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Messages - Ryudo

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1
Former is correct. If both mods contain the same file names, the one loaded above will play. If only one of them has a certain file, it will load regardless of the load order. In your case, load Arranged Soundtrack below to mod the tracks left untouched by EDMusic while still giving priority to all others by EDMusic.

Awesome! Thanks for confirming this.

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7th Heaven / 7th Heaven Question regarding 2 music mods.
« on: 2020-03-31 08:24:10 »
I've been using [Tsunamods]EDMusic FF7 Soundtrack from the catalog, which has been working great. However, some areas still don't have an updated track for it.

Now I was wondering, there is another mod: [Tsunamods] Arranged Soundtrack, I have this one below the EDMusic one like this:




Am I correct in assuming that the 'missing' tracks will be replaced by the Arranged Soundtrack if it's available there, but not in the EDMusic mod? Or will the Arranged Soundtrack not be used at all, regardless of EDMusic having replaced that track or not?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-30 20:06:15 »
They are a bit too strong, but I left it be at the time when it mentioned before.

Will fix in the next update.

Ohh so something is different after all? I was thinking it was something on my side at first like an incorrect install or something (despite everything else working fine so far aside from known bugs), since me and the guy who made the video both had 1.5.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-30 18:47:42 »
I was looking up some videos on NT 1.5 (and apparently found some 1.4 as well) - But I noticed a line in Sector 5 that was different from what I'm playing. It's the guy in the pipe.

In the videos of the people playing, Aerith says "This guy am sick" (Base vanilla has the famous "This guy are sick") line.

Either way, I was looking at the line in my game just now, and she says this instead: "These guy is sick"


Is the dialog random? One of the videos I watched had 1.5 NT too, so I should be getting "This guy am sick" too right? Unless it was changed recently in a mini update?

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-29 01:40:46 »
I have tried multiple ways, both New Threat and New Threat Vanilla combat, to install this with the bundle gameplay mod that is included in 7th Heaven 2.0's default list.  It never installs correctly.  Only by downloading the file from here and installing it individually, but still via 7th Heaven 2.0, was I able to install it correctly. 

Thing is, it's hard to tell that it's not installed correctly for anyone that has never played it before.  Little things mess up, like characters not starting with certain materia, the chocobo encounter in the train tunnels still would happen but the chocobo model would be different and not use the abilities it's supposed to, you'd fight Plasmabuster twice in Reactor 5 instead of the soldiers encounter at the bomb site.  Kinda sucks that it's broken in the implementation that so many new players will experience it in.

There are specific things you can check to see if it's all implemented correctly. (e.g. does starting a New Game ask you for Normal or Arrange mode), and whether or not the first battle in the game is with 'MP Trainees', etc. Potions healing for 300 HP instead of the old amount.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-28 14:08:07 »
I'll sort those two things you mentioned in the current 1.5 build, I'm putting a patch together in lieu of a 2.0 release (had to delay it, was rushing it and things have been disrupted a fair bit with everything that's going on).

Nice to hear about a patch fix release for 1.5! Will that mean the dialog bugs that were mentioned earlier when you use Menu Overhaul will be fixed as well? (And possibly the Field Animation fixes for Dark Cave, etc?)

And again, thanks for all your work on this stuff so far!

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-24 21:19:36 »
@Sega Chief:

I finally got some time to continue playing the game, and I just reached Kalm. Cloud is supposed to talk about the Nibelheim incident, and normally it should ask you if you want to skip the flashback or not (It always worked before), but this time the dialog didn't pop up. Is this also one of the buggy moments that only occurs during the Kalm stuff if you have the Enhanced Stock Menu Overhaul option enabled by any chance? (Along with the already known issue inside the flashback itself)

[Edit]
Oh wow. Nevermind. I see what happened. I installed ESUI Controller Addon which adds controller icons instead of using the 'text' in dialogs, this apparently disabled the entire New Threat mod. Did not expect that. Hopefully didn't mess up my Save file because of that.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-24 19:20:32 »
Hi there !
Still on my run on 1.5 (which is great), but I have noticed some bugs :

- When I enter the dark cave, there's a dialogue with Cloud and Barret in Midgar, and then nothing, the game is stuck -> SOLUTION IF IT'S HAPPEN ALSO TO YOU : Disable all others mods you installed, it'll unlock.


Someone mentioned this earlier, but it's caused by the Field Animation mod (Bloodshot + Kaldera). Simply disable it and it should work fine.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-21 18:09:47 »
I would carry on.

It just places the model without checking if she's there or not; I'll add a check.

Thanks, will do!

I'll probably do another complete playthrough with 2.0 when it does get released regardless. In the mean time I'll continue 1.5

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-20 19:30:32 »
It's an overhaul so it will be different. The Arrange mode (renamed Game Type B) has an extra twist added to it.

That's not quite right; what I've done is change it to use a combination of stat growths from level ups and the Source upgrades. In the current build you get a flat +5 to every stat regardless of the upgrade but that's been replaced by the Level Up growths coming back. The SP system itself was retired so that upgrades now come at fixed intervals (after beating a boss/story milestone). I also revamped the menus for it so that you can pick which characters to upgrade and leave others until later + see what everyone's current rank and the max threshold is at any time.

I was going to support both, but it might be a good idea to leave 1.5 off the catalogs and just have that be a single IRO on this thread to avoid confusion over which version to use. 1.5 is going to get some bug-fixes to go with 2.0's release.

I think it starts off that way; if you breed it though then you should get a much better Gold racing chocobo. I could look into adjusting the stats of that Gold chocobo.

I just left Midgar in my new game with New Threat 1.5, on the road to Kalm. Do you have any idea when 2.0 might be released? Is it worth waiting for this, or can I continue 1.5?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-12 12:40:01 »
Hi Sega Chief, just wanted to let you know I think your mod is the best gameplay mod.

I solved a problem with a bug in the game where the dialog with Sephiroth in the basement Shinra Mansion during the flashback scene, as well as some dialog in the Temple of Ancients, was not showing up using your mod, Tifa's 7H, and Menu Overhaul.

I figured the problem was with Menu Overhaul, so I tried the new "Enhanced Stock UI" mod which basically is an IRO that does the menu overhaul without all the other Reunion stuff, and can run off the FF7.exe rather than FF7_mo.exe or FF7_bc.exe.  Unfortunately, this mod also had the same bug with the dialog boxes disappearing after I activated it, so I messed with the settings in the "Enhanced Stock UI" mod and figured out the solution!

Turns out changing one of the settings in the Enhanced Stock UI fixes the issue entirely.  If you set the option for Field Dialog Text Style to "stock" rather than the default "Menu Overhaul with Digit Fixes" the text will show up in those scenes!

Seems the bug was a result of the field text alignment fixes in Menu Overhaul, which can be toggled off in the "Enhanced Stock UI."  There is a little more space between lines of dialog when this setting is on "stock," but the text is still crisp and pretty just like it is in Menu Overhaul mod, and there is no more missing dialog.

Regards,
Nate

Does this happen with Enhanced Stock UI-Rel2 as well? And if so, are those the only instances where it happens? Or are there more scenes where the dialogue is missing? I just reached the Slums part where you meet up with Aerith, but I don't think I noticed any missing dialogue yet so far. (Might be mistaken though).


@Sega Chief: Thanks for the amazing work on this mod so far! It's a nice refresher while I'm doing a new game again.

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Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2020-03-10 22:34:17 »
[Edit] Woops nvm, found it.

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FF7 Tools / Re: [FF7PC] Trainer - Ochu (2.0)
« on: 2015-07-12 18:36:00 »
Can someone tell me the Chocobo stats on the editor?

Here's what I have so far

Spt (Sprint - Chocobo's dashing speed when pressing circle?)
Max (Sprint - Max sprinting speed?)
Spd (Speed - Minimum speed I'm guessing)
Max (Speed - Maximum speed?)
Stam (Stamina - Chocobo's stamina)
Acc (Acceleration - Chocobo's acceleration)
Co (Co-Op - Chocobo's obedience)
Int (Intelligence - Helps with Auto mode)
Per (Seems to be related to the Stable number a Chocobo is located in. Starting from 0)
PC (?)
Won (Races won?)
Sex (Chocobo gender)
Typ (YEL(LOW), BLU(E), GRE(EN), BLA(CK), GOL(D))
Mate (N, or Y, no idea what this does. Assuming it means whether the chobo is from breeding or not)

14
it has not. and seems that there is no trainer that works on  final heaven mod  :|


Have you tried this one: http://forums.qhimm.com/index.php?topic=13746.0

That one works for me on the regular Steam version.

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FF7 Tools / Re: [FF7PC] Trainer - Ochu (2.0)
« on: 2015-06-28 06:48:18 »
Thanks for the amazing trainer. It works flawlessly with the latest Steam version.

Loving the various functions like being able to Save anywhere, Item Lock, Encounter Rate manipulation, Animation editing, etc.

On top of that you also made it remember the settings someone used on the trainer, making it very easy to re-use it the next time you play the game. Awesome stuff, way more advanced than a common trainer.

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I can confirm it to be working for Steam as well. Awesome patch(es). I really dislike the mouths.

If I knew how to do it, I'd even remove the ones on the main characters and just go fully back to the PSX style with the character sprites that way.

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FF8 Tools / Re: [1.7] Hyne - My ff8 save file editor
« on: 2013-02-19 19:01:34 »
Ah right, just saw it. That's unfortunate.

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FF8 Tools / Re: [1.7] Hyne - My ff8 save file editor
« on: 2013-02-19 01:26:51 »
Hmm I tried to change the Models, but it didn't apply in-game. :(

Any way to get the SeeD uniforms and stuff to work?

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FF8 Tools / Re: [1.6.1] Hyne - My ff8 save file editor
« on: 2013-02-18 00:41:30 »
Darn, my original post got deleted due to the Database issue.

This tool works great for the PSP PSN version as well. You do need CWCheat however, because it messes up with VMP files due to the security/hash on it.
Use a converter to convert the .VMP save to .MCR, then mod all you need, and put it back on your PSP in the CWCheat/MemCard folder. From there you can safely load it without issues.


I was wondering if it's also possible to change other character's costumes? (Like Rinoa's white dress).
I'm not sure what Locked 1 (Switch Menu) / Locked 2 (Switch Menu) stands for... Maybe it's one of those.

Would be cool to play the game in their SeeD uniforms too.

But yeah, awesome work, best editor out their hands down.

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