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

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I just had a streamer friend download the latest version of 1.5 new threat. He did the basics really no chocobo or grinding like that. He is at safer sephorith and he is doing very little damage besides summons. I tried finding videos but the version gets updated so much I can't find anything recent. He downloaded this like last month. Can you please help with the final boss and tell me gimmick or how to deal better damage to safer sephorith. Thanks Sega Cheif in advance.
 
1.5 new threat. He downloaded this like last month. Can you please help with the final boss and tell me gimmick or how to deal better damage to safer sephorith.
the quickest way for v1.5 for final bosses run, is witem - startdust startdust  have other party member also with cmd-counter mime to also double use stardust which is the highest dmg pretty much (at least for damage per second) its set dmg that it will do.  glad v2.x doesnt have that complete cheese :D
 
That may be an older version. Stardust does like 300 damage. He doesn't have mine or w item. The only thing that does damage is summons and tornado. Sega Chief if you can help that would be great he would like to finish the stream Friday.
 
That may be an older version. Stardust does like 300 damage. He doesn't have mine or w item. The only thing that does damage is summons and tornado. Sega Chief if you can help that would be great he would like to finish the stream Friday.
Ah sorry I just saw this.

From what I recall of 1.5, Safer is specced quite high and was tough to rush. Looking at Safer's data, he has about 327k HP and takes double damage from Wind & Holy. Best thing to get him with at the start of the fight is Slow as he has 210 speed which is pretty high. Destruct Materia to use Debarrier would also be a good idea to get rid of Shield. Setting the characters up with elemental defence against the 'Hidden' element will help with two of the attacks, and for status ailments want to block Confusion/Berserk from Pale Partsufim (Pale Horse). I believe Super Nova only gets used once, but he should prob pack Barrier Materia to use MBarrier to mitigate a bunch of the attacks, and maybe use Tranquilisers for an extra 30% damage reduction if his HP is a bit low.

As for what to use on offence, I'm not 100% sure as your friend may not have many tools. Tornado spell should be good but it needs Contain Materia to be levelled a bit. The new spell Pearl on the Planet Materia (Ultima Materia) should be effective as well, but it needs that Materia to be levelled up once. The left-up cave path has a bunch of enemies like magic pots and movers to quickly farm AP. If he got any ultimate weapons like Conformer then those should be able to do decent damage if you stack Strength/Luck. Vincent's Death Penalty uses a regular damage formula, but it has Ignore Defence so that could be a good pick too.
 
umm.. im playing this 2.0 mod now but im stock in jenova birth boss after it uses the propagate skill nothing happens it misses.. then u cant do anything else u can pause it but atb doesnt move cant atk or anything .. ive watch some yt vids its suppose to summons some tentacles things ..ive taken off all mods and left only new threat 2.0 still da same
I am currently having this exact issue. Have tried a clean re-install of FF7 and disabling all other mods.
 
Hi, is there any way to change the power of Barrier and Mbarrier? They're always overpowered. In the original FF VII it doesn't matter, it's so easy it's not a big deal, but in a more serious version it would be nice if a single spell didn't reduce damage by half. 66% would be fine. Would it be possible to find this in the .exe? According to ChatGPT it's 1DB75E and 1DB77A, but he made that up.

Also, it would increase the difficulty a bit, which I like.
 
Hi Chief.  First off i want to say thank you!!!!  The work you have done here is truly incredible, i played 1.0, finished 1.5, now working on 2.0.  Loving every minute of it!

Question, I just ran into a bug, i'm on the first disc, during nebeilheim event.  I know im suppose to talk to sepharath again in the library, but the library door in the basement wont open.  Am i missing something or is this a bug?

Thank you most kindly!!!!!!
 
Hi ! Thank you for this amazing mod ! It solves two of my main problems with the game, which are the interchangeability of the characters due to their lack of specialisation and the feeling that you are just going throught the adventure with the two characters in your team, rather than the full 8/9 characters squad.

I really love that you can see all the characters can be seen in different towns doing their own thing. It is something that should have been in the original game and that they actually implemented only for Costa del Sol. Barret seing Eleanor in Kalm before going to the northern crater was so fitting. It might be my favorite part of this mod. It is discreet, adds a lot to the adventure and feels natural.

Do you think it would be possible to have a standalone mod just for these towns apparitions the way you did it for the combat ?

Cheers thanks for your amazing work
 
I am currently having this exact issue. Have tried a clean re-install of FF7 and disabling all other mods.
The cause isn't known; I was never able to replicate it. What you may need to do is grab the Ultima trainer and use that to auto-win the battle to bypass the propagate attack.

https://www.ff7catalog.com/threads/14891/

Hi, is there any way to change the power of Barrier and Mbarrier? They're always overpowered. In the original FF VII it doesn't matter, it's so easy it's not a big deal, but in a more serious version it would be nice if a single spell didn't reduce damage by half. 66% would be fine. Would it be possible to find this in the .exe? According to ChatGPT it's 1DB75E and 1DB77A, but he made that up.

Also, it would increase the difficulty a bit, which I like.
In NT 2.0, Barrier/MBarrier had their effects reduced to 33% instead of 50%; the hext used needed to be relocated to an empty space in the exe in order to get the extra bytes to do the math for it (so the original function is replaced with a Jump to where the relocated function was placed). The # offsets are for when the .exe is dormant/game isn't running:

#Barrier & MBarrier Adjustment = 33% reduction instead of 50%
5DE8B7 = E9 44 54 33 00
913D00 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF
#1DDCB7 = E9 44 54 33 00
#512700 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF


Hi Chief.  First off i want to say thank you!!!!  The work you have done here is truly incredible, i played 1.0, finished 1.5, now working on 2.0.  Loving every minute of it!

Question, I just ran into a bug, i'm on the first disc, during nebeilheim event.  I know im suppose to talk to sepharath again in the library, but the library door in the basement wont open.  Am i missing something or is this a bug?

Thank you most kindly!!!!!!
I believe you need to talk to Vincent first. The key should be on his coffin (it was changed from the original where you get the key from the safe upstairs, and the key now unlocks the library instead of Vincent's room).

Hi ! Thank you for this amazing mod ! It solves two of my main problems with the game, which are the interchangeability of the characters due to their lack of specialisation and the feeling that you are just going throught the adventure with the two characters in your team, rather than the full 8/9 characters squad.

I really love that you can see all the characters can be seen in different towns doing their own thing. It is something that should have been in the original game and that they actually implemented only for Costa del Sol. Barret seing Eleanor in Kalm before going to the northern crater was so fitting. It might be my favorite part of this mod. It is discreet, adds a lot to the adventure and feels natural.

Do you think it would be possible to have a standalone mod just for these towns apparitions the way you did it for the combat ?

Cheers thanks for your amazing work
There is a NT version where it's just the scripting and no combat alterations (FF7 NT Vanilla Combat I think it's called).
 
The cause isn't known; I was never able to replicate it. What you may need to do is grab the Ultima trainer and use that to auto-win the battle to bypass the propagate attack.

https://www.ff7catalog.com/threads/14891/

In NT 2.0, Barrier/MBarrier had their effects reduced to 33% instead of 50%; the hext used needed to be relocated to an empty space in the exe in order to get the extra bytes to do the math for it (so the original function is replaced with a Jump to where the relocated function was placed). The # offsets are for when the .exe is dormant/game isn't running:

#Barrier & MBarrier Adjustment = 33% reduction instead of 50%
5DE8B7 = E9 44 54 33 00
913D00 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF
#1DDCB7 = E9 44 54 33 00
#512700 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF


I believe you need to talk to Vincent first. The key should be on his coffin (it was changed from the original where you get the key from the safe upstairs, and the key now unlocks the library instead of Vincent's room).

There is a NT version where it's just the scripting and no combat alterations (FF7 NT Vanilla Combat I think it's called).
Thanks. Oh, I really assumed that Barrier in NT 2.0 would be the same as always! I still haven't played that version. It's like it's just assumed that the spell does that in every game in the series, and I've always disliked it. Reducing damage by 50% with a single basic spell seems way too overpowered to me. It's something I'd change in every Final Fantasy game.

I'm new to making changes. When you talk about the game running, do you mean making the changes with Cheat Engine instead of HxD, or is it done another way?
 
If any of you are looking to challenge yourselves even more while playing Sega Chief's amazing NT 2.0 mod, then I highly recommend implementing Postscriptthree's Gameplay Tweaks mod into your playthroughs as well. Specifically the Progressive Level Cap setting. You can find this mod directly in the 7th Heaven Mod Manager catalog, or find it here on Nexus... https://www.nexusmods.com/finalfantasy7/mods/82

For those unaware as to what this does... It literally caps your level gains based on how much you have progressed within the story, which ultimately prevents you from over-leveling. (EXP will still be gained and will "roll" over, but wont level you up until reach the required story milestone) You can definitely feel the impact during the later stages of the game when you have to optimize your party/builds before each boss, as some level cap increases can be very far apart from one other. I just finished a playthrough with this setting and it was definitely a lot of fun. (Shinryu in the red materia cave was a huge a**hole when level capped)

Here are the level increases in case anyone is interested in trying this out...
(assuming you pick "Final Cap = 50" option)
 - New Game - max level 10
 - Shinra HQ - max level 15
 - Kalm Flashback - max level 20
 - Buggy - max level 25
 - Tiny Bronco - max level 30
 - Meteor summoned - max level 35
 - Mideel Lifestream - max level 40
 - Disc 3 - max level 50
 
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Thanks. Oh, I really assumed that Barrier in NT 2.0 would be the same as always! I still haven't played that version. It's like it's just assumed that the spell does that in every game in the series, and I've always disliked it. Reducing damage by 50% with a single basic spell seems way too overpowered to me. It's something I'd change in every Final Fantasy game.

I'm new to making changes. When you talk about the game running, do you mean making the changes with Cheat Engine instead of HxD, or is it done another way?
Yeah exactly like that, when the game is running most of the hex addresses jump up by something like +400C00.


If any of you are looking to challenge yourselves even more while playing Sega Chief's amazing NT 2.0 mod, then I highly recommend implementing Postscriptthree's Gameplay Tweaks mod into your playthroughs as well. Specifically the Progressive Level Cap setting. You can find this mod directly in the 7th Heaven Mod Manager catalog, or find it here on Nexus... https://www.nexusmods.com/finalfantasy7/mods/82

For those unaware as to what this does... It literally caps your level gains based on how much you have progressed within the story, which ultimately prevents you from over-leveling. (EXP will still be gained and will "roll" over, but wont level you up until reach the required story milestone) You can definitely feel the impact during the later stages of the game when you have to optimize your party/builds before each boss, as some level cap increases can be very far apart from one other. I just finished a playthrough with this setting and it was definitely a lot of fun. (Shinryu in the red materia cave was a huge a**hole when level capped)

Here are the level increases in case anyone is interested in trying this out...
(assuming you pick "Final Cap = 50" option)
 - New Game - max level 10
 - Shinra HQ - max level 15
 - Kalm Flashback - max level 20
 - Buggy - max level 25
 - Tiny Bronco - max level 30
 - Meteor summoned - max level 35
 - Mideel Lifestream - max level 40
 - Disc 3 - max level 50
Funnily enough, the much older builds (around 1.0-1.3 maybe) had a level cap built in. The enemy AI would check for party members that exceeded a certain level (higher for later monsters) and set their own EXP to 0 if they did. Bit rudimentary but it did the job; lot of people hated it though so I got rid of it.
 
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Funnily enough, the much older builds (around 1.0-1.3 maybe) had a level cap built in. The enemy AI would check for party members that exceeded a certain level (higher for later monsters) and set their own EXP to 0 if they did. Bit rudimentary but it did the job; lot of people hated it though so I got rid of it.
Well I have been playing with this modifier on and I am absolutely loving it personally. (Hopefully others are too if they try it out since its an optional feature). Makes the playthrough much more challenging. I never enjoyed over-leveling strategies to gain an advantage over bosses. Preparation and build crafting makes the experience much more enjoyable.
 
Yeah exactly like that, when the game is running most of the hex addresses jump up by something like +400C00.


Funnily enough, the much older builds (around 1.0-1.3 maybe) had a level cap built in. The enemy AI would check for party members that exceeded a certain level (higher for later monsters) and set their own EXP to 0 if they did. Bit rudimentary but it did the job; lot of people hated it though so I got rid of it.
Yeah, I mean, how do you find it? How do you know where to look to change the barrier, for example? In HxD, I just see tons of numbers, but without reading the forum, I wouldn't know what any of them do.
 
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Yeah, I mean, how do you find it? How do you know where to look to change the barrier, for example? In HxD, I just see tons of numbers, but without reading the forum, I wouldn't know what any of them do.
When looking at it in cheat engine while the game is running, it translates it into the x86 assembly language which makes it a bit more readable.
 
Hello! Very keen to try this out, not too sure what this Seventh Heaven mod loader is ATM, how is it different from just modding other Steam games? And additionally.. I'm kinda curious if this works on the emulators, like a Switch version of VII on a Switch emulator, or how about the original PS1 emulator? Would be great because I'd like to not buy the Steam version since I already own so many copies of this game on many consoles.

Sorry if the questions are silly, just genuinely wanna try this out. Thanks for reading.
 
I have a question about Combat Only. How does it handle level ups? Do you get normal stat boosts from level ups since you're missing out on the customizable options from the main mod?
 
Hello Sega Chief, a little question, if I replace all the 33 by 50 in those line:

"When looking at it in cheat engine while the game is running, it translates it into the x86 assembly language which makes it a bit more readable."

Ah ok, just reach the cheat engine.
 
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When looking at it in cheat engine while the game is running, it translates it into the x86 assembly language which makes it a bit more readable.
Ok, I finaly found the max of def and def mag in the exe file, there are respectively offset 1ca9ae-1ca9af and 1ca9dd-1ca9de, it was just to know if you want to resist more easily (more than 255) or more harder (less than 255).
Finaly no need assembly, the exe file with my HxD hex editor is a simple rootine for me.^^
 
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Been playing it recently, not sure if intended but Resist prevents positive enhancements as well, such as barriers.. Regen, etc. If it's already been reported and is intended, then sorry for posting.
 
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