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rufusluciusivan
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It's on both. And you're welcome.How about the Aerith part with jenova scene, has to be on B route or can be on both? Thanks for the info.
It's on both. And you're welcome.How about the Aerith part with jenova scene, has to be on B route or can be on both? Thanks for the info.
Hello. You must have encountered a bug. In New Threat, Yuffie isn't optional anymore. She joins the team automatically in Kalm, after Cloud's flashback. (There's an added scene.) If you have other mods enabled on 7th Heaven, I'd wager one of them is in conflict with New Threat. If you have a save before Cloud's flashback, I suggest disabling all mods save for New Threat, and load the save to trigger Yuffie's cutscene. (Personally, when playing New Threat, I barely use other mods just in case.)Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!
Ah yeah, that's to do with I think a graphical mod.Found a possible bug related to the mod.
In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.
I checked, it does seem to be there along with Bahamut ZERO and Phoenix; it seems to share the same dig location as the Dragoon Lance.Hello! First of all I would like to say I really love this mod! I'm playing FFVII for the first time and thoroughly enjoying it. Thank you for the hard work!
Now my problem is: I can't find the Break materia. It says in the Items & Materia Placements document that I can either find it in Midgar Raid Train Tunnel or in Bone Village in disc 3. I've apparently missed it in Midgar, and am now in disc 3 looking all over for it. But I can't find it in Bone Village. I've dug everywhere where there is supposed to be treasure according to guides. I've tried digging randomly as well, but I got nothing.
I have a small suspicion it's a bug, because I found an extra copy of Bahamut Zero by digging, despite already having it. Maybe I was supposed to get the Break materia, but the game gave me the wrong materia?
Anyone have any idea if I'm missing something here?
I think vanilla combat doesn't have the Type A/Type B routes because of all the different encounters on Type B, so it just uses Type A I believe.Hello, im new here running again ff7, im checking about "new threat 2.0 vanilla combat" from 7th heaven, got interested due to the changes mentioned in script and the posible change in the temple scene.
i got a couple of questions about it, where i can find a guide for it and if with the version im using ill get access to the mentioned before, since im not really interested in the rebalance part, just the changes and scenes added. i saw some comments about A and B option, but never saw such option, and also whats the difference between them.
Im a bit lost atm, thanks in advance.
Yuffie joins in a mandatory cutscene in Kalm, if shes not there then something has gone very awry, or perhaps the mod was installed after this point.Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!
Innates are unfortunately handled through Character AI in the Kernel.bin, the tool for which does not have a ready copy-paste function (unlike the scene.bin editor for enemies, which uses the same AI editor but with extra features like that). Changing them will be a case of copying all the values into notepad, deleting them, then manually readding the desired innate one value at a time.Hey, I've got three questions:
1: which file you have to modify to change a character's innate? E.g. if I wanted to remove "deathblow" from Cloud's innate, or have Tifa "reanimate" with 100HP instead of 1HP.
2: is it possible to change weapon models? Let's say I wanted Cloud to use the Masamune model (Sephiroth's sword) for his Yoshiyuki weapon.
3: how do you change the placement of collectible Materia on the field? New Threat changes around some of the Materia, and Type B even adds completely new placements (like Counter Attack in the first reactor mission).
thank you for the amazing mod, btw. It's really nice to have a fresh experience for the game
Ah hello, the forum is a bit old so it has some security stuff to protect it against bots. I think new members can't send DMs until they've made X amount of posts in the threads or something. When you unlock DMs by posting, feel free to send one.random question, why cant i send a personal message to Sega Chief? Im new to this forum and everytime i click the link for sending a message i just get an error.
Hi Sega Chief, ive been playing your NT 2.0 mod for months and enjoy diving into all the intricacies the mod has done for the gameplay and i wanted to share some things with you if thats ok.
Let me know. Thank you
Ah, got it. thank you for letting me know. i just wanted to share some of the spreadsheets i created for NT 2.0 and wanted to know if you wanted to put them into your documentations file for everybody.Ah hello, the forum is a bit old so it has some security stuff to protect it against bots. I think new members can't send DMs until they've made X amount of posts in the threads or something. When you unlock DMs by posting, feel free to send one.
i posted this a few months ago but your were gone during that time. here is my original post in case you wanted a head start as to what i was researching at the time. i have done much more since then of course. sorry for all the messages.Hello Sega Chief!!!!!!!!!
I want to preface that i LOVE this mod very much as i have been playing it non stop for months but i wanted to take this opportunity to share with you some things i have noticed while playing and wanted to get your feedback on some things when you have the time to review. i enjoy this mod so much that i even made my own personal excel spreadsheets for it. Im not Kidding -_-
All of the things listed below are things i have tested and confirmed MANY times throughout my playthroughs of your GOD like mod during these past few months. Literally!!!!!!!!
Bronze Bangle
- Only capable of acquiring a maximum of 8 in a single playthrough. Your Mod documentation mentions that all characters start with this equipped initially but Cait Sith and Vincent definitely do not
Relic Ring
- Cloud, Tifa, and Aerith are the only characters that receive only max stats in either vitality OR Spirit, but NOT both like the remaining 6 characters. They only get +255 for 1 stat and then -1 to the other one for some reason
Risk Ring
- States in game that it blocks buffs which is true, but also blocks Slow and Stop when viewing character status menu. Haste makes sense because thats obviously a buff, but Slow and Stop are debuffs right? Is this intended? please confirm
Solar Armlet
- Only capable of acquiring a maximum of 2 in a single playthrough if the player doesn't farm them in the battle square before they receive the tiny bronco and cannot be acquired from enemies. is this intended, please confirm?
Voltaic Armlet
- same as the Solar Armlet listed above but not as much of a pain in the butt since you can farm them from Stilva in Gaea's Cliff before clearing the Whirlwing Maze, but i figured i would mention it here anyways incase you had thoughts on this one
Tifa's innate ability triggers even when using the timer expires on the Curse ring specifically... i feel like instant death moves is ok to use up her Grit innate ability but since the community notoriously knows about the Powersoul and Curse Ring combo, i feel like the death sentence effect should still allow tifa to die regardless if her Grit hasn't been used yet. Especially since you receive pretty substantial stat gains from having it equipped anyways. let me know your thoughts on this
I noticed some MP Costs for some spells might need to be looked at. One specific example that stood out to me the most is Full Cure. it only cost 45 MP and has the added benefit of high magic scaling and reviving KO party members which is insanely strong, especially on Aerith with her high magic stats, but when compared to Life2, which costs 100 MP and takes a long time to unlock Life2 because of the AP needed, then why would i invest in Revive materia when Full Cure is not that expensive... thats just one example, let me know your thoughts on this one
X-Attack Materia is already MASTERED once acquired but has a sell value of 105,000 gil compared to the other mastered materia you get in the mod which is all standard at 30,000. is this intended, please confirm?
White Wind Enemy Skill
- your documentation still states that it heals for 50% of what the casters current HP is, but thats definitely not the case. it still heals for the exact 100% amount of what the characters current HP is
Goblin Song Enemy Skill
- your documentation states that it revives KO'd allies but it does not do that, is this intended? please confirm
Virus Enemy Skill
- your documentation states it inflicts Dual but thats not true. it inflicts only poison but also does an insane amount of damage. i think it would be better if it inflicted BOTH Poison and Dual, you can keep the damage too. let me know your thoughts on this one.
HP and MP draining effects when it comes to healing characters...
- MP draining effects like Osmose restores i believe 25% of what was drained from the enemy while HP draining effects are 12.5%. why not have both of them be the same at 25%. an example of it being underwhelming (to me anyway) is the deathblow and HP absorb combo with Tifa very early in the game. The HP restoring effects is SO tiny and makes HP absorb not really worth using at all until MUCH MUCH later in the game, but even then the number is still quite small since you set it at 12.5%
Gil not rewarded on HARD mode
- I play your mod on hard mod most of the time and while i love the challenge, it definitely makes the Gil Plus materia literally useless. you should make the Hard mode version only give out 25% of what the normal gil amount would be when playing normal mode. maybe even less than that if you prefer. at least that would give the cactuar farming method in the corel desert some life again since you get 10,000 gil each time on normal. AND it would incentivize me to keep Yuffie in my parties more often since she passively gives double gil during battles. what are your thoughts on this because having to farm MANY items early on with steal is quite a time investment when the sell prices of early game items are quite small.
one last thing i was looking into was the overall base stats of each character to help make them feel more unique, which in turn opens up the gameplay to more build crafting potential
an example is that cloud has 4 completely balanced stats, some characters have 3, and some even just have 2, and sometimes some characters have the same favored stats as someone else.
one example is cait sith and cid, the both literally have strength and luck as their favored stats at base. i feel like characters should only have 2 main stats that they excel at and nothing more
I came up with an idea of what i feel that the character favored stats could be... this is just an idea so i would like to know your thoughts
Cloud - Strength and Spirit (literally opposite of Aerith, resistant to magic, with high physical damage output)
Barret - Vitality and Spirit (full on main tank character, hence the high defenses but very low dexterity and luck to mitigate atb speed and critical hits)
Tifa - Strength and Dexterity (straight up physical damage dealer with high dexterity to compliment her speedy martial arts skills)
Aerith - Magic and Spirit (main magic dealer and literally opposite of Cloud, resistant to magic, with high magic damage output)
Yuffie - Dexterity and Luck (should be classified as the fastest character in the game due to her character as literally being a speedy thief and high luck for critical hits and lucky dodges)
Red XIII - Magic and Dexterity (full on red mage since he has the enemy skill materia for magic casting and high dexterity due to him literally being a dog so he should have highest evasion maybe????)
Cait Sith - Vitality and Luck (second tank of the game since its literally a stuffed moogle toy, and high luck since its character is a fortune teller)
Vincent - Vitality and Magic (i was torn with this one as i was trying not to copy another character but since Vincent is mainly a magic user and since he starts each battle with Wall active, thats what i chose. let me know your thoughts on Vincent specifically because he was tough for me to decide on stats
Cid - Strength and Luck (never really been characterized as a magic user so it made sense for him to be a third damage dealer with high luck stats for critical hits)
Thank you for the detailed answers, much appreciated!(Sorry for late replies)
Innates are unfortunately handled through Character AI in the Kernel.bin, the tool for which does not have a ready copy-paste function (unlike the scene.bin editor for enemies, which uses the same AI editor but with extra features like that). Changing them will be a case of copying all the values into notepad, deleting them, then manually readding the desired innate one value at a time.
Weapon models can be changed more easily but requires tools like Luksy's ULGP or similar; unpacking the battle.lgp and then renaming some files should do the trick. In this case, you want to make a copy of the file called SACK (this is Sephiroth's Masamune) and rename it to RTCK (cloud's buster sword). The files that go from RTCK to RTCZ are all of Cloud's weapons and can also be replaced in this way, just bear in mind that RTCZ, the Ultima Weapon, applies some hard-coded shading effects to represent its HP property; changing the damage formula in the Kernel.bin will not disable this shading filter.
For materia placements, you use the Makou Reactor tool; there are some steps. The first is to set a group for the materia, this is to store scripts and set a model + anim to. The 2nd is to set the scripts so that the materia model is placed on coordinates on the map, and handles the interact event of picking it up and acquiring it. You can generally copy a Materia's 'group' and paste it onto another field provided there are less than 16 model groups on it already, then update the values like Group Id, add a model, placement coordinates etc. as needed.
most likely as time magic, prob a choice of all or none. slow can be considered as a buff too as it will make likes of positive status effects last twice as longRisk Ring
- States in game that it blocks buffs which is true, but also blocks Slow and Stop when viewing character status menu. Haste makes sense because thats obviously a buff, but Slow and Stop are debuffs right? Is this intended? please confirm
death sentence effect still kills. just that the hp isn't reduced to 1 when grit activates will be whatever hp she had priorTifa's innate ability triggers even when using the timer expires on the Curse ring specifically... i feel like instant death moves is ok to use up her Grit innate ability but since the community notoriously knows about the Powersoul and Curse Ring combo, i feel like the death sentence effect should still allow tifa to die regardless if her Grit hasn't been used yet. Especially since you receive pretty substantial stat gains from having it equipped anyways. let me know your thoughts on this
this was intentional as far as aware, it used do that, however was deemed too op, it also raised enemies which were zombifiedGoblin Song Enemy Skill
- your documentation states that it revives KO'd allies but it does not do that, is this intended? please confirm
segachief had mentioned something like a redo of hardmode called struggle mode in qhimms new threat discord channel. gil is very easy to come by at all area's is my own thoughts on it gil never really being an issue, from very early game there is a 4 move possible to get 4K gillGil not rewarded on HARD mode
- I play your mod on hard mod most of the time and while i love the challenge, it definitely makes the Gil Plus materia literally useless. you should make the Hard mode version only give out 25% of what the normal gil amount would be when playing normal mode. maybe even less than that if you prefer. at least that would give the cactuar farming method in the corel desert some life again since you get 10,000 gil each time on normal. AND it would incentivize me to keep Yuffie in my parties more often since she passively gives double gil during battles. what are your thoughts on this because having to farm MANY items early on with steal is quite a time investment when the sell prices of early game items are quite small.
Sorry to bother you again, but regarding the model change, I've got a few further questions (managed to replace the Murasame model with the Masamune).Weapon models can be changed more easily but requires tools like Luksy's ULGP or similar; unpacking the battle.lgp and then renaming some files should do the trick. In this case, you want to make a copy of the file called SACK (this is Sephiroth's Masamune) and rename it to RTCK (cloud's buster sword). The files that go from RTCK to RTCZ are all of Cloud's weapons and can also be replaced in this way, just bear in mind that RTCZ, the Ultima Weapon, applies some hard-coded shading effects to represent its HP property; changing the damage formula in the Kernel.bin will not disable this shading filter.
can morph the kyuvilduns mnt nibelheim instead of the razer weeds as alternative option for the stylkis greens.One other thing I wanted to mention that kinda links with gil farming is the W-Item materia. Because of the stardust item I mentioned earlier, you can get W-Item pretty much right at the beginning of disc 2 and completely eliminate the need for gil farming for the rest of the game. Reason being is because you can morph the razor weeds outside of Wutai into Sylkis Greens right after the events in rocket town. Then, once you loot the chest in Gaia's Cliff for the stardust, just do the W-item glitch and make over 4mil gil each time. So with that being said, is it possible to move the W-item material to somewhere like a post game location instead of right when you get to the great glacier? This could help with balancing the zero gil situation on hard mode by tweaking some of the things you mentioned earlier. Possibly??? What are your thoughts on this?
there used to be a method to cure zombie statusOh and another question. Is there any way to cure Zombie?
Update I think I found the issue. I didn't have Cloud as the leader of the party I was running around as Cid. Put Cloud back and didn't crash but an answer about Zombie would help lol