Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Aerodynamics

Pages: [1]
1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-06 01:19:23 »
Yeah, the gil thing hasn't been too popular so will probably be shelved; although will be working on a stand-alone hard-mode mod next year at some point.

About the key, this is one of those things where I'm kind of having to figure out what's been done here as I've completely forgotten; from the script, it looks like Vincent was made mandatory by having the basement key 'unlock' the lab part of the basement instead, meaning he has to be talked to in order to advance (with his own room now unlocked by default). The key used to be in a chest I think in older builds so that Vincent wasn't tied behind unlocking the safe.

If you've not recruited Vincent, I think it should be fine; his conditional checks in the script should all still be intact but if you do encounter problems I'd nip back and grab him.

Hello Sega Chief,

I tried the mod last year, liked it at hard difficulty, but the gil mechanic just forced me to go into battles in grind mode for morph, which isn't really fun imo. So i've just waited for a fix to the gil issue.
I deeply apreciate the work you've done and i'm eager to play it, is there going to be a fix soon? Not sure if it's easy or fast to fix, i'm just wondering.

Cheers 8-)

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-27 23:27:17 »
It'll be more noticeable later on; the calculation used for level for instance is /6, then * 7 (around 15-16% increase) with the game always rounding values down. So for lower level enemies this parameter likely won't visibly change. One way to check would be to find a Devil Ride enemy outside of Midgar (the red motorbike enemy) and use Sense on it; should be Lv.20 on normal, Lv.23 on hard. Other parameters like strength, etc. get adjusted too but these are trickier to check directly due to damage variance.

That's the location for long range if it was missed earlier by the rocket itself, will check it out.

Thanks for pointing that out, I will definately try it once i exit midgar! ;)

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-26 18:45:41 »
I play type B too, but the enemies (a least up to midgar sewers - Don corneo) are exactly the same as normal.

I turned the hard mode on and off, reinstalled the game, started a new game, same issue.
 

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-25 22:19:58 »
Steal steal steal!  :P when you reach Shinra HQ farm stealing Hardege from soldiers i made myself a hefty 10k Gil by time i reached Karm doing this :)

Does hard mode have stronger enemies for you? Because in my case, the enemies are identical in levels, stats, etc.

It's not mods, as playing only with NT enabled has the same problem.

Thanks for the tip on the Gil though.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-14 04:41:59 »
Hey all :-D,

I've been trying the NT 2.0995 from a fresh start, in hard mode. Really enjoying the new story events.

So far, i got to the Midgar Sewers (around lvl 15) and the only difference I noticed from Hard Mode beeing On is the 0 Gil (which to honest, I would rather have some gil, maybe half would do).

The regular enemies seem to have the same level and stats (I didn't double check any boss yet). Tested the enemies on the midgar sewers and the beginning sequence.

Is this expected?

Thanks  :wink:

6
Hello Callisto,

I am very grateful and happy for the development on this mod which i am enjoying, so i'll provide some feedback.

The following aspects are vital to FIX the Broken Vanilla Final Fantasy 8:

  • Fixed Levels - Great job!
  • Revised Magic Gained From Abilities - Great job!
  • Character Changes (to differientiate each other) - Great Job!
  • Boring Drawing / Magic Use Anxiety - Improved with the draw limit removal, but it doesn't fix the issue

I feel a little anxious about using magic when it decreases my junction stats and i believe that we all agree this is a massive issue with FF8.

I would like to strongly suggest you take Sega Chief's approach to NT8 to magic junctioning, in which a single spell would give maximum stat boost possible.

This frees up the user anxiety of using spells and opens new possibilities in combat. This would be the final piece to fix FF8 for good.

I do realise that it would envolve changing the availability of spells in the game, and you'd probably have to retest the balance. (just so that a couple of Double or Triple Spell wouldn't make character's stats overpowered).

One just needs to remove the drawing/magic use anxiety, and you have yourself here a fully functional and balanced FF8 game. It might not have some extra cutscenes or content, but it at least did what no one else could do: Fix Final Fantasy 8.

My sincere thank you for developing this mod.

7
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2021-01-27 23:06:17 »
Im also pretty interested on NT8 :) I absolutely loved that demo

Yo! Hows progress going? ;D

I remember playing your FF7 NT 1.5 and loved it! I'm playing with the Ragnarok mod for FF8 right now and it's pretty decent.. but I like the sound of what your trying to do with the limit breaks and spells, so really looking forward to how it turns out! I definitely feel your changes are neccesary to spice FF8 up a bit.. FF7's battle system feels quicker and snapier cause of the atb continueing to fill up even whilst executing commands.. FF8's atb pauses on each and every action so it's nice to have limit breaks happen more often and not have to worry about drawing 100 of each spell etc just to make the combat system look a little more.. nicer.. I supose.

Will give your FF7 NT 2.0 a shot soon!

Cheers

8
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-11-22 23:26:57 »

-Edea + Seifer battle was easier than anticipated, though Edea's Tornado being Single Target is a huge blessing as having Tornado hit the party like normal would make this fight significantly more difficult without Selphie's DemiCure (or Quistis' White Wind if it's available at all in the Disc 1 demo)[/spoiler]

Also played the demo and I actually agree with everything on your post, but to me, the Edea Seifer battle was on the borderline of difficulty. I found it hard, buffing them up could mean they would be OP. Might be just me I dont know, but since I agree with you in so many points, I really think this battle shouldn't be messed with.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-10-14 23:48:45 »

***
So the plan going forward is as follows:

I've got FF8 NT to get to its first 1.0 release which I won't go into details of here. But in addition to that I also want to address some issues in the current 2.0 build.


Does this mean your main priority at the moment is FF8 NT? I'd absolutely love that. I played the demo and only wished the whole game was like this. You can fix this broken game that's FF8 and make it fun again.

Also, regarding the Hard Mode, in my opinion, i'd rather have the same game as the original, but with harder enemies and less gil. Something like 50% stronger enemies (with some specific tweaks to some), 33% less gil and 33% less exp. Any more than that and it feels like a punishment. Should feel like a challenge that makes you have to use all the tools and alternative tactics. I think a little less hard than the 1.5 Arranged is the perfect spot, for me, but I cannot speak for everyone.

10
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-10-14 23:39:05 »
Have you considered making Edea a permanent party member for this mod? This was done for Beatrix in the mod for FFIX called "Alternate Fantasy", and it integrated her into relevant scenes subtly to maintain continuity when needed. I always thought it was be a great idea for Edea in FFVIII and I'm surprised no one ever suggests it.

Just an idea.

I also dislike the idea. I dont think it's not something worth spending precious time on.
Remember that each extra feature Sega Chief works on is time not spent on the main development.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-13 22:59:51 »

I'm a bit torn on whether to continue with FF8 NT. I've got a fairly good grasp of the field scripting but the biggest obstacle at the moment is not being able to easily bring in or swap out field models + animations are tied to the field model group which restricts what can be done there. My plan is going to be getting all the foundation work done first off, then start seeing what I can get done with Disc 4 as I wanted to do more with the time-compression state you move through before the castle.

In my opinion, no one can fix FF8 but Sega Chief. I really enjoyed the gameplay of NT Demo, and that was the only time I enjoyed FF8 gameplay. That game is so good, yet completely broken. Someone needs to fix FF8. I can wait, it's my childhood game, I can wait a year or two, take your time :)))))


12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-10 03:49:53 »
I have DQ11 on the PS4 and know what they are; some planning would be needed.

In the meantime, is there some way to keep the Gil and the Exp on Hard Mode as soon as possible? Mainly the Gil. Or at least reduce it.

The mod is great, hard mode provided just the right challenge on battles so far (still in midgar) ;D Very nice touches, like different damage /mp on spells.

Although not beeing able to buy gear/materia is frustrating and encounters feel unrewarding :-\ encounters mostly become a source of loosing hp and mp, so i avoid them as much as I can.

Thinking about starting a new game on 1.5 Arranged in the meantime due to this, although i don't want to miss the new stuff 2.0 has to offer.


13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« on: 2020-08-08 01:09:18 »
I'll review the Hard mode setup for a 2.1 update in the future.

Nice :) In terms of keeping the balance until the end of the game, increasing the enemy level probably makes sense. By decreasing the ammount of EXP, the lvl gap just keeps getting wider and wider. Hardcore players might enjoy that, but probably not most. No gil from enemies is interesting, but there would have to be some other way to earn it.

I believe the most simple option for 2.1 is to add "handicaps" instead of just a difficulty mode with predetermined conditions. Like this:
A toggle for 1.5x enemies.
A toggle for Half EXP.
A toggle for No Gil.

 So far enjoying the mod! Thank you so much for your dedication.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« on: 2020-08-07 01:42:41 »
There is no midcore difficulty, just normal mode and an optional hard mode; Type A and Type B may be harder/easier than each other in places depending on the situation. Midcore is the term I use to describe the mod's intended level of difficulty as a whole; the aim is for a middleground. I had this aim for both 1.5 and the 2.0 rebuild.


Very interesting! Btw, is there any option to configure hard mode? I would like to configure hard mode in order for it to increase enemy levels by 1.5x but not reduce exp or gil.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« on: 2020-08-05 22:24:24 »
Hello Sega Chief, glad to know NT 2.0 is finally out!

Is midcore difficulty harder than the standard difficulty on NT 1.5? I find the 1.5 standard difficulty a bit on the easy side and the 2.0 a little on the hard side. Is mid-core any different?

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-29 04:22:05 »
Hey there Sega Chief, i'm just curious: how the progress is going on the 2.0 version? It'll be the ultimate way to play ff7. Can't wait for it's release.

Cheers ;)

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-16 22:16:43 »
Hey,

I've tried searching for this information on this thread but to no avail.

In a nutshell, what are going to be the major changes from the final release (estimated to be in spring?) compared to the current 1.5 version?

Cheers !

18
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-01-07 15:53:15 »
So I’ve finished a no-refine rundown of the NT8 demo. First of all, thank you for allowing us to demo your mod. I specifically bought the steam version just to play it.
I wish to share my opinions about the good things and things that I believe could be improved. First, I’ve read all the posts on this thread so I’ll try not to repeat known issues as I wish that this feedback can actually be useful.
Overall: I enjoyed it! Made me wish for more, for sure. The choices made are definitely improving the game in the right direction.

1- Found a graphical glitch: After fighting the Anacoundaur in Dollet there is a random encounter with a couple of soldiers that always make a really crazy graphical glitch where colored lines are all over the place. It has actually crashed my game once. It's either only related to this mod or the original game since I was playing with no other mods. Happened every single time at the start of the battle.

2- Regarding Gil, I found it easy to get as well, and the only thing they were worth for in my no-refine playthrough was phoenix downs and hi-potions. Maybe remove the tests and add a new mechanic increase your seed level? I find the tests mechanic rather tedious because one can just search the answers. It’s not really rewarding to be rich because one replied all the questions correctly :p. Another idea would be to lock seed test levels by game stages?

3- After playing through this mod I don’t think a MP system like I mentioned would be worth it. It’s perfectly fine right now regarding magic ;)

4- Characters:
+ I love the new limit break way of proc’ing. They are a nice risk to reward. Feels great to pull them off.
Zell, Quistis and Irvines LBs seem a bit underpowered. Zell could do a slight damage increase on the base moves, maybe 20%. Irvine could do with a small increase too in normal and shotgun ammo damage. No idea what to do with Quistis here.  Selphie LB is surprisingly fun to use
+ I love the super-fast Selfie and the tanky mage Quistis. Overall I still wished for Quistis to be a bit more tanky.
- Squall’s physical attack is ridiculously overpowered with the hit at 255%. Because of this, Zell and Irvine’s auto attacks are very underpowered.

5- Enemies:
+ Ifrit fight is great. I was surprised when he used his summon attack on my team
- Elvoret was a little too easy and could use some surprise moves.
+ X-ATM092, the robot fight in dollet is nice, perfect difficulty. I would like it if it surprised the party like the Scorpion Bot did on NT7 hehe.
- Granaldo was a little hard at first but super easy using siren to kill the 3 rock dudes. Killing the Armadodo’s makes the fight boring. It’s not that Siren’s op, it’s the armadoldos extreme water weakness. Probably can’t be fixed because they are random encounters.
+- I liked Diablos fight, but in my fight he didn't capitalize on my low hp and kept using gravity attacks instead. Only attacked phisically once or twice.
- Gerogero is just a little too tough offensively
- Minotaur and Sacred fight in my humble opinion could use some tweaks. They have too much HP or the characters don't have enough wind damage at that point. Maybe it’s because I had no Aero at this point? Ps: they can be slowed and if you use protect the fight is super easy, long and tedious. I like the float thing you did though ;)
- Seifer and Edea are tough as balls. I had to use everything I had, haste, shell, protect, dispel, everything. Then again, remember: I did not use any refines. I struggled most with the poison

6- Mecanics:
+ Junctioning is great. Cannot think of a better Junctioning system. Major thumbs up here.
- Hi-Potions with the med-data abilty, is basically a full-heal (1500hp). Intentional? Maybe reduce med-data to 50% instead of double?
- What’s your stance on Cure/Esuna/etc being able to assign to be used as a elemental attack for holy? Would that be boss breaking?
+ Draw system is actually interesting this time
- If you choose Water over aero in the first draw point with that choice, you never get to draw aero again. I would suggest changing the Timber bar entrance draw point to Aero/Water.
- Leveling up is too easy. Is there anyway to make level or EXP be gradual? Instead of being 1000p each level?
- Shell, Protect and Haste seem to last forever. Is this intencional?

7- Dialogues and story:
+ I enjoyed the few lines you added to some characters. It clarifies the story and makes the person feel more engaged. I would really love to see more of these lines on certain parts of the story. I do know it's a WIP.
-I wish there were more reminders to equip the Gfs and junctions in the game. Specifically, before the Iguion’s fight with Rinoa.
- I think players would benefit from a reminder after fighting the iguions, as squall enters the hallway, to search for the hatch.
+- Quality of life improvements are great and I hope you include more if possible. I would've liked be able to skip the sequence in which Rinoas farther explains the whole plan to attack the sorceress, for example.

Overall, I really enjoyed your mod. This is your mod, your decisions. If the feedback provided was useful in any way I would be really happy. I’ve got to admit I’m pretty excited to play the full version.

Cheers ;)

19
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-01-04 18:00:05 »
[delete this post please]

20
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-12-29 01:10:37 »
I'm not keen on an MP system; Stock is fairly unique to this game and I'd prefer to work around that system. But Stock and MP aren't a million miles apart in terms of how they work; both restrict the number of times a spell can be cast, so if Stock regenerates in some way then it begins to more closely resemble an MP system.

The game has a field opcode where spells can be added to a player's inventory. Not tried it yet but assuming it's functional (can't recall an instance where it was used in the vanilla game though, as Draw Points do it through their own special function) then an Inn could replenish spells to a certain point. But this requires the following:

1) A way to check what spells were on the character prior

2) A way to check how many of that specific spell are currently stocked to add the correct amount (unless it caps automatically when hitting max in which case this isn't needed)

3) A way of preventing a spell from vanishing when all stock is consumed and being locked from use when this is the case.

As for level-scaling; currently, most bosses have level-scaling while randoms do not. The idea was that due to randoms being fixed level, it wouldn't be feasible to grind out to an absurdly high level that would result in a super-powered boss. The EXP given by randoms though still seems to be quite high even with that so if it doesn't work out I'll go for fixed levels on bosses as well.

You are right when you say stock and MP arent that different. However, in my opinion, as i'm fighting a boss, i like to (have to) use all i can to beat it. In my opinion, this is the most fun way, as bosses are challenging but manageable if one tries. Trying to not use your best magic in a boss is rather restrictive.

If i'm saving spells and they dont replenish after the boss (like in a game with MP where your party goes to sleep, etc), then I might not use them? Like, trying to hoard spells for late game :p

BTW, GFs start out with max affinity and one can regain that affinity by casting elemental spells, but what about some other methods?

All I can say is FF8 is such a different game when it comes to its system that making it more normal just seems like building a game from scratch! Which is a shame since the soundtrack and environments are so good.

21
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-12-27 22:04:46 »
Nate about the enemies, its a kinda very hard job edit the level of every enemy and put then back into game because are 844 battle locations in the FF8.
Making the bosses at the same level as the party is nice (i started to mod a second time my game)
Bosses will be in the same level as the party
and Ultimecia's Castle will be ALL enemies and bosses in the same level too (i expended about 3 weeks making those changes XD and edited the enemies putting more old bosses in normal battles like GeroGero, Fujin, Raijin)

Thanks for your feedback ;) Regarding boss level scaling, when you level up do you feel like you probably didnt want to? When playing FF8 originally I tried to avoid levelling up because the bosses scale with you.

I agree it should be hard to edit all battle locations, but Sega Chief plans to edit all monsters to a fixed level, aren't the regular monster battles the biggest chunk of all those 844 battle locations? Shoulndn't be hard to edit the level of 50 bosses based on what the player level should be at that time and place in the game.

I would really like to hear your opinions (including of course Sega-Chief's) on the "MP like" system I talked about before.

22
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-12-18 03:38:46 »
It won't take a few years to finish, probably a few months. A last update to FF7 NT before the remake comes out in early March is the current plan though. As for FF8 NT, the Summer sounds like a good time.

It won't take a few years to finish, probably a few months. A last update to FF7 NT before the remake comes out in early March is the current plan though. As for FF8 NT, the Summer sounds like a good time.

Great :)
I haven’t tried the mod, I will only do so when it’s fully complete to disc 4. In paper, I applaud you for the following things that I feel should be great:
-   Junctioning system seems to be finally somewhat balanced now! 1 spell per stat and tiered stat bonuses, I really think it’ll be a good idea.
-   GFs no longer drawn- great, no more anxiety


Onto some suggestions (if you don’t mind):

The only thing keeping me from playing FF8 is the fact that it's not a "normal" game. It’s a broken game, gameplay wise, next to impossible to fix.

 Not sure if anyone has suggested the following, but I’d like to address changes to the main 2 issues that make FF8 broken and not fun: Magic and Enemy Leveling

1- Magic System: Should Work like a MP based system.
Since FF8 doesn’t have a MP system, either create one (this sounds awfuly hard) or use a workaround.
There could be limits to the max spells a character would store. These would be restored by items or sleeping.

 I believe a "tier + magic start" based system to determine the max spells could be a workaround the games non MP system.

Ex: tier 1: fire, blizzard, etc
tier 4: holy
Squall is level 10, magic 20, so he gets: a maximum of 10 fire spells and 2 holy spells (imagine he had drawn holy at level 10 lol). He spends spells and he can't cast anymore until he finds a inn or uses a item, or maybe even draws from an enemy.
If he increases his magic stat he gets more of each spell.

To limit the diversity of spells (like having 10 firagas, blizaga, thundaga, etc, maybe he could only use spells that are junctioned? Who knows.

Obviously this is meant to be a workaround the FF8 magic draw system to make it function as a MP system. If you can add actual MP that would be visible during a battle and just make spells and GFs deplete MP like a normal FF game, that would be amazing, but that seems very complicated for UI reasons too. With a regular MP system, maybe not even draw is needed.

2- GFs are shields and deal crap damage: Should be more like fragile ticking time bomb nukes

I think It’d be interesting if GFs didn’t shield you while charging. Instead, based on their strength, they would take longer and longer to charge, leaving you more and more vulnereable. They could also decrease your defense while charging. Like a risky move that can pay off. Not sure how to integrate this into the magic system though. Maybe only being able to summon a GF once or twice per fight, depending on the number junctioned, I dunno?

If the nuke approach doesnt work properly, maybe try to tie them into the "mp" style system, limit their usage, etc.

3 – All enemies on the same level:

I applaud the regular battles having a fixed enemy level. However, I am not sure I’m open to boss fight scaling with the party level, because, even if you need to level up to be able to beat the regular enemies, the hardest fights are always boss fights, so one still has an incentive to not level up after you feel you can beat the regular enemies.
I do recognize that boss fights that scale with you could be more challenging, but overall it’s not worth the anxiety of trying to not level up.

While not having played your mod, here’s some other sugestions/worrying things I’d like to discuss about FF8:

Weapons: I think there needs to be a big difference between weapon used and damage dealt. It’s barely felt on the original game, and in final fantasy 7 too. Final fantasy 9 has a pretty good scaling of weapon tier and damage dealt. Could make that as a guideline. I am not sure the 20 to 40 is enough to differentiate the weapons, but I didn’t try the mod so…

GF and abilities : Some make the characters feel too diferent from each other. Ex: one GF has +40% HP, makes Selfie a tank and a squishy Zell. Weird I know. Maybe a whole rethinking of the abilities is needed.

Card rules : Probably options to change these. Maybe add more events to challenge some NPCs. I really liked playing Triple Triad. Sure, it’s ridiculous to challenge Headmaster Cid in the middle of a Garden assault, but it’s fun.


I know these are a lot of ideas to think about, I’m not entirely sure if these are actually good solutions or if they were mentioned before, but I’d like to point them up anyway. I really would love to play FF8 again, but even with Ragnarok I feel some key issues are not addressed and therefore “deal breakers”, like magic and junctioning

23
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-12-17 03:34:40 »
I loved your New Threat mod for FF7, its the reason i want to play it again.

I have a really deep conection with FF8 but i cant play it because it's not fun at all to me without a major overhaul of the junction and leveling up system.

If anyone can make me play FF8 again after 20 years it's you.

 I can only dream of playing this game again in a few years time. I'd like to say it's in your hands to fullfil my dream :p

24
Hello again :)

The 7th heaven folder is there and the path appears to be properly set up on the 7th Heaven Launcher.

I decided to unpatch the game, reinstall it and repatch it, just to see if it worked somehow, but i got the same results.

I took screenshots of the whole process:

1- My Unmoded Game and Game Converter Patcher (Steam Version)


2- After Installing the Patch. Here's the cmd process of the Patch Instalation


3- My 7th Heaven Launcher and its Settings


4- As you can see, the 7th Heaven folder is there.


5- When i Press Launch Game with just one mod activated ,this happens


This seems odd.

Any help will be greatly apreciated, thanks.

PS: Sorry to have post the topic in the wrong place, thanks for moving it.

25
Hello.

I want to play FF7 with the awesome mods this community has created, through Tifas 7th Heaven Mod Manager

I've followed everystep correctly in the tutorial here http://forums.qhimm.com/index.php?topic=15520.0.
I've installed and activated only a field model caracter mod. It didnt work so i tried just a simple soundtrack mod. Same results happened with just a weapon mod. So this is not a case of mod loading order, because i tried with only one active and still cant launch the game.

Whenever i press launch game, i get a "Oops, something went wrong :( Please report the error details below on the forum"
Code: [Select]
System.IO.FileNotFoundException: The given user library could not be found.
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:line 944
   at Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:line 1238
   at Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 1132
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I can play final fantasy VII perfectly fine from my FF7.exe and from my FF7_Launcher.exe, but i would love to play it with the awesome mods this community offers.

Any help will be greatly apreciated,
thanks

Pages: [1]