Do you have a link or suggestion for Aali's mod? I can't find it anywhere, all the links are broken. After that i should be good to go on your mod.
Main NT Thread: Download Links & News
#42
12 October 2015 - 12:58 PM
Flying_Poodle, on 12 October 2015 - 10:48 AM, said:
Do you have a link or suggestion for Aali's mod? I can't find it anywhere, all the links are broken. After that i should be good to go on your mod.
Here's mine: http://www.mediafire..._1.02_Patch.zip
I don't know if the 1.02 folder is actually necessary, but if you want to use it anyway then drop the contents of the 1.02 folder into the FF7 directory (overwriting the old ones), and then drop the Aali folder contents into the directory after it, again overwriting the conflicts. I think you then run FF7Config, open the OpenGL.cfg file to adjust settings (mind you might need to set admin permissions to save your changes) before starting her up. Mind that the game will use the Num-Pad on the left hand side as the default buttons; if you have a laptop/don't have a numpad then let me know and I'll send you my key config file to drop into the game's files.
#43
18 October 2015 - 04:39 PM
\\NT News: Twitter :I //
I was told on someone's stream that I should make a twitter because everyone else has twittered.
So now that several months have passed and I can be fairly sure that there will be zero interest, I've set one up: https://twitter.com/SegaChief
Idea will be to just post about NT now and then so people can keep track of when an update patch is around, what's changing, and other things. It'll probably not do that very well, but giving it a try anyway.
I was told on someone's stream that I should make a twitter because everyone else has twittered.
So now that several months have passed and I can be fairly sure that there will be zero interest, I've set one up: https://twitter.com/SegaChief
Idea will be to just post about NT now and then so people can keep track of when an update patch is around, what's changing, and other things. It'll probably not do that very well, but giving it a try anyway.
#44
03 November 2015 - 03:13 PM
\\NT News: Scene Hotfix, 3rd November //
http://www.mediafire...vember_2015.zip
That has a few fixes, chief among them being the different HP/MP curve (new game only, sadly), Variablis has had it's elemental immunities stripped, and I changed the animation index used by Boxer for his Chain-Bomb attack.
There are other things things that need to be addressed, but I'm currently working on the next major update, v1.4, which has a separate set of files. I'll make patches for any progress-blocking problems or crashes, but general balancing is being left for the big update.
http://www.mediafire...vember_2015.zip
That has a few fixes, chief among them being the different HP/MP curve (new game only, sadly), Variablis has had it's elemental immunities stripped, and I changed the animation index used by Boxer for his Chain-Bomb attack.
There are other things things that need to be addressed, but I'm currently working on the next major update, v1.4, which has a separate set of files. I'll make patches for any progress-blocking problems or crashes, but general balancing is being left for the big update.
#45
27 March 2016 - 06:10 PM
\\NT News: 1.4 Update //
Due to a server outage last week, I wasn't able to update the NT Mod sub-forum here with the new 1.4 build. I'm going to do this after updating it with a big-fixing patch tomorrow evening to get rid of some serious teething issues that cropped up with the mod while I was away on holiday.
Due to a server outage last week, I wasn't able to update the NT Mod sub-forum here with the new 1.4 build. I'm going to do this after updating it with a big-fixing patch tomorrow evening to get rid of some serious teething issues that cropped up with the mod while I was away on holiday.
#46
29 March 2016 - 09:27 AM
\\NT News: 1.4 Now Available on ID //
v1.4 of the NT Mod is now available on ID with the initial launch bugs all fixed up. Note that Dark Cave and Arrange Mode are both disabled for the time being as the former needs to be reconstructed and the latter needs to be readjusted to account for the new balance curve (player party arrives at Disc 3 pushing Lv.70-80 instead of Lv.40 like before). Remember to report any bugs or unusual goings-on that you encounter.
v1.4 of the NT Mod is now available on ID with the initial launch bugs all fixed up. Note that Dark Cave and Arrange Mode are both disabled for the time being as the former needs to be reconstructed and the latter needs to be readjusted to account for the new balance curve (player party arrives at Disc 3 pushing Lv.70-80 instead of Lv.40 like before). Remember to report any bugs or unusual goings-on that you encounter.
#48
05 July 2016 - 03:01 PM
Is it fine to use a 1.35 save file when updating to 1.4, or should I start over?
e: I only just finished the Temple of the Ancients, and I updated using the July 1 flevel patch
e: I only just finished the Temple of the Ancients, and I updated using the July 1 flevel patch
#49
08 July 2016 - 11:42 AM
setafd, on 05 July 2016 - 03:01 PM, said:
Is it fine to use a 1.35 save file when updating to 1.4, or should I start over?
e: I only just finished the Temple of the Ancients, and I updated using the July 1 flevel patch
e: I only just finished the Temple of the Ancients, and I updated using the July 1 flevel patch
I would recommend starting a new game for the new version; but at the same time, it (should) be okay. Let me know if you run into any problems though and I'll see what I can do.
Two new patches are now available:
-) http://www.mediafire...h_July_2016.zip
-) http://www.mediafire...el_1st_July.zip
These will update the scene + flevel, the mod's key files, to the latest version. They fix quite a few bugs and make some improvements such as the Junon Raid, Hojo boss overhaul, enemy tweaks, and other QoL additions.
#50
19 March 2017 - 03:55 PM
\\NT News: Updates & Absence//
I'll need to put my hands up and say I'm guilty of neglecting the NT mod here on ID, apologies for that. I've updated the mod files to their current version; currently in dev is the 1.5 build, which will be the last major update to the mod. There's no real ETA for when this will be finished, but it's not a long way off.
I'll need to put my hands up and say I'm guilty of neglecting the NT mod here on ID, apologies for that. I've updated the mod files to their current version; currently in dev is the 1.5 build, which will be the last major update to the mod. There's no real ETA for when this will be finished, but it's not a long way off.