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

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All draining abilities in FF7 will only take as much as the opponent has. so even if you osmose for 999 if the enemy only has 1 MP you will only gain 1 MP. Same for Red and Cids draining limit breaks.
 
That should be the catalog downloads fixed now. Battle Model swaps were separate out onto a separate IRO.
 
All draining abilities in FF7 will only take as much as the opponent has. so even if you osmose for 999 if the enemy only has 1 MP you will only gain 1 MP. Same for Red and Cids draining limit breaks.
It's pretty nice for figuring out how much HP any enemy has that Sense doesn't work on, since Venus Gospel won't drain on subsequent attacks on an already dead enemy (use 4x cut and enemy died at x2 but Cid does all 4 hits anyway for example).
 
Update made, but only change was to set a check for initial state when hitting new game. That way if the kernel isn't patched or is overwritten by something, the field script will pick up on it and warn the player.
 
Can someone explain me how the gravity/demi spell functions? It doesn't cut by 1/4 the current HP of the monsters, it makes random cuts but never consistent. What is its mechanistic now?
 
Can someone explain me how the gravity/demi spell functions? It doesn't cut by 1/4 the current HP of the monsters, it makes random cuts but never consistent. What is its mechanistic now?
It is 25%, but flying enemies take double damage from it (so 25% becomes 50%). Bosses that are able to take Gravity damage typically have 50% resistance to it as a balancing thing (so 12.5% instead of 25%). I've dropped weakness from the new build and replaced it with 'cannot miss' which is how I think Demi was originally supposed to be balanced up, considering its base 75% accuracy in vanilla.

how the work coming along so far on the 2.0 nt mod
It's going well.
 
It is 25%, but flying enemies take double damage from it (so 25% becomes 50%). Bosses that are able to take Gravity damage typically have 50% resistance to it as a balancing thing (so 12.5% instead of 25%). I've dropped weakness from the new build and replaced it with 'cannot miss' which is how I think Demi was originally supposed to be balanced up, considering its base 75% accuracy in vanilla.
Thank you, so I have to understand that some enemies will have resistance and others weakness to gravity so it would change the % factor of the "demi/gravity" spell.
 
Hey Sega Chief! Your mod is AMAZING! I really have a blast playing it :) Just one quick question: Since every weapon got revamped does that include the ultimate weapons for each character got their hidden ability changed too? Like Vincent's Death Penalty getting stronger with every enemy killed ect.? Im currently planning out my character builds and this info would help me out a lot!
 
Hey Sega Chief! Your mod is AMAZING! I really have a blast playing it :) Just one quick question: Since every weapon got revamped does that include the ultimate weapons for each character got their hidden ability changed too? Like Vincent's Death Penalty getting stronger with every enemy killed ect.? Im currently planning out my character builds and this info would help me out a lot!
Yeah, they were changed though some are the same (they're still very powerful, for better or worse):

Ultima Weapon: HP-based (same as original)
Missing Score: AP-based (same as original, but less slots)
Premium Heart: MP-based
Princess Guard: Restores HP on strike (magic-based), applies Shield.
Limited Moon: Limit-gauge based
Conformer: Target Level based (same as original)
HP Shout: Deals damage based on Cait's Max HP - Current HP (same as ???? skill)
Death Penalty: Standard formula, but ignores defence
Venus Gospel: Standard formula, but drains damage as HP

The two last ones may not sound like much as they don't use a special formula, but their effect makes them very powerful. Cid can be difficult to kill with drain, and Vincent can get past the raised defences of late-game enemies.
 
Thanks :) I already knew the vanilla ones besides Yuffies Conformer, always thought it deals more damage with command materia  ??? This will come in very handy  :lol:
 
[New Threat Mod v1.5]
This mod is amazing dude. Is there anyway you include an .ini configuration allowing random battles to be toggled on/off at all times as opposed to just at save points? Similar in fashion to the Steam version of FFIX for example... I'm able to enable/disable random battles using Ochu in the meantime but it requires alt+tabbing out the game each and every time I'd like to do so.

Keep up the amazing work!
 
This mod is amazing dude. Is there anyway you include an .ini configuration allowing random battles to be toggled on/off at all times as opposed to just at save points? Similar in fashion to the Steam version of FFIX for example... I'm able to enable/disable random battles using Ochu in the meantime but it requires alt+tabbing out the game each and every time I'd like to do so.

Keep up the amazing work!
For 2.0, and this'll be rolled into 1.5 as well, I've found that a modified Enemy Away Materia can effectively act as an encounters on/off switch that works wherever the player has access to their Materia inventory and covers the World Map as well as Field Screens. The current Enemy Away reduces encounters by 87.5% or so, but with the adjustment I think it reduces encounters by 99% instead.

Edit: About editing posts, Qhimm staggers out the actions that a new user can take until they've posted a certain number of times, including the editing of posts, sending PMs, etc.
 
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For 2.0, and this'll be rolled into 1.5 as well, I've found that a modified Enemy Away Materia can effectively act as an encounters on/off switch that works wherever the player has access to their Materia inventory and covers the World Map as well as Field Screens. The current Enemy Away reduces encounters by 87.5% or so, but with the adjustment I think it reduces encounters by 99% instead.
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?

Props again for this my good man, I've played vanilla FFVII to absolute death - look forward to seeing all the new/edited content available in this badboy!  :-D
 
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?
It is possible to put it as a button press combination but that requires it to be placed on EVERY field (there are over 700). Adjusting the materia and giving it early is much faster and more stable since some fields will renable the battle flag after a fight, Guard scorpion and Scitzo are the 2 that come to mind. But with the materia you will always have the effect
 
Not sure where else to ask this but when i try to download the Battle Model/Costume Swaps (OG Style) mod in the catalog from your link i get

18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error downloading Downloading Battle Model Swaps OG style
18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Battle Model Swaps OG style - Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error receiving from 119716576: System.Net.WebException: The remote server returned an error: (404) Not Found.

And its the only one that does it as New Threat's download works perfectly
 
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?

Props again for this my good man, I've played vanilla FFVII to absolute death - look forward to seeing all the new/edited content available in this badboy!  :-D
It is possible to add a toggle to, say, the config menu which I did once. But the underlying problem is that I am relying on field script currently for the toggle and this doesn't extend to the world map. Enemy Away Materia is toggleable in the sense that you can equip and then unequip it + affects world map so I think this is the way to go.

Not sure where else to ask this but when i try to download the Battle Model/Costume Swaps (OG Style) mod in the catalog from your link i get

18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error downloading Downloading Battle Model Swaps OG style
18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Battle Model Swaps OG style - Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error receiving from 119716576: System.Net.WebException: The remote server returned an error: (404) Not Found.

And its the only one that does it as New Threat's download works perfectly
I'll check the link, it's probably off or something.

Edit: Re-uploaded and seems to be working now. I also updated the Jessie model to the new one, which uses Kaldarasha's parts. I'd better add mention of that somewhere next time I do an update, forgot to this time.
 
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Found this place because of your badass mod. Good work! Can't wait for 2.0.
 
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