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

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I could probably add relax mode to it; the source system though can't be added as it needs field scripting.
Nice, relax mode is my personal favourite way to play NT 2.0. Shame about the SP system not able to be added but all the item, materia and character changes make up for it anyway.
 
There are no written guides that I know of, probably some YT videos here and there perhaps by Tsunamods.

The tools take time to learn and use; some things like editing weapon data can be done fairly quickly as it's just changing numbers, but other things like scripting a brand new story scene needs some familiarity with how the scripting works. I didn't have any resources beyond the wiki, so I had to learn how to use the tools through trial & error.

For the field scripting, using the tool Makou Reactor, the way I learned it was I picked a simple cutscene from later in the game and then tried to understand how it works; where the scene starts, how it triggers, the general flow of things happening throughout it; and then I'd try and add something to it using the same general structure that it uses.

Start simple by changing dialogue and the box that it appears in within the script; then try adding a brand new dialogue. Then try adding a new animation and calling it within the script. Things like that to build up.

One thing though; each group's scripts are arranged as follows:

S0 - Init: This runs when the field loads for every single group, and it only loads once; avoid adding any looping logic to Init or the game will hang trying to load. Character starting position coordinates and their ID are usually placed in Init.

S0 - Main: This runs on a loop once the field is loaded

S1 - Script 1-31: For regular groups, these are just ordinary script slots; they only run if they're directly called by another script:
Example:
Deactivate the movability of the playable character

S0 - Main
- Disables access to the main menu
- Execute script #3 in group tifa (No7) (priority 6/6) - Waiting for end of execution to continue
- Activate the movability of the playable character
- Enables access to the main menu
When the group called 'Tifa' finishes running their Script 3, it'll return and continue on from where it left off. Scripts can be called to run at the same time, in which case it won't wait and will carry on while the called script runs in tandem.

Location groups have a bit of different logic for scripts 1-6; these will be marked in Makou as OK, Move, Move, Go, Go 1x, and Go Away. These scripts will be executed when the player: Hit Confirm/OK when standing on the location, when the player moves onto the location, and when the player leaves the location (there's some cross over in functionality between Move and Go).

I could probably add relax mode to it; the source system though can't be added as it needs field scripting.
thanks a lot, that is a big help.

i researched you bro, and out of curiosity, are you really busy these days IRL?
how did college go? found interview with you from 6 years ago.
to me it not matter if you now have 6 figure salary job, main thing want to know is if you got time to make more story content for ur mod?
if i was you bro i would pull a sickie and go on the dole and just make mods 7 days a week. dont worry i wont tell anyone. lol
anyhow , no matter. but i think the best thing to add , if anything, is more story content, more custom made scenes, etc.
you wanted to make a difficult / challenge mod when you began, if i was you i would stick to this intention, up to weak players to git gud.
it is the story content and new dialogue and scenes which set this apart bro, u did good.
would like to see u do more good. it enriches the game for me.

btw im currently in the map of the already solved puzzle, the notorious map with the crane between sectors 5 and 6.
im grinding houses and scorpions and almost at level 50 now.
why i did this? just wanted to be OP
 
Hello there,

I'm curious to know how you write the code to make the innate abilities active in the game. I'm thinking of making a mod, but I never thought what you did was possible. I'm sorry if I missed this part of you having explained it. Thank you.
 
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thanks a lot, that is a big help.

i researched you bro, and out of curiosity, are you really busy these days IRL?
how did college go? found interview with you from 6 years ago.
to me it not matter if you now have 6 figure salary job, main thing want to know is if you got time to make more story content for ur mod?
if i was you bro i would pull a sickie and go on the dole and just make mods 7 days a week. dont worry i wont tell anyone. lol
anyhow , no matter. but i think the best thing to add , if anything, is more story content, more custom made scenes, etc.
you wanted to make a difficult / challenge mod when you began, if i was you i would stick to this intention, up to weak players to git gud.
it is the story content and new dialogue and scenes which set this apart bro, u did good.
would like to see u do more good. it enriches the game for me.

btw im currently in the map of the already solved puzzle, the notorious map with the crane between sectors 5 and 6.
im grinding houses and scorpions and almost at level 50 now.
why i did this? just wanted to be OP
Something about this line of questioning and prying into my business doesn't feel appropriate, so I'm not going to answer. I'll work on making mods when I feel like it, and only then.


Hello there,

I'm curious to know how you write the code to make the innate abilities actibe in the game? I'm thinking of making a mod but I never thought what you did was possible. I'm sorry if I missed this part of you have explained it. Thank you
It's done through the character AI in the kernel.bin; each character has the same script layout as enemies have. In the vanilla game, this AI was used for Sephiroth's attacks during the Nibeheim flashback, to handle Vincent's Limit Break attack behaviour, and for a fully functioning but unused addition to the points handling the gold saucer date scene (characters being KO'd, revived, covered, etc. by Cloud would have been tallied as points and then added onto the points used in field scenes, but they were left out of the tally in the final game).

It can be edited through either the Wall Market tool (direct hex opcodes) or the Scarlet tool (interpreted high-level language editor). The AI looks like this:

jWZzzwm.png
 
Hello Sega Chief,

Thanks for the reply and understanding me despite my grammar and spelling errors. You explained that well and that will help me with my idea for the mod. Thanks again.
 
I could probably add relax mode to it; the source system though can't be added as it needs field scripting.
Sorry Sega, I forgot to ask in my last reply to you. If the sp system can't be accessed in NT 2.0 combat only, could vanilla leveling up be made as a selectable option in the 7th heaven config for the mod with the combat changes still being made? Kind of like what I mentioned before about the relaxed difficulty mode potentially getting added to it.
 
Does anyone have a save file around the cargo ship after junon first time? Lost my safe file due to a corrupted drive =(
 
Sorry Sega, I forgot to ask in my last reply to you. If the sp system can't be accessed in NT 2.0 combat only, could vanilla leveling up be made as a selectable option in the 7th heaven config for the mod with the combat changes still being made? Kind of like what I mentioned before about the relaxed difficulty mode potentially getting added to it.
I'm not sure what's meant by adding vanilla levelling up as an option; currently, combat-only levelling works pretty much the same as vanilla in that you gain stats as you level and has the same EXP curves as the vanilla game. The only real difference is that you start with higher stats so it takes a bit longer before the levels start to increase certain stats (about 20-30 roughly).

So kinda NT Mod 2.1?  ???
Yeah

Does anyone have a save file around the cargo ship after junon first time? Lost my safe file due to a corrupted drive =(
Here: https://mega.nz/file/L4ck3ZZS#8q91pQtO4rvhS9w01JsTNZxdRZRKH-oDR1G9Ti5kR2c
For 7th, it goes here (depending where you installed the game to):
C:\Games\Final Fantasy VII\save

For Steam it goes here:
E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_xxx
If you're playing through Steam though, then I recommend opening the FF7 launcher, dropping this file inside, then running the game and saving once you've loaded the file. This will update the save's checksum to match your game install and prevent the launcher from deleting it when you open it.
 
Am I being Mandela Effected? I'm playing on Steam Deck and am at the Temple of Ancient clock puzzle. Decided to do it manually because why not and I just keep falling off the hands by walking off lol. It's super annoying. But I thought the only thing that would knock you down is the second hand? Is this a change to New Threat or am I misremembering heavily?

Also thank you for the mod and all your hard work over the years!
 
Hi, guys! I'm currently playing New Threat 2.0 combat only, which I'm enjoying a lot, but I'm finding the same problem in a lot of fights: the enemies are getting out of MP so they can't use most of their attacks. Any workaround for this?

Thank you for the amazing work.
 
Howdy guys. First i want to say THANKX a lot everyone who created that magnificend mod. Finaly my childish Aerith Trauma will be resoleve.
But my english little rusty and i confusing sometime so i have a question. I Instal NT 2 Manually by donloader but i watch some stream and watch very Impressive graphic changed mod so i decided re-install it by 7zheaven but small question, that mod part of list from first topic of that theme or i need install it and add manually? Because i absolutley sure Tsunam Mod incompatibility with NT but something like that (sorry again like i say my english not good
 
Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?
 
Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?
known bug with og.. something to do with immunity to instant ko. texture buffer flow.  some upscales make the problem show up a little more frequently. anyhow would suggest your careful with that particular limit break against bosses.
 
Am I being Mandela Effected? I'm playing on Steam Deck and am at the Temple of Ancient clock puzzle. Decided to do it manually because why not and I just keep falling off the hands by walking off lol. It's super annoying. But I thought the only thing that would knock you down is the second hand? Is this a change to New Threat or am I misremembering heavily?

Also thank you for the mod and all your hard work over the years!
It should be the same as vanilla; if the seconds hand (the one moving) touches the player then it knocks them off; shouldn't be possible to just walk off the hour/minute hand. Do you have any mods on like 60fps or similar? I'll have a look at it just in case.

Hi, guys! I'm currently playing New Threat 2.0 combat only, which I'm enjoying a lot, but I'm finding the same problem in a lot of fights: the enemies are getting out of MP so they can't use most of their attacks. Any workaround for this?

Thank you for the amazing work.
That sounds odd but I think this popped up recently with Guard Scorpion; do you have any examples of which enemies/bosses this is happening to so I can look into them?

Howdy guys. First i want to say THANKX a lot everyone who created that magnificend mod. Finaly my childish Aerith Trauma will be resoleve.
But my english little rusty and i confusing sometime so i have a question. I Instal NT 2 Manually by donloader but i watch some stream and watch very Impressive graphic changed mod so i decided re-install it by 7zheaven but small question, that mod part of list from first topic of that theme or i need install it and add manually? Because i absolutley sure Tsunam Mod incompatibility with NT but something like that (sorry again like i say my english not good
Graphical mods can be installed independently; tsunamod's echo-7 is just the voice acting and script changes, the graphics for backgrounds and models can all be used as separate mods/IROs.

Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?
Just a bit more info on this; in the PC version and the Steam port, there's a bug in the graphics driver used with some attacks where a crash or odd effects will occur. Hyper Jump was one of the more well-known ones, and I think Big Brawl is also bugged (Quake3 can also take on menu textures, and some transparency effects will start to malfunction after repeat uses). I thought these were fixed with the FFNx driver that 7th heaven uses but if you're on regular Steam then this issue is definitely still there; I swapped Dragon & Hyper Jump in the Limit Break list for this reason.
 
Any fix for wutai fire? i did all subquest beating everyone at the tower, i have yuffie with leviathan but nothing happens at the cave. playing 2.0 on spanish and i tryed english version but dosent work!
 
Hi Sega. I've played NT version 1.5 twice. I recently learned that version 2.0 also has a Spanish translation, which is a motivation to play it a third time. However, I'd like to include True Wait mode. The problem is that with haste + slow the attack ratio changes to 4:1, which makes the difficulty extremely low. I've roughly calculated how much speed should be given and taken away so that the spells are roughly as strong as with vanilla wait mode. I think haste should give +33% and slow -25% so that the spells don't break the game. Do you know how to do this? Or should I forgo True Wait if I don't want to unbalance the game? Thx
 
Any fix for wutai fire? i did all subquest beating everyone at the tower, i have yuffie with leviathan but nothing happens at the cave. playing 2.0 on spanish and i tryed english version but dosent work!
The sacred fire cave I believe needs Leviathan's Scales key item rather than the Leviathan Summon; you can get this on Disc 3 when returning to the Pagoda and taking on Godo in a rematch.

Hi Sega. I've played NT version 1.5 twice. I recently learned that version 2.0 also has a Spanish translation, which is a motivation to play it a third time. However, I'd like to include True Wait mode. The problem is that with haste + slow the attack ratio changes to 4:1, which makes the difficulty extremely low. I've roughly calculated how much speed should be given and taken away so that the spells are roughly as strong as with vanilla wait mode. I think haste should give +33% and slow -25% so that the spells don't break the game. Do you know how to do this? Or should I forgo True Wait if I don't want to unbalance the game? Thx
I don't know where the ATB modifiers for Haste and Slow are, I'm afraid.
 
Hey, thanks for making this mod. I've been enjoying it.

I'd like to report a minor bug. The wonder catcher mini game at the Gold Saucer gives you a potion when it says you've won a hi-potion.
 
The sacred fire cave I believe needs Leviathan's Scales key item rather than the Leviathan Summon; you can get this on Disc 3 when returning to the Pagoda and taking on Godo in a rematch.

I don't know where the ATB modifiers for Haste and Slow are, I'm afraid.
No problem. Vanilla system work fine. I'm too ambitious  :D
 
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