the game crashes.

Not sure what's going on or if I just need to turn off spell texture mods or something like that. Any thoughts?

Thanks!
Quake3 has had an issue with its transparency effects in that they'll load from the menu textures after more than one use, and I think it's something to do with the driver as other attacks with transparency effects also start to behave strangely when used multiple times in a fight (I think this is also related to the Hyper Jump crash on Steam).

Sounds very likely this is the underlying cause; perhaps spell texture mods on top is exacerbating the problem and leading to the crash. Usually the game is 'OK' with the Quake3 thing and the other visual bugs from attacks like Oil Shot and Atomic Ray. Try the fight without the spell texture mod on, and let me know if it still crashes; I can change the animation to something else.
 
Quake3 has had an issue with its transparency effects in that they'll load from the menu textures after more than one use, and I think it's something to do with the driver as other attacks with transparency effects also start to behave strangely when used multiple times in a fight (I think this is also related to the Hyper Jump crash on Steam).

Sounds very likely this is the underlying cause; perhaps spell texture mods on top is exacerbating the problem and leading to the crash. Usually the game is 'OK' with the Quake3 thing and the other visual bugs from attacks like Oil Shot and Atomic Ray. Try the fight without the spell texture mod on, and let me know if it still crashes; I can change the animation to something else.
Yup still crashed without any spell textures on. I have my texture memory set to 2048 and Texture Cache is on, if that affects anything.
 
Yup still crashed without any spell textures on. I have my texture memory set to 2048 and Texture Cache is on, if that affects anything.
I ran the fight, and saw that the menu texture glitch occurred for Quake 3 (single target) on the 2nd cast. Game kept running but I had no other mods on. I'll just change the animation for stability (and make some other tweaks to camera, etc.)
 
Awesome! I've been using 7th heaven to do all my mods, would the auto-updater handle this or do I have to manually replace the IRO?
 
So, I ran into an issue trying to use the latest IRO.

First when I tried, it installed a SECOND version of New Threat instead of overriding the original. Neither one said the publish date was the 16th. I got rid of both and tried again, but it kept giving me an access error about half way through. I restarted my computer, and it seems to have installed fine now, but I'm not sure if that was a 7H issue, a NT IRO issue, or a me issue! Figured I'd report it just in case!

[EDIT] I don't know if this has anything to do with my little screw-up, but now when I get to a save point, the NT menu is using playstation controls instead of the usual [ok] [cancel] [switch] etc. Is there any way I can revert this?
 
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