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

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Also tells me game was not started with new threat 2.0 installed the first time I save despite having it installed
 
Sorry if this has been answered before but when I equip the ultima weapon cloud always misses. Is this intentional or could I have installed it wrong? Love this mod, but being essentially unable to use a weapon is a pain. Help is appreciated thank you.
have you got addedeffect any status effecting materia equipped if an enemy is immune to a status that can cause miss. same regards elemental-element

eg if odin+added effect which inflicts ko, and enemy immune to death then it will always miss. same regards likes of elemental-bio  etc. ensure status blind isnt inflicted.

you can check to see if mod was installed correctly upon game start theres a few things which the readme contained lets you know about, such as first battle/materia and checking if item reactorbomb or something like that is in it. alongside potions showing 300hp rather than default 100. fire spell if hit assist should give description 1% defense reduction or simular, alongside spell mp costs are different.
 
I'm working on trying to install this on Steam Deck with whatever UI mods can work along with it and I'm trying to rule-out what's an issue with 7th Heaven, what's an issue with other, and what's an issue with Steam Deck. I'll try installing on PC first. I'm wondering if folks could recommend some accompanying graphical mods.

I remember I couldn't figure this out when I played 1.5 back in 2020 and enjoyed with vanilla graphics, which was still fun, but thought I'd ask. Maybe another place is more appropriate to ask.
 
have you got addedeffect any status effecting materia equipped if an enemy is immune to a status that can cause miss. same regards elemental-element

eg if odin+added effect which inflicts ko, and enemy immune to death then it will always miss. same regards likes of elemental-bio  etc. ensure status blind isnt inflicted.

you can check to see if mod was installed correctly upon game start theres a few things which the readme contained lets you know about, such as first battle/materia and checking if item reactorbomb or something like that is in it. alongside potions showing 300hp rather than default 100. fire spell if hit assist should give description 1% defense reduction or simular, alongside spell mp costs are different.
Thank you for responding. Tested again. All the installation tests passed, just for some reason equipping ultimate weapons makes attacks with them always missed. Only started happening with most recent new threat update.
 
Sorry if this has been answered before but when I equip the ultima weapon cloud always misses. Is this intentional or could I have installed it wrong? Love this mod, but being essentially unable to use a weapon is a pain. Help is appreciated thank you.
I checked and it seems that a flag was enabled by mistake, the 'Miss if not dead' one used by revive spells. I'll need to do a patch to sort this out.

Also tells me game was not started with new threat 2.0 installed the first time I save despite having it installed
This occurs if either the kernel isn't patched (which is unlikely as you have that bug with the Ultima Weapon) or if the player starts from a non 2.0 save file in Reactor 1 instead of a new game. If you did start from a new game, then I'll take a look into the logic that checks for this.

I'm working on trying to install this on Steam Deck with whatever UI mods can work along with it and I'm trying to rule-out what's an issue with 7th Heaven, what's an issue with other, and what's an issue with Steam Deck. I'll try installing on PC first. I'm wondering if folks could recommend some accompanying graphical mods.

I remember I couldn't figure this out when I played 1.5 back in 2020 and enjoyed with vanilla graphics, which was still fun, but thought I'd ask. Maybe another place is more appropriate to ask.
I'm not familiar with Steam Deck I'm afraid; we have a qhimm discord that might be able to help though (if you're not there already: https://discord.gg/eXkP8Jev)
 
I'm using the Combat Mode version of New Threat 2. I would like to ask if there's a Black Chocobo save editor modified in order to treat correctly the new additions reported in this mod, and if not, if you have informations about the possibility, for the creator of the editor, to support it in the future.

Thanks.
 
Hi,

Been playing through and enjoying it so far. However I've got to report some errors.

Playing with the standalone installer.
-Entering the area in Wonder Square with the minigames, as well as the Chocobo Square lobby throws unknown exceptions. I depatched to progress through the Cait Sith chase figuring there wouldn't be anything to miss with no issues.
-Post Jenova-DEATH during the scene with the Black Materia, Tifa's model doesn't appear, causing a softlock.

Thanks for your work.
 
I'm using the Combat Mode version of New Threat 2. I would like to ask if there's a Black Chocobo save editor modified in order to treat correctly the new additions reported in this mod, and if not, if you have informations about the possibility, for the creator of the editor, to support it in the future.

Thanks.
I'll ask them about it.

Hi,

Been playing through and enjoying it so far. However I've got to report some errors.

Playing with the standalone installer.
-Entering the area in Wonder Square with the minigames, as well as the Chocobo Square lobby throws unknown exceptions. I depatched to progress through the Cait Sith chase figuring there wouldn't be anything to miss with no issues.
-Post Jenova-DEATH during the scene with the Black Materia, Tifa's model doesn't appear, causing a softlock.

Thanks for your work.
I wasn't able to replicate the first issue at Gold Saucer, but I did see the 2nd issue at Whirlwind Maze; I've implemented a fix and will update the mod tonight along with some other fixes.
 
Have update to 2.09993:


2.09993
*) Fixed oversight where Tifa & Cid aren't visible during Whirlwind Maze scene, causing softlock
*) Hid a 1/35 soldier item available in Nibelheim during the flashback
*) Fixed Ultima Weapon always missing (flag normally used by revive effects enabled by mistake)
 
Hello Sega Chief.

I´m new here, in fact this is my first comment. First of all thank you for this amanzing mod, I love the idea to keep Aeris alive, this was the principal reason to played your mod, I hope that you continue working on it. I found some issues:

- I can´t upgrade Red-XIII values after the battle againts Jenova and Sephiroth (Disk two after the Ice mountains).
- I have enable "Voice Attacks" by "Cosmo Memory" but in this exact place Aeris changed her voice and use Barret´s.

Well, that´s it for now, once again thank you for this amanzing mod. Please, let me know if I can send you suggestions here in the comments or by PM.

* Sorry for my poor english, I just studied basic long time ago.
 
Hello Sega Chief.

I´m new here, in fact this is my first comment. First of all thank you for this amanzing mod, I love the idea to keep Aeris alive, this was the principal reason to played your mod, I hope that you continue working on it. I found some issues:

- I can´t upgrade Red-XIII values after the battle againts Jenova and Sephiroth (Disk two after the Ice mountains).
- I have enable "Voice Attacks" by "Cosmo Memory" but in this exact place Aeris changed her voice and use Barret´s.

Well, that´s it for now, once again thank you for this amanzing mod. Please, let me know if I can send you suggestions here in the comments or by PM.

* Sorry for my poor english, I just studied basic long time ago.
Could I get a copy of your save file? I'm unsure what would cause one specific character to be blocked on SP upgrades.

I think for the cosmo memory issue, you may need to talk to the author of that mod as I don't know much about how it functions or why there would be such an issue like that occurring.
 
Hello. I found this mod a while ago, did three playthroughs (two of Type A and one of Type B), didn't have a Qhimm profile before, but I knew I had to create one just to leave at least one comment about your awesome mod.

The short version is: Thank you so much for having created this mod. It really feels like a "Final Mix" version of Final Fantasy VII. I played the vanilla game dozens of time, and discovered your mod at a perfect moment - years after my last playthrough, when nostalgia was motivating me to return to FFVII's universe once more. Revisiting the story with an improved translation and discovering all the little things you added here and there had been a pleasure.

Now, to elaborate a little.

As far as gameplay is concerned, I'm a casual player. I played through the vanilla game dozens of time, but never bothered with the Gold Saucer minigames or the Chocobo sidequest, and I never tried to find the Materia combos and weapons that can one-shot the secret bosses - which outside of Ultimate Weapon I never tried beating either. And I played this mod on the Normal difficulty. I mention that to say that, from a casual player's standpoint, the difficulty and balancing of the game are pitch perfect. (And I realized I've played for the longest time with a rather old version - 2.0991 - so I suppose it's been even more polished now.)

I appreciate that you gave enemies and bosses new abilities (or changed the effects of some of their abilities) to make them more challenging, without becoming overpowered. The boss fights feel like a decent challenge, but one that can be overcome as long as the player knows what they're doing, and remembers that buffs, micro-managing the healer, and good character builds are the key to win. In that regards, Jenova-DEATH is my favorite fight. Among the non-optional non-final bosses, it's the one which gave me the most trouble; but once I figured out its gimmick, it became my favorite boss fight. I just love how this fight put to the test my knowledge of the game's mechanics and my strategy, what with it being an endurance match. I have a save file just before it to be able to do it at will... The fights with the TURKs are also great moments. It really feels like I'm fighting versatile opponents with a wide array of techniques (thanks to some details such as them using Turk Antidote if I try to poison them, or Rude using Turk Heal when low on health to also cast fury, which changes a bit the strategy of the fight). Bottom line, the mod's goal was to reach a midcore difficulty, and as far as I'm concerned, it's a success.

I love the way the mod changed the Materia and Weapons to allow for more customization. It took me a little time to adjust to the system, but after I did, I had a great time finding good combinations and assigning roles to my party members. The rebalancing and changes of the abilities are good, and so is the idea to add new Materia.

Little anecdote, I rarely bother with self-imposed challenge, but this mod managed to motivate me to do one. On my third playthrough, I tried stealing and morphing all the bosses. It gave the fights a slightly different edge, and it was a ton of fun.

All the quality of life changes - the possibility to skip some long flashbacks, receiving the Enemy Away Materia early, the NPC that spawns every time there's a new Fort Condor battle,
the possibility to have a way to get a Gold Chocobo without doing the tedious breeding sidequest
, and so forth - are appreciated.

The main appeal of this mod to me was the improvement of the translation and the additional content. And boy did it deliver!

I won't pinpoint all the instances of you clarifying or improving the dialogues, or else this comment might turn into an essay. I'm just going to say that it was a real blast to revisit the story with a clearer version. It's often little details, but for instance the mere fact the dialogues clearly explain
everything about the Reunion and the fact Jenova is impersonating Sephiroth
make the experience better. I also like how you took the liberty to tweak some dialogues to slightly change the meaning of some events, but while retaining the characters' personalities. For instance, I like how Shinra's actions during the Midgar arc are given a slight different meaning because in your version they are aware that Midgar will soon become unsustainable, and their fight against AVALANCHE is also a way for them to divert the citizens' attention so that they have enough time to accomplish the Neo-Midgar project. It gives more sense to their actions at the Sector 7 pillar. Your way of writing is also good in that it stays true to the characters' personalities - especially when it comes to Aeris' dialogues.

To me, the biggest asset of the mod is the additional content. Once more, I won't pinpoint all the specific examples I liked, I will just say that discovering all of these additions was my greatest pleasure when playing through the mod. Bosses and mini-bosses have been added at perfect moments. The Guard Scorpion becoming a recurring boss and running gag was cool. When playing the vanilla game, I remember sometimes thinking it would have been cool to have boss fights at some key moments of the game (Floor 59 of Shinra building, end of Mythril Mines, at the end of the Junon Weapon Raid in front of the Highwind), and this mod gave it to me.

Of course I also enjoyed the additional scenes. My favorite one is
the moment when Yuffie attempts to rob the party
.

The new sidequests and optional bosses were a ton of fun. I almost wish there were more additional dungeons like
the return to the Gi Cave
, or that
the fights between Tifa and Zangan or for Aeris' fourth Limit Break
had been kept. I loved the cameos at the end of the Special Fights of the Battle Arena.

Finally, one additional content I especially liked was the 'talk to party in towns' feature. It doesn't look like much, some may think it's cosmetic, but I think it did SO MUCH to flesh the characters out. I like FF7's characters, but the original game also shows its age when it comes to its way of handling them. After a while, once their arc is resolved, and outside of the occasional key moment, most of the characters disappear into the background, and only briefly show up for group conversations. Your mod's feature allows to feel like they're more present.

A quick word about the Type B scenario. I made the mistake of doing it right after my Type A playthrough. Therefore, I adored the Midgar Arc, and did the rest of the game on autopilot to see the alternate boss roster. Though I'm not reproaching anything - the changes of the Midgar storyline alone are a great thing, and must have needed a ton of work. I confess however that I prefer Type A's approach of keeping the original story's event progression and improving it. Still, the two scenarios are a testimony of how much work has been put into the mod.

I'd like to finish by discussing in more details a very spoilery addition:


I'm of course talking about the possibility of saving Aeris. It's in my opinion one of the best features of the mod, because you took the time to integrate it into the story, and her into the events. It really gives me the impression to play an alternate version of the story. In my opinion, save maybe for one or two details, it's perfectly integrated in the general story and doesn't create plot holes.

If I had one suggestion, it would simply be to expand a little the scene of the aftermath after the events of the Forgotten City, the one when the entire party is gathered in one house with Aeris resting on the bed. In the mod, it's the only part where I think Aeris' inclusion raises a plot-related problem, as nobody asks her what she was trying to do. The idea I propose would be to have Aeris wake up, the other party members are happy, and ask her what she attempted to do, which she explains. (Bottom line, she gives them some of the information she'll also remind them later at Cosmo Canyon. She tried to ask the Planet, they mentioned Holy, but they weren't clear on what it was exactly or how she could cast it. The altar felt like a dead end to her.) Cloud and the others would conclude her attempt was a failure/dead end, since the access is now blocked once again, and Cloud (influenced by the Jenova cells) would therefore impose his idea to go north and kill Sephiroth. However, I don't know if it's feasible. I recall reading one of your comments in which you explained it's very tricky to add new dialogues because of the way text boxes are coded in the original game...

Anyway, minor nitpick aside, your mod is the thing that made me like Aeris and use her in my team. In the vanilla game, I've always felt neutral about her. I thought she was a good character, but far from my favorite, and since I knew she was going to die I never used her in my team. However, since in New Threat there is an alternate story with her surviving, it made me use her as much as possible in Disks 2 and 3, to see all the new content. And I realized just how powerful she could be as a mage... (In the vanilla game, I've always thought she's too specialized for her own good; but since your mod encourages to specialize the party members, she fits like a glove...) Plus, I adore your way of writing her. Like many I think, I cheered widely when she gave Scarlet the chair (loved that reference), and I adored the optional conversation with her after the Zack flashback - the moment in which her writing is the most spot-on. After my first playthrough of New Threat, Aeris barely left my team... To the point I still have to force myself to do a "regular" playthrough of the original story with her perma-death now...


Final random anecdote. I played some parts of the game with my brother in the same room. When Diamond Weapon made a JoJo reference, we went wild. :P Just a final example on how little details are the salt of this mod.

To conclude, I'm impressed (and delighted) to see you're still working on the mod in order to add and improve its content. I confess I updated my version yesterday just to play through the Junon Weapon Raid once more. It's one of my favorite moments of the vanilla game, so I loved how you expanded on it. But I probably will do an other full playthrough at some point, because I'm curious to see what is the "secret encounter" which was made unmissable. I have a hard time picturing what it is...

Apologies for the long comment. :D I wanted to write it for a long time, so once I started it, there was no stopping me. Once more, thank for this mod and for all of your hard work.
 
I'll ask them about it.

I wasn't able to replicate the first issue at Gold Saucer, but I did see the 2nd issue at Whirlwind Maze; I've implemented a fix and will update the mod tonight along with some other fixes.
Another user reported the same bug, but frustratingly I'm still unable to replicate on either 7h or using the regular installer via Steam in either of those rooms. Were there any other mods being used or have other mods been hard-installed in the past? For next patch I'll take copies of the 2.09992 fields and import them over in case there's some corruption or similar happening there.

Glad you enjoyed it; I'll see what I can do with the suggestion for post-altar scene, adding dialogue itself isn't tough but it's more of a case of finding where its a good place to put it, and sometimes scenes need adjusted or added to fit it.
 
Hello Sega Chief.

I don´t know what is happening but I can´t send you messages. Yesterday I found another issue: There is an error in the text when you use Knights of Round.

By the way right now I finished the game, my save files would be still useful?
 
Indeed I enjoyed it.

Also, I've encountered a bug during the Junon Weapon Raid. When I have only Barret and Cait Sith in my party, during the encounter with Yuffie. At one point, when Yuffie is supposed to move, she remains blocked by Barret's sprite and the game is softlocked. It happens after Cait Sith says: "They stopped us from getting to her. We'll need to try again later..." Yuffie then starts walking, and is blocked by Barret's sprite.

I tried two more times by having Barret arrive in a different part of the screen, but the bug happened each time. Does anyone else encounter the same problem?

a3ks.png
 
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Hello Sega Chief.

I don´t know what is happening but I can´t send you messages. Yesterday I found another issue: There is an error in the text when you use Knights of Round.

By the way right now I finished the game, my save files would be still useful?
Messages I think unlock after X amount of posts.

Yeah the save files would still be handy for testing. I'll check into the KOTR text, the pointer for the text maybe got mucked up again as it's the very last one in the file (I think).

Indeed I enjoyed it.

Also, I've encountered a bug during the Junon Weapon Raid. When I have only Barret and Cait Sith in my party, during the encounter with Yuffie. At one point, when Yuffie is supposed to move, she remains blocked by Barret's sprite and the game is softlocked. It happens after Cait Sith says: "They stopped us from getting to her. We'll need to try again later..." Yuffie then starts walking, and is blocked by Barret's sprite.

I tried two more times by having Barret arrive in a different part of the screen, but the bug happened each time. Does anyone else encounter the same problem?

a3ks.png
I'll sort that out tomorrow and have a patch up.
 
Every single time I level up a command materia to max I get "{BOX:RED} Limit Break" and the steam achievement "master materia". It doesn't seem to have any affect on gameplay it's just annoying. https://imgur.com/a/3mXmNnS
 
Hello again Sega Chief.

Well, if a need more comments to start sending messages I take this chance to give you tips:

I´m already finish 2.0 twice and I found something that could be interesting for you:


There is a way to break the game:SPOILERS


In resume "Sneak attack": I used these formulas in my second gameplay, quick example:
Ultima+Sneak attack+Ultima - Sneak attack+KHOR+MP Turbo - Comet+Sneak Attack+Comet
Kjata+sneak attack+Bahamut - Neo Bahamut+Sneak Attack+Ramuh - Shiva+Sneak Attack+Ifrit
These combinations could use in the two rows of every character.
I beat all the new bosses that have the "Limit 4" with these formulas, in some cases only need one character to win the match. I don´t know if I´m going to regret to tell you this because is an easy way to finish the game (Even Sephiroth in his two forms) but I asume that a solution could be this:
Sneak Attack - One Star (Like the Summons of this version)


My list of suggestions (Whishes) for the Type "B" - Hard mode:
- At he begining of the game (First scene) could be useful find this accesory: "Cat's Bell" - Would nice to steal it from one of the soilders, I never use this accessorie but in this point of the game would be awesome.

- Again, at the begining of the game would be nice to find a reward of gil (Maybe from the soldiers...again) something like: "165 giles", like a little help to buy "Steal" materia at the begining.

- One purple Materia: Strenght Plus or something like that, a materia to increase the Strenght, One Star, at least one.

- I reached level 99 but it was difficult (At least for me) to have 9999 at least with two characters, so, I suggest to add a second "HP Plus" or this idea: Items in the field (Very hide), rewards after win mid-bosses/bosses-battles, some examples:

- Potion+           (Increase the HP by 45)
- Potion++         (Increase the HP by 85)
- Potion+++      (Increase the HP by 255)
- Potion ++++   (Increase the HP by 460)
- Potion +++++ (Increase the HP by 875)

The same idea could by apply for MP.

- More items in the field, there are a lot of empty spaces.

Tiny Bronco and Highwing:
- The are a lot of empty islands, so, would be nice to reach one new city/village/reactor when you get the Tiny Bronco and the same idea with the Highwind.

- Turks:
Everything is right with them but at the begining of the game the items that we can obtain from them (Using "Steal" Materia) are kind of poor (At least in my opinion).

Well, that´s all. Thank you for reading me and I hope this help you in some way.

* Sorry for my poor english.
 
Every single time I level up a command materia to max I get "{BOX:RED} Limit Break" and the steam achievement "master materia". It doesn't seem to have any affect on gameplay it's just annoying. https://imgur.com/a/3mXmNnS
It looks like some of the text strings in the kernel have been messed up; I'll sort that out.

Hello again Sega Chief.

Well, if a need more comments to start sending messages I take this chance to give you tips:

I´m already finish 2.0 twice and I found something that could be interesting for you:


There is a way to break the game:SPOILERS


In resume "Sneak attack": I used these formulas in my second gameplay, quick example:
Ultima+Sneak attack+Ultima - Sneak attack+KHOR+MP Turbo - Comet+Sneak Attack+Comet
Kjata+sneak attack+Bahamut - Neo Bahamut+Sneak Attack+Ramuh - Shiva+Sneak Attack+Ifrit
These combinations could use in the two rows of every character.
I beat all the new bosses that have the "Limit 4" with these formulas, in some cases only need one character to win the match. I don´t know if I´m going to regret to tell you this because is an easy way to finish the game (Even Sephiroth in his two forms) but I asume that a solution could be this:
Sneak Attack - One Star (Like the Summons of this version)


My list of suggestions (Whishes) for the Type "B" - Hard mode:
- At he begining of the game (First scene) could be useful find this accesory: "Cat's Bell" - Would nice to steal it from one of the soilders, I never use this accessorie but in this point of the game would be awesome.

- Again, at the begining of the game would be nice to find a reward of gil (Maybe from the soldiers...again) something like: "165 giles", like a little help to buy "Steal" materia at the begining.

- One purple Materia: Strenght Plus or something like that, a materia to increase the Strenght, One Star, at least one.

- I reached level 99 but it was difficult (At least for me) to have 9999 at least with two characters, so, I suggest to add a second "HP Plus" or this idea: Items in the field (Very hide), rewards after win mid-bosses/bosses-battles, some examples:

- Potion+           (Increase the HP by 45)
- Potion++         (Increase the HP by 85)
- Potion+++      (Increase the HP by 255)
- Potion ++++   (Increase the HP by 460)
- Potion +++++ (Increase the HP by 875)

The same idea could by apply for MP.

- More items in the field, there are a lot of empty spaces.

Tiny Bronco and Highwing:
- The are a lot of empty islands, so, would be nice to reach one new city/village/reactor when you get the Tiny Bronco and the same idea with the Highwind.

- Turks:
Everything is right with them but at the begining of the game the items that we can obtain from them (Using "Steal" Materia) are kind of poor (At least in my opinion).

Well, that´s all. Thank you for reading me and I hope this help you in some way.

* Sorry for my poor english.
Are these setups using triple slots? Balancing-wise, I'm probably not going to change the base mod around it; would rather hear about what OP things people cook up.

I can add more gil and extra stuff to start of Route B, sure. And I'll see about adding some additional things to the various field screens; I added a bunch of new things for the 2.0 build, but I guess some more wouldn't hurt too much.

Adding new towns, etc. is beyond me I'm afraid.

I can review the steals from the Turks and make them a bit better; won't be as good as the original (Ziedrich for instance) but can perhaps give them stuff that's a tier ahead of what's current at the point of the game they're fought.
 
Alright. I've been killing myself for days now and I can't find an answer. How do I unlock the level 2 limits? I've been progressing through the story and massacring enemies left and right, but I can't unlock the level 2 limits.

Edit: Never mind. Once I posted this, I went ahead and continued killing and then unlocked them...holy crap...
 
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