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

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Hello there,

I just got the base files of this mod to work with my IOS version of FF7 and I love the mod so far. I just wanted where the location was to incorporate the updated character models? The issue I am running into is I can only seem to find the .iro files to use with 7th heaven which I cannot get into the individual base files. With the clunkiness of the IOS filesystem I had to switch out each file manually. if these aren't available I'll definitely keep playing with the vanilla models. Can't wait to see how the "B" story progresses.
 
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Hello there,

I just got the base files of this mod to work with my IOS version of FF7 and I love the mod so far. I just wanted where the location was to incorporate the updated character models? The issue I am running into is I can only seem to find the .iro files to use with 7th heaven which I cannot get into the individual base files. With the clunkiness of the IOS filesystem I had to switch out each file manually. if these aren't available I'll definitely keep playing with the vanilla models. Can't wait to see how the "B" story progresses.
By updated character models, do you mean the ones that come with NT or from another mod? Also, do you need the full archive file (battle.lgp and char.lgp) for instance? If these files are vanilla then you may experience softlocks due to missing models early on. You also may need the flevel.lgp archive for the game's script and stuff.
 
Each head on the Schizo boss fight in Gaea's Cliff has only 180hp.
I'm using 7th heaven, type A, hard mode.

As always, love the mod. Absolute joy.
 
By updated character models, do you mean the ones that come with NT or from another mod? Also, do you need the full archive file (battle.lgp and char.lgp) for instance? If these files are vanilla then you may experience softlocks due to missing models early on. You also may need the flevel.lgp archive for the game's script and stuff.
Sorry about the confusion, I am trying to figure out which files govern which aspect of the Mod, for instance is it the char.lgp that affects the character models, and flevel.lgp = storyline? I was wondering if you had a list somewhere of what the main files are and the different portions of the mod they apply.  I currently have the main files for the new threat mod from a patched steam version, but I was wanting to possibly add some higher res backgrounds and avatar models.

You have done a amazing job on this mod and I am sure you probably have answered this question before on this thread.
 
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Sorry about the confusion, I am trying to figure out which files govern which aspect of the Mod, for instance is it the char.lgp that affects the character models, and flevel.lgp = storyline? I was wondering if you had a list somewhere of what the main files are and the different portions of the mod they apply.  I currently have the main files for the new threat mod from a patched steam version, but I was wanting to possibly add some higher res backgrounds and avatar models.

You have done a amazing job on this mod and I am sure you probably have answered this question before on this thread.
I'll write a quick break-down of what NT needs:

Field folder
char.lgp: Field models and their animations; some new models were added that are referenced in the flevel so if these are missing the game will unfortunately crash.
flevel.lgp: Field screens & their related event scripts + dialogue

Battle folder
scene.bin: Enemy data and their formations/attacks
battle.lgp: Battle models for enemies + characters + Battle environments; new models are contained so if this is missing there'll be crashes upon loading certain battles as the model data won't be found.

Kernel folder
kernel.bin: General information such as character stats, equipment/items attributes, Materia, spell data, etc.
kernel2.bin: Specific to PC version, this contains text strings for equipment names + descriptions.

Menu folder
menu_us: Contains character portraits and various UI assets (optional; this is for button icons; if missing, then some strange icons will appear instead but they'll at least be colour-coded to PSX buttons and the original PC prompts appear beside them).

wm folder
world_us: Contains world map models and textures (optional; only one model was colour-tweaked slightly for consistency so this can be left out).

The .EXE also has changes but this being a mobile version it could be the case that replacing this with a modified version may encounter issues. If this is the case, then the .EXE can be left unpatched. This means that certain features and balancing such as formula changes to mitigation effects, some QoLs like cure magic ignoring mbarrier, and things like the stat bonus/penalty of equipping Materia will be reverted back to how the default game handles them. The mod will be fully operational but your experience on the battle side of things will change a bit because of that.

You can get a copy of all these complete archive files + modified .EXE by patching a 1998 or Steam copy of the game with the Regular Installer.
 
Patch is up:

Code: [Select]
Code:
v2.098*) Repaired toggle for Hard Mode on Fort Condor and Kalm save points*) Battle during a Flashback scene was adjusted to prevent a crash
 
game crashed with Hyper Jump in 2.098. for what its worth, it crashed in a battle against Ultima Weapon in Fort Condor. ill try to see if its the battle or the limit break that causes the crash.

game is also crashing with the jersey enemy at the shinra mansion. the game crashes whenever a jersey triggers a stance change.
 
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game crashed with Hyper Jump in 2.098. for what its worth, it crashed in a battle against Ultima Weapon in Fort Condor. ill try to see if its the battle or the limit break that causes the crash.

game is also crashing with the jersey enemy at the shinra mansion. the game crashes whenever a jersey triggers a stance change.
Hyper Jump crash is an issue native to the Steam version of the game: https://steamcommunity.com/app/39140/discussions/0/846958223100684439/
The crash itself seems to be frequent for some, not so frequent for others; I moved Hyper Jump to the 2-2 Limit for this reason. The crash doesn't seem to occur on the 1998 version using Aali's latest driver or the FFNx driver. Unfortunately, there's not much we can do for the Steam release as that is handled by SE themselves and no patch has came out for it since release.

I'll look at Jersey again.

Edit: A jump was capturing a var's initial value so that the other condition wasn't getting the var set at all if it was picked, causing the crash.
 
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Sega Chief,

So I messed up one of the big materia missions and don't have the blue materia to get the Bahamut Zero summon. Can this still be dug up at the bone village in the same method as the original game? I checked your text files for item and materia locations and the Bahamut Zero summon only has the large materia listed and not bone village. I've been trying to dig it up but so far I've only gotten megalixers and s-mine from the location the internet is telling me to dig.

Thanks for all your work on this mod, been using it for my first playthrough of the game.
 
Sega Chief,

So I messed up one of the big materia missions and don't have the blue materia to get the Bahamut Zero summon. Can this still be dug up at the bone village in the same method as the original game? I checked your text files for item and materia locations and the Bahamut Zero summon only has the large materia listed and not bone village. I've been trying to dig it up but so far I've only gotten megalixers and s-mine from the location the internet is telling me to dig.

Thanks for all your work on this mod, been using it for my first playthrough of the game.
You can dig it up from Bone Village, and the success rate has been raised to 100% but the other condition is that the player is on Disc 3.
 
You can dig it up from Bone Village, and the success rate has been raised to 100% but the other condition is that the player is on Disc 3.
Ah, okay, that's good to know, I've been trying to dig it up on disc 2. Thank you for the quick response. Probably saved me a lot of frustration lol.
 
quick question: is the touph ring behaving properly? the item descriptions says it resists fire/ice/thunder but in the status menu, those elements arent highlighted in the halved section. dont know if its just a visual thing or the mechanic just does not work.
 
quick question: is the touph ring behaving properly? the item descriptions says it resists fire/ice/thunder but in the status menu, those elements arent highlighted in the halved section. dont know if its just a visual thing or the mechanic just does not work.
I checked the kernel and they don't have the elements set. Will sort that out.
 
the 1/35 soldier respawns back again in cosmo canyon after taking it. you literally only need to exit the screen and enter it again in order for it to respawn. very exploitable, since it lets you grab that ridiculous stat up materia from the black cap in the m,ythril caves EXTREMELY early

theres also a battle formation that crashes the game as soon as the battle begins, in section in which the marlboro and pollensalta appear in the northern cave. im assuming its the new enemy from which you learn chrono cure. this one is weird since a crash report pop up error is not even thrown out, the game just soft locks and crashes.
 
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So I failed to stop the train and I'm on disc 3 but for some reason I can't acquire the renew materia by paying 50,000 gil. Whenever I talk to the npc, the option to buy it pops up but the cursor begins on the no option and won't let you move up to the purchase option only down to a blank option that when you select functions as a no, I would imagine the text box is just bugged.
 
the 1/35 soldier respawns back again in cosmo canyon after taking it. you literally only need to exit the screen and enter it again in order for it to respawn. very exploitable, since it lets you grab that ridiculous stat up materia from the black cap in the m,ythril caves EXTREMELY early

theres also a battle formation that crashes the game as soon as the battle begins, in section in which the marlboro and pollensalta appear in the northern cave. im assuming its the new enemy from which you learn chrono cure. this one is weird since a crash report pop up error is not even thrown out, the game just soft locks and crashes.
The guy in the mines checks the variable by which each of these items are picked up by in addition to the quantity you have in inventory so if you pick up 12 of these in this way he shouldn't hand over the Materia. I'm going to change the item quantity part from an == to a >= so that people affected by this don't get locked out from getting the Materia later even if they find all 12. I'll fix the Cosmo one as well.

Thanks for telling me the area within North Crater, narrows the culprit down.
Edit: It was the 2nd Death Dealer entry that's used for a back-attack and a pincer battle. The AI in pre-battle didn't have its jumps set quite right from the Hard Mode refactor which locked it up; have fixed.

So I failed to stop the train and I'm on disc 3 but for some reason I can't acquire the renew materia by paying 50,000 gil. Whenever I talk to the npc, the option to buy it pops up but the cursor begins on the no option and won't let you move up to the purchase option only down to a blank option that when you select functions as a no, I would imagine the text box is just bugged.
Yeah the lines were set to 2 and 3 instead of 1 and 2; it'll be in next patch.
 
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there's also a minor bug that i found regarding manipulate, dragon force and the dark dragon at the northern cave. for some reason, when you manipulate the dragon and try to use dragon force on the party, the game only lets you use it on the very first character. it doesnt let you at all change the target. its very minor since you have to put the person with enemy skill on the first spot of the party, but id did not go in too many dephts if it just affects the dark dragon/dark force or if its a manipulate thing. for what its worth, from the other uses i gave to manipulate, its the only time that ever happened to me.

the game is also crashing at the safer sephiroth battle. probably due to a counter? i had aerith use comet2 with w magic and from what happened, the game crashed after aerith finished casting the first comet2. so since she didnt even start casting the 2nd comet2, im assuming safer sephiroth countered the first comet2 with an attack that caused the crash. seems serious to me.
 
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there's also a minor bug that i found regarding manipulate, dragon force and the dark dragon at the northern cave. for some reason, when you manipulate the dragon and try to use dragon force on the party, the game only lets you use it on the very first character. it doesnt let you at all change the target. its very minor since you have to put the person with enemy skill on the first spot of the party, but id did not go in too many dephts if it just affects the dark dragon/dark force or if its a manipulate thing. for what its worth, from the other uses i gave to manipulate, its the only time that ever happened to me.

the game is also crashing at the safer sephiroth battle. probably due to a counter? i had aerith use comet2 with w magic and from what happened, the game crashed after aerith finished casting the first comet2. so since she didnt even start casting the 2nd comet2, im assuming safer sephiroth countered the first comet2 with an attack that caused the crash. seems serious to me.
He doesn't have any direct counter-attacks, just two counter-scripts that reduce defence (or magic defence) when he gets hit. I tried the fight out and fired off a w-magic comet2 but it seemed fine.

Any other mods on like for UI, spell textures, boss models? Anything like FFNx installed with 7th heaven?
 
i run new threat with 7th heaven, but only the new threat mod with no other mod active.

ill fight him later on tonight to see if i can reproduce it again. ill use the same party just in case (aeris vincent cloud)

btw when it happened to me, it wasn't the first w-magic comet2 that i fired off. i did that like 4 times. it was just after a specific time that it crashed.

ETA: weird, didnt happen again now. wonder how that crash came to be.
 
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