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

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No, these are for the Steam .exe but postscriptthree used the hext format for them which use the addresses as they're laid out in memory. If you want to patch your exe directly in a hex editor just subtract 0x400C00 from these values. For example the first byte to change in the item pickup limit is at 0x2CB481 (originally it's 0x63 which is 99 in decimal).
Thank you so much. It works perfectly. Several times I had seen some things editable with HxH and since it came from number 007xxxxx I thought it was referring to 7thHeaven and that I couldn't. Now I know how to do it. Thanks again to you and postscriptthree.

PS: While we're at it, would you know how to make the critical and weakness deal 150% damage instead of 200%? It's a good way to make enemies more tanky without increasing health.
 
The code to apply critical damage is shared for both allies and enemies, it happens at 0x5de697:

Code: [Select]
Code:
        005de697 8b 55 f4        MOV        EDX,dword ptr [EBP + damage]        005de69a d1 e2           SHL        EDX,0x1        005de69c 89 55 f4        MOV        dword ptr [EBP + damage],EDX
Changing that to do 150% would require a lot of rewriting because as far as I'm aware you can't multiply by 1.5x in a simple instruction like binary shift left.
 
The code to apply critical damage is shared for both allies and enemies, it happens at 0x5de697:

Code: [Select]
Code:
        005de697 8b 55 f4        MOV        EDX,dword ptr [EBP + damage]        005de69a d1 e2           SHL        EDX,0x1        005de69c 89 55 f4        MOV        dword ptr [EBP + damage],EDX
Changing that to do 150% would require a lot of rewriting because as far as I'm aware you can't multiply by 1.5x in a simple instruction like binary shift left.
I understand. Also, FF VII only works with multiples of x2 or between 2. I once tried to change the experience to the substitute members at 90% and the game crashed when winning a battle. It has to be 50% or 100%. I imagine this is the same. 100%, 200%, 300%, etc... Also, thank you very much for the info. I marvel at the knowledge some of you have about this. If it weren't for this forum, in that program, I would only see many numbers without knowing what any of them do.
 
Thank you so much. It works perfectly. Several times I had seen some things editable with HxH and since it came from number 007xxxxx I thought it was referring to 7thHeaven and that I couldn't. Now I know how to do it. Thanks again to you and postscriptthree.

PS: While we're at it, would you know how to make the critical and weakness deal 150% damage instead of 200%? It's a good way to make enemies more tanky without increasing health.
NT actually does this and has crit damage set at +50% instead of +100%; as Mav says, it needed some rewriting so I jump the function to an unused section and rewrite it there:

#Critical Hit Modifier: +50% Damage instead of +100%
5DE697 = E9 96 56 33 00
913D32 = 8B 55 F4 6B D2 03 D1 FA 89 55 F4 8B 45 F4 E9 57 A9 CC FF

These are the addresses when the game isn't running (for hard-patching rather than hext):
#1DDA97
#512732
 
NT actually does this and has crit damage set at +50% instead of +100%; as Mav says, it needed some rewriting so I jump the function to an unused section and rewrite it there:

#Critical Hit Modifier: +50% Damage instead of +100%
5DE697 = E9 96 56 33 00
913D32 = 8B 55 F4 6B D2 03 D1 FA 89 55 F4 8B 45 F4 E9 57 A9 CC FF

These are the addresses when the game isn't running (for hard-patching rather than hext):
#1DDA97
#512732
Brilliant. I think that feature was missing the last time I played it (it was version 1.5). Or I don't remember. I like this feature so that the luck factor counts a little less. FF IV's 20% is exaggerated and makes the crit unnoticeable, I think the ideal balance is 50%.

I love FF VII but I like to give it a few years of rest between runs.

And can you do the same with elemental weaknesses?
 
Ah I see; Materia doesn't have individual equip effects, they instead use a preset. In the tool, you'll see a list of 'tiers' on the right; these are the possible equip effects that are available (in vanilla game). To change the tier used by each Materia, you need a tool like Wall Market (I think the new Scarlet tool can also do it). But there are only about 15 tiers or so, which means you can't assign an individual equip effect to each materia without additional modding.
I'm curious about the 'additional modding'. How were you able to do it? Is there a public spec/FAQ on the components/modules containing materia info and dependencies?

Update: I've got Scarlet to work and (in combination with MateriaKeeper) some dedicated changes can be made. Nevertheless, it would still be nice to know how more tiers of stat bonuses could be added.

Update #2: Ok, now that I was able to get WallMarket running, I see that the materia tab has more than 16 possible 'Equip Effects' (going up to the offset FF), the ones after position 16 being empty. Since I couldn't get hold of the source code for WallMarket, I will have to speculate and hope, that the memory offset after pos 16 is not being used by other parts of the kernel and I can simply add some more materia modifier tiers (?)
 
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Hi, these are quotes from page 465:

    When I tried to run the game from 7th Heaven just now, I get an error that says 60 fps animations for New Threat 2.0 requires you to activate New Threat 2.0 as well, but I have New Threat Combat Only enabled already, so it seems that for some reason the 60 fps mod won't work with Combat Only. Any ideas?

Unsure, it's probably an ID thing and expecting the regular version rather than the variant. I'll look into it.
I'm having the same problem.  Just trying to play w/ "New Threat 2.0 Combat Only" and 60fps mod, but 7th Heaven won't allow the game to launch.  Just like the other person, it says "New Threat 2.0" is needed.  My goal is to play w/ Combat Only while using the new Shinra Archaeology translation. 

While 60fps isn't necessary, it would be wonderful to play the game w/ it along w/ Combat Only and new trans.  Anything you can do to help?  Thanks!
 
Brilliant. I think that feature was missing the last time I played it (it was version 1.5). Or I don't remember. I like this feature so that the luck factor counts a little less. FF IV's 20% is exaggerated and makes the crit unnoticeable, I think the ideal balance is 50%.

I love FF VII but I like to give it a few years of rest between runs.

And can you do the same with elemental weaknesses?
#Elemental Damage Modifier: +50% Damage instead of 100%
5DB5E4 = E9 76 87 33 00 90 90
913D5F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF
#1DA9E4 = E9 76 87 33 00 90 90
#51275F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF

The lines starting with # are dormant addresses (game not running, for hard-patching an .exe) included just for reference. 7th would use the first two lines.


I'm curious about the 'additional modding'. How were you able to do it? Is there a public spec/FAQ on the components/modules containing materia info and dependencies?

Update: I've got Scarlet to work and (in combination with MateriaKeeper) some dedicated changes can be made. Nevertheless, it would still be nice to know how more tiers of stat bonuses could be added.

Update #2: Ok, now that I was able to get WallMarket running, I see that the materia tab has more than 16 possible 'Equip Effects' (going up to the offset FF), the ones after position 16 being empty. Since I couldn't get hold of the source code for WallMarket, I will have to speculate and hope, that the memory offset after pos 16 is not being used by other parts of the kernel and I can simply add some more materia modifier tiers (?)
I just meant like moving it somewhere else so that there's room to make additional equip effects. I think going past the 15h you're likely to run into data that's being used, but I can't remember I'm afraid. If it isn't being used then you could edit it to make additional equip effects.


Hi, these are quotes from page 465:


I'm having the same problem.  Just trying to play w/ "New Threat 2.0 Combat Only" and 60fps mod, but 7th Heaven won't allow the game to launch.  Just like the other person, it says "New Threat 2.0" is needed.  My goal is to play w/ Combat Only while using the new Shinra Archaeology translation. 

While 60fps isn't necessary, it would be wonderful to play the game w/ it along w/ Combat Only and new trans.  Anything you can do to help?  Thanks!
I'll DL the IRO and make a variant that checks for the CO ID instead as a temporary measure. I'll update this post in a bit with the link.

Edit: https://mega.nz/file/DtkQiQCb#8zSRk6Z5jgMVSIAk4XZbFf_qDYSzYegOKjWCT5umdQA
That's the 60fps NT compat IRO but I changed the ID needed to the NT 2.0 Combat Only IRO instead.
 
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Hi,
quick question regarding New Threat 2.0 Combat Only compatibility with Shinra Archeology Cut Vanilla (retranslation only).
The stats of normal enemies seem to be in order but I noticed the Scorpion still being his vanilla self.
Is this a common problem?
 
#Elemental Damage Modifier: +50% Damage instead of 100%
5DB5E4 = E9 76 87 33 00 90 90
913D5F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF
#1DA9E4 = E9 76 87 33 00 90 90
#51275F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF

The lines starting with # are dormant addresses (game not running, for hard-patching an .exe) included just for reference. 7th would use the first two lines.


I just meant like moving it somewhere else so that there's room to make additional equip effects. I think going past the 15h you're likely to run into data that's being used, but I can't remember I'm afraid. If it isn't being used then you could edit it to make additional equip effects.


I'll DL the IRO and make a variant that checks for the CO ID instead as a temporary measure. I'll update this post in a bit with the link.

Edit: https://mega.nz/file/DtkQiQCb#8zSRk6Z5jgMVSIAk4XZbFf_qDYSzYegOKjWCT5umdQA
That's the 60fps NT compat IRO but I changed the ID needed to the NT 2.0 Combat Only IRO instead.

Thanks Sega, you are great. How can you know all this? Is there any program or any way to know what to play to be able to edit so many things?

With all this I'm ready for another run of FF VII, but I have one last question.

FF VII on Steam has the important bug of deleting your saves, which happened to me the first time I played on Steam and looking online you see that it is common. When I played it with NT I left backups after each session, but I never had to use them. Have you managed to solve the bug or should I continue with backup copies, just in case?
 
Hi,
quick question regarding New Threat 2.0 Combat Only compatibility with Shinra Archeology Cut Vanilla (retranslation only).
The stats of normal enemies seem to be in order but I noticed the Scorpion still being his vanilla self.
Is this a common problem?
In combat only, there are no field edits so the scorpion isn't able to reappear later so he's been put back to be more in line with his vanilla self. He should have a few extra attacks like W-Rifle and Shock but these aren't guaranteed to be used.


Thanks Sega, you are great. How can you know all this? Is there any program or any way to know what to play to be able to edit so many things?

With all this I'm ready for another run of FF VII, but I have one last question.

FF VII on Steam has the important bug of deleting your saves, which happened to me the first time I played on Steam and looking online you see that it is common. When I played it with NT I left backups after each session, but I never had to use them. Have you managed to solve the bug or should I continue with backup copies, just in case?
On Steam version, it seems to be something to do with cloud saves where they can sometimes disappear if the save files aren't stored locally. I'm unsure what causes that but it may be related to the below.

The other possible cause is that there's a checksum that Steam saves have where the launcher will check save files when it is opened and delete any that have an incorrect checksum (for instance, if someone sent you their save file and you put it into the steam save folder and then launched the game, the launcher would delete the foreign save file). This used to happen when editing save files as well but I think the save editor can bypass it now. The workaround is to move a save file into the folder when the launcher is running, then save the game to get it a correct checksum.
 
In combat only, there are no field edits so the scorpion isn't able to reappear later so he's been put back to be more in line with his vanilla self. He should have a few extra attacks like W-Rifle and Shock but these aren't guaranteed to be used.


On Steam version, it seems to be something to do with cloud saves where they can sometimes disappear if the save files aren't stored locally. I'm unsure what causes that but it may be related to the below.

The other possible cause is that there's a checksum that Steam saves have where the launcher will check save files when it is opened and delete any that have an incorrect checksum (for instance, if someone sent you their save file and you put it into the steam save folder and then launched the game, the launcher would delete the foreign save file). This used to happen when editing save files as well but I think the save editor can bypass it now. The workaround is to move a save file into the folder when the launcher is running, then save the game to get it a correct checksum.
Thank you. I'll try it, but I still don't trust FF VII, so I'll make backup copies.
 
In combat only, there are no field edits so the scorpion isn't able to reappear later so he's been put back to be more in line with his vanilla self. He should have a few extra attacks like W-Rifle and Shock but these aren't guaranteed to be used.
He did try to use a skill but couldn't since he didn't have enough mp(even though he didn't do anything yet besides use scan once) and he's dead after maybe 3 turns, since the party does so much more damage than usual thanks to the revised stats and the Scorpion only having 800HP.
 
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Hi Sega Chief, thanks for all your work on this excellent mod!

Unfortunately I've run into a problem that is stopping me from progressing in the game. I'm playing 2.0 Type B, and still in Midgar near the beginning of the game. I returned to Sector 7 through the sewers/train graveyard, and I have to talk to Marlene. She says to follow her and runs off to the side, but then nothing happens. Her running animation continues indefinitely (though she isn't moving), Cloud is locked and can't move, and the game is essentially frozen.

I've tried this three times and the problem happened each time. The first time was in normal play, the second time I turned off all mods except New Threat and for the third time I uninstalled New Threat and reinstalled it.

Any ideas what I can do to get past this part?
 
He did try to use a skill but couldn't since he didn't have enough mp(even though he didn't do anything yet besides use scan once) and he's dead after maybe 3 turns, since the party does so much more damage than usual thanks to the revised stats and the Scorpion only having 800HP.
Ah it seems Shock costs 4MP but Guard Scorpion has 0MP; I'll fix that next time I update CO and I'll give it more appropriate HP/Stats.

Hi Sega Chief, thanks for all your work on this excellent mod!

Unfortunately I've run into a problem that is stopping me from progressing in the game. I'm playing 2.0 Type B, and still in Midgar near the beginning of the game. I returned to Sector 7 through the sewers/train graveyard, and I have to talk to Marlene. She says to follow her and runs off to the side, but then nothing happens. Her running animation continues indefinitely (though she isn't moving), Cloud is locked and can't move, and the game is essentially frozen.

I've tried this three times and the problem happened each time. The first time was in normal play, the second time I turned off all mods except New Threat and for the third time I uninstalled New Threat and reinstalled it.

Any ideas what I can do to get past this part?
I'll take a look at it and add a countermeasure or something.

Edit: Have updated the mod, I removed Marlene's movement in that part so she won't get stuck anymore.
 
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Hello your chiefiness
So long time returner I wanted to ask you if you would still have the files or know where to find of 1.4___   I wanted to reexperience  actually maybe finish (I left like 3 super bosses left when my laptop brokedown) you made some changes in 1.5 specifically on the  Innates and I remember beating some bosses only bcuz I worked around those innates, like Cloud who had his HP and MP recovered at some point (so I could go all out twice) and barret now is also different, etc.

Is there anyway to access these 1.4 files?
I also wanted my brother to play it just the same way (Ive talked about the mod to him for years)
 
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Ah it seems Shock costs 4MP but Guard Scorpion has 0MP; I'll fix that next time I update CO and I'll give it more appropriate HP/Stats.

I'll take a look at it and add a countermeasure or something.

Edit: Have updated the mod, I removed Marlene's movement in that part so she won't get stuck anymore.
Thanks so much for this quick fix! I just tested it and it worked like you said
 
Hello your chiefiness
So long time returner I wanted to ask you if you would still have the files or know where to find of 1.4___   I wanted to reexperience  actually maybe finish (I left like 3 super bosses left when my laptop brokedown) you made some changes in 1.5 specifically on the  Innates and I remember beating some bosses only bcuz I worked around those innates, like Cloud who had his HP and MP recovered at some point (so I could go all out twice) and barret now is also different, etc.

Is there anyway to access these 1.4 files?
I also wanted my brother to play it just the same way (Ive talked about the mod to him for years)
I only have this build for 1.4, from 3rd April 2016. I've no idea what condition this particular build is in, issues it may have, etc. but if you run into a serious issue that obstructs progress I can have a go at fixing it. This is a stand-alone installer though, so it'll hard-patch your FF7 install (steam or 1998). If it needs to be spun into an IRO I can probably do that, assuming I can get it to install.

https://mega.nz/file/KsMUDSaZ#Y8bhYQob-nC_QSTGjh_zU4ozI1V0YT_8PeWt-v3NtS0


Thanks so much for this quick fix! I just tested it and it worked like you said
No worries
 
I'm doing a playthrough of 2.0-B, and I came back to do yuffie's battle with godo 2, and it's soft locking during the dialogue afterwards. The only non cosmetics mods I have is "Postscriptthree's Gameplay Tweaks"

If it's of any import, I never did the pagoda battles, and it just let go straight to the top this time, which I thought was weird.
 
Hi again

The game has run pretty much fine since my earlier issue, but now I've run into another problem. I have the submarine but can't enter the sunken Gelnika - I move around it but nothing happens.

I'm not sure if this is a NT issue or not. I have had some issues with the game that feel like they're not NT related - mainly being unable to exit vehicles like the highwind and submarine. It always works eventually, but sometimes takes a dozen button presses and up to a minute.

Anyway, posting this on the off chance that it's a known problem or that it is a NT bug (I kind of suspect it's not, but idk!)

Edit: okay I'm just stupid. I haven't played the game for a while and I thought the red submarine was the Gelnika. It is not the Gelnika!
 
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