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

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Hey, is MP Absorb anywhere in New Threat 1.5, and if so, where? The documentation lists it as still existing, without a location, though that could be outdated. I haven't seen it yet and I'm at the Submarine minigame, and a friend of mine who's in the end-game hasn't seen it either. Thanks.
It's in the cat house of Wutai, the building that's next to Yuffie's House. At the back is a stair-well you can climb by hitting confirm once the Wutai sidequest is done. If it isn't done, then a cat sits in front of it to obstruct it.
 
Hi Sega! One suggest ,for the  optional end bosses, what do you think about put  some custom music in that battles
Like Zack, or Shinryu and Omega,  in the same way that Ozma
. Now that you start to put specific things in .IRO version  ...why stop now ?? xD
 
Sega - for the 7H IRO subscription link - it shows a 2013 release date once it installs. Therefore, I can't tell if it knows when there's an update available.
 
Hi, just wanted to say thank you for all your hard work. I was playing through the vanilla version of the mod, and when doing the elevator fight in Shinra Headquarters, the arena was where you would fight Proud Clod and instead of Hundred Gunner, the fight went straight to Heli Gunner instead.
Following that, the game played normally up until the end of the motorcycle minigame and crashes upon trying to start the boss fight.
 
Hi Sega! One suggest ,for the  optional end bosses, what do you think about put  some custom music in that battles
Like Zack, or Shinryu and Omega,  in the same way that Ozma
. Now that you start to put specific things in .IRO version  ...why stop now ?? xD
Could do, I guess. I'd target the battle themes they currently use though for the swap to avoid the 'comical.ogg' issue.

Sega - for the 7H IRO subscription link - it shows a 2013 release date once it installs. Therefore, I can't tell if it knows when there's an update available.
When I set it up, I thought release date was when the mod was originally made. I'll change it to the current date so that it reports an update is available from now on.

Hi, just wanted to say thank you for all your hard work. I was playing through the vanilla version of the mod, and when doing the elevator fight in Shinra Headquarters, the arena was where you would fight Proud Clod and instead of Hundred Gunner, the fight went straight to Heli Gunner instead.
Following that, the game played normally up until the end of the motorcycle minigame and crashes upon trying to start the boss fight.
It sounds like the vanilla version is running on Arrange Mode for some reason. Are you using the IRO from the Qhimm Gameplay catalog or my catalog? Or is it the installer?
 
It sounds like the vanilla version is running on Arrange Mode for some reason. Are you using the IRO from the Qhimm Gameplay catalog or my catalog? Or is it the installer?
I believe it's the one from your catalog, it's the one the front page of this thread that got updated after Barachiel's post. I played through the regular version of the mod on normal difficulty before starting this one, and while the combat is  the same as original FF7, it does have New Threat scripts on the save points.
 
As a hardcore FF7 fan, let me start by saying that I love this. I pretty much know the location of every single item (steal/morph included) by heart, but after FF7 Remake I wanted to replay the original. New threat gives me a new way to look at the game, and I thank you. And yes, I realise that thanks doesn't buy dinner, so you'll have some donations coming to back it up.

Some minor bugs to report:
- Game softlocks after looking at the TV in the Shinra bldg shop on the 2nd floor
- Game softlocks after finishing a chocobo battle when the chocobo escapes


I was a bit dismayed that you took away the weapon steal from Eligor, but I'll learn to live with it  :-P
 
I believe it's the one from your catalog, it's the one the front page of this thread that got updated after Barachiel's post. I played through the regular version of the mod on normal difficulty before starting this one, and while the combat is  the same as original FF7, it does have New Threat scripts on the save points.
OK, I'll go back in and check. The variable that handles it didn't seem to be getting toggled anywhere so I'll need to find out what's happening.

As a hardcore FF7 fan, let me start by saying that I love this. I pretty much know the location of every single item (steal/morph included) by heart, but after FF7 Remake I wanted to replay the original. New threat gives me a new way to look at the game, and I thank you. And yes, I realise that thanks doesn't buy dinner, so you'll have some donations coming to back it up.

Some minor bugs to report:
- Game softlocks after looking at the TV in the Shinra bldg shop on the 2nd floor
- Game softlocks after finishing a chocobo battle when the chocobo escapes


I was a bit dismayed that you took away the weapon steal from Eligor, but I'll learn to live with it  :-P
It's been re-added for 2.0, Hell House will have something as well.

I'll check these softlocks, seem to be new.
 
Hey SC! Sorry to be a bother, but I have NT set to auto-update from your catalog, but it doesn't seem to have downloaded the last couple of updates (such as the clock room fix). I'm unable to tell if it's an issue with the catalog, 7H, or something on my end. Any ideas would be appreciated!
 
Hey SC! Sorry to be a bother, but I have NT set to auto-update from your catalog, but it doesn't seem to have downloaded the last couple of updates (such as the clock room fix). I'm unable to tell if it's an issue with the catalog, 7H, or something on my end. Any ideas would be appreciated!
It was because I wasn't changing the date on it, I'll be doing that from now on.
 
Hi, I wanted to keep an update as I continued on in the game. I got to Junon and started up the boss fight with Bottomswell, and instead of the regular boss fight it took me to the Shinra building against 3 Sawbacks. The game continued normally past that.
 
Hi, I wanted to keep an update as I continued on in the game. I got to Junon and started up the boss fight with Bottomswell, and instead of the regular boss fight it took me to the Shinra building against 3 Sawbacks. The game continued normally past that.
Yeah, what's happening is that the flevel has a series of arrange mode flag checks to change some of the boss fights out for an alternate. But because the scene.bin is a default one, it's loading an encounter that isn't a boss. This'll also happen for Materia Keeper and Demons Gate, maybe some others.

***
Edit:
Thanks to S.K. for the donation.
 
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Hi,

First time playing this mod, really loved it and enjoyed the journey.
But I just ran into a bug where I'm stuck in the dark cave's sewers.
I jump down here and all I see is a car which blocked my way, is there anyway I can get out of here?

Thanks.
ACtC-3e8Tyo8GCnt5hd3s0dFgTKWqPXOZtUURT8g4Ua6lo3E7eBCG0iG_JAgHC2bYdQ0J9as5HDGsNHzAKimnKc7Wdci5V01qVzkkwYciovk-LPCejGmRtMRdYIWDq8UAP5j1Ql1Uk7hnd2ZLehrZQNG_94=w1666-h937-no
 
Hi Sega lord, would like to ask a weird question, my aerith and barret's limit is stucked on level 1, no matters how many times im using still stucked on level 1, but my cloud and tifa already got thier limit on level 3 already.. Any ideas what went wrong ?
 
Hi,

First time playing this mod, really loved it and enjoyed the journey.
But I just ran into a bug where I'm stuck in the dark cave's sewers.
I jump down here and all I see is a car which blocked my way, is there anyway I can get out of here?

Thanks.
I recently changed the set-up to not remove characters from the PHS but to lock them instead in order to avoid an issue where players were losing Materia through the automatica unequip (if there's no space, the Materia is lost). However, some of the scripts in there used 'character exists' as the check which meant they started to fail. I've made an adjustment and uploaded patches for all version.

Hi Sega lord, would like to ask a weird question, my aerith and barret's limit is stucked on level 1, no matters how many times im using still stucked on level 1, but my cloud and tifa already got thier limit on level 3 already.. Any ideas what went wrong ?
You unlock Lv2 and Lv3 by killing enemies; the 2nd Limit on each Limit Level is unlocked through uses.

As an example:
To get Barret's 1-2 Limit Mindblow, you need to use Big Shot 9 times.
To get Barret's 2-1 Limit Grenade Bomb, you need him to kill 60 enemies.
To get Barret's 3-1 Limit Satellite Beam, he needs 110 kills (this is total kills, so he only needs 50 kills after getting Grenade Bomb to get Satellite Beam).

***
Patch Info 24th May 2020

So a few things;
*) Dark Cave and the North Crater had some alterations made to avoid the loss of Materia when characters are set to unavailable (a full Materia unequip is performed, but if there is no space for the unequipped Materia to be stored then it is lost). So instead, I've got them set to locked in PHS.

Side note, when grinding Materia in the North Crater be mindful of your remaining space. When creating Materia through division, it will either overwrite an old Materia (prioritising low-end Materia like Fire, Ice, etc.) or throw away the new-born Materia. Try to keep around 10 or so free spaces in your Materia inventory to be safe, selling/trashing Materia you don't necessarily need.

*) Vanilla Combat IRO: I removed all references to arrange mode battles. Unsure how this variable was getting flipped on without any reference to it in the script but that should sort it out.
*) Reunion (R06) download had a bad folder structure, so have corrected this. Also has the Dark Cave patch as per above.
*) Mouth Patcher IRO: I added this to the catalog, it can either remove the NPC O mouth texture or replace it with ones used by the main characters.
 
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Hey Sega Chief,

Just reinstalled FF7 today ready for another go at NT.

I have to ask out of sheer curiosity, what is the hidden enemy no one has found in 5 years?

Even if you dont spoil it here and PM me with it I'm just really intrigued!

Though if you dont want to say I obviously understand.
Looking forward to 2.0.

Thanks
 
Hey Sega Chief,

Just reinstalled FF7 today ready for another go at NT.

I have to ask out of sheer curiosity, what is the hidden enemy no one has found in 5 years?

Even if you dont spoil it here and PM me with it I'm just really intrigued!

Though if you dont want to say I obviously understand.
Looking forward to 2.0.

Thanks
It was a bit of a dud I'm afraid, I actually forgot all about that message until recently when someone brought it up. The boss it refers to is no longer accessible due to some changes made in the Dark Cave conclusion. There was a window of time where it could be found in the diorama room during the timed escape but that part no longer occurs.

I'll keep the current secret boss for 2.0, but the whole secret boss thing has kind of flown the nest I'd say.
 
Ah fair enough,

When I was escaping the reactor a minute ago I wondered if ot might be something really close to the start.

Itll be cool to eventually see whatever it is.

Is 2.0 going to be wildly different from what we have now or still fairly similar?
 
I'm back with another "problem"! I put that in quotes for 2 reasons: 1) I'm still using the catalog version of the IRO so I'm not 100% sure if it's up to date (I uninstalled and reinstalled), and 2), I feel like most people would see this as a good thing.

Anyway, Yuffie seems to be maintaining Perfect Dodge even after the message says she's lost it. I'm trying to limit-train her, and I cannot for the life of me get anything to hit her more than once with a physical attack! I can switch to magic-wielding foes, but for right now it seems like her stats aren't actually resetting upon being hit with magic.

[edit] Party members can hit her just reliably, it's just foes that can't hit her. Seems weird to me, either she has 255% evasion or she doesn't. Or do the party's evasion numbers not count against one another?

Also, speaking of secrets, any hint about the secret 10th party member that's teased in the party list when you're checking your SP?
 
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Ah fair enough,

When I was escaping the reactor a minute ago I wondered if ot might be something really close to the start.

Itll be cool to eventually see whatever it is.

Is 2.0 going to be wildly different from what we have now or still fairly similar?
It's a full overhaul so it may do; some of the stuff from 1.5 is coming over though like the source-point system.

I'm back with another "problem"! I put that in quotes for 2 reasons: 1) I'm still using the catalog version of the IRO so I'm not 100% sure if it's up to date (I uninstalled and reinstalled), and 2), I feel like most people would see this as a good thing.

Anyway, Yuffie seems to be maintaining Perfect Dodge even after the message says she's lost it. I'm trying to limit-train her, and I cannot for the life of me get anything to hit her more than once with a physical attack! I can switch to magic-wielding foes, but for right now it seems like her stats aren't actually resetting upon being hit with magic.

Also, speaking of secrets, any hint about the secret 10th party member that's teased in the party list when you're checking your SP?
I think this must be why I stopped using allocation and went to addition, looks like it has its own problem with resetting back to the original value. I'll see what I can do.

There is no 10th party member; the 10th slot was a random string I used to test a total SP counter but forgot to remove it. It's on every save point unfortunately so removing it would be a bit of a undertaking.
 
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