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Messages - jsn2001

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Gameplay / Re: [FF7] Swapped characters limit break issue
« on: 2017-10-09 22:25:28 »
Hmm. AI will require coding. Animation isn't the easiest part either. I think only kimera can modify animations, but I'm not sure how to create new ones.

Creating a new formation really isn't extremely hard. Use Proud Clod for that. Find a scene that has only two enemies in it with a formation that isn't used and insert your boss enemy there. Don't go over formation 999 though. The game treats anything higher than that as a non-encounter. I think anything in the first four scene files is fair game


Alright, thank you! I'll poke around and see what I can and can't do.
I appreciate your help!

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Gameplay / Re: [FF7] Swapped characters limit break issue
« on: 2017-10-09 18:24:05 »
You need to make a model of a boss enemy (or take some other enemy's model and modify it a bit), assign it to a formation, then set a trigger in some field using Makou Reactor (lots of examples exist) that initiates that battle with that formation.

Oh, I see! I have no trouble making a model or creating a trigger, I think, but as far as formations go, is that complex?
I'm very new to the modding scene and have no knowledge of coding, but I'm good at figuring stuff out if it doesn't require coding.

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Gameplay / Re: [FF7] Swapped characters limit break issue
« on: 2017-10-09 13:59:52 »
I think Vincent's limit slot is hard coded to load in those beast models when certain limit levels are used. You could hack that out, maybe.

I see. Thank you for your help. I've got a placeholder solution for now.
I also want to ask you something to avoid making a completely new thread, and because you made ProudClod you might be able to answer. How would I go about adding a new boss? I've seen it done in mods like New Threat, but how would I start?

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FF7Voice / Re: Looking for Beta-Teaters for VA mod Echo-S
« on: 2017-10-08 16:26:34 »
Yeah we will actually need them pretty soon actually.
I only need a single variable and i'll be able to get the playable demo out so i'll let you know asap

Excellent, looking forward to it!

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FF7Voice / Re: Looking for Beta-Teaters for VA mod Echo-S
« on: 2017-10-07 23:28:08 »
I'm sorry for reviving this post, but if by chance you're still looking for testers, I'm available! If not, again, sorry :s

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Gameplay / [FF7] Swapped characters limit break issue
« on: 2017-10-07 14:46:48 »
So, I've swapped Rufus and Cloud. I put Rufus over Vincent's animations, though, not Cloud's. However, now whenever Rufus (Cloud) uses "Braver", the game uses a weird, glitchy version of Galian Beast is used instead. I don't lose control of the beast and I don't seem to gain it's abilities either, and I can attack with it but it's extremely slow and there's no animation.

It's weird because I have a custom character with Cid's animations replacing Barrett, and nothing glitches out when I use Big Shot. (The model spazzes out but that's expected)

So, how do I fix this?

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Gameplay / Re: [FF7] Editing item/weapon text?
« on: 2017-10-05 23:19:01 »
It also has bugs and can break flevel... so I wouldn't rely on it.  I'd use Makou.

I have to modify every line of dialogue in the game, so my biggest threat is boredom. I don't want to give up on this modding process. Therefore, comfort with a program is very important in this scenario.

I'll check out Makou reactor, and if it seems pretty easy to use, I'll go with it, because I trust you. If it's as barebones as touphScript, though, I'll stick with Loveless, despite the risk.

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Gameplay / Re: [FF7] Editing item/weapon text?
« on: 2017-10-05 01:43:02 »
Try Wall Market. Highlight a weapon/armor/materia and press 'Enter' or double-click on the entry and you can edit the name and description. Just remember to "create the kernel2.bin" from the File menu when you're done.

Thank you very much!!

ts is the only tool that will allow change to all text in the game.  Other than that, you'll need to use Wallmarket for non dialogue text and Makou reactor for all field dialogue text.  Weapon names and so on need to be changed twice...  sometimes item names need to be changed 3 times (Field, Kernel, Exe).  TS does all of them.

Thank you for the advice, but I'm using Loveless for dialogue text and touphScript for what I guess you'd call "system text"? Things like default names. Loveless is easier to work with for me.  :)

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WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2017-10-03 22:24:36 »
The battle-model of Rufus was already made compatible with the NPC-animations by Grimmy. So it's the NPC battlemodel but in use as a playable character - Grimmy knows more about how he did manage that, and it has more to do with coding than the actual model i believe.

With Scarlet i had to create a battle-model of Scarlet using her fieldmodel-parts - and doing this i also had to swap the Aerith model with these Scarlet field-model parts. What i can say is that if you are taking a field model and turning it into a battlemodel then it's a lot of small work required in order to get it right. If you on the other hand are using the Rufus battle-model and turning Clouds battle model into Rufus by swaping the parts of the model then i think it's just a matter of copy-pasting the model parts.

Of course by swaping it will still use the Cloud animations and any limit breaks might cause the model to split up into many different parts, because it isn't compatible with those limit break animations.

- The battle-model in my Rufus-mod is the AI NPC model so it already is compatible with NPC Rufus and it's animations - but Grimmy altered some text-files in order to make the model respond to certain commands. Otherwise there would be issues like Rufus doing the wrong move at the wrong command.

Edit: It is also possible to manually change animations of field and battlemodels using Kimera94. But, this is done manually and took me a few days just to manage the victory pose, walking and running animations of Scarlet - i did this frame by frame for many many hours. I believe a six sec animation is many hours of work. So unless you want to do this i believe Grimmy's way of using the NPC battlemodels is the best way to get the correct animations.

Thank you for the advice! I've actually figured it out now, and I'm in the process of making a mod!
You were a big help and a big inspiration for me, so thank you so much for that  ;D

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Gameplay / [FF7] Editing item/weapon text?
« on: 2017-10-03 21:17:22 »
Heya, I've used touphScript to dump the text from ff7_en.exe, and I can see the names of the items and their descriptions. However, I can't see which names are connected to which descriptions. I want to give each weapon a new description, but I can't exactly tell what I'm writing a description for (it doesn't help that there's like 20 weapons with the description 'Long-range weapon'.)

Is there a better tool specifically for editing item/weapon names and descriptions? Thank you in advance!

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WIP / Re: Final Fantasy VII Play as the Shinra Project.
« on: 2017-10-01 00:47:29 »
A user named JSN2001 (Jalen) wrote to me on moddb, unfortunately i can't answer on moddb PM:s on the internet i am currently using as the "send message" never works and nothing happens when clicking to send the reply.

She wrote:

"Hello, world's biggest Rufus fan here. I was just wondering if you plan to finish the Shinra mod you mentioned on Qhimm. I love that you made Rufus and Dark Nation,

but do you plan to complete the other characters?

Thanks in advance!

~Jalen"

I wrote:

"Hello, glad to hear that - i used to love Sephiroth, Rufus and Dyne!

I probably wanted to be Sephiroth as a teenager, Rufus was just so cool and stylish and Dyne had the best backstory. I always loved the good guy turned bad story that he had.

As for Scarlet she was sexy so i wanted her playable.

- To answer your question, well Dark Nation isn't available yet even though he is in the video - i still have to create the RED XIII battle model when fighting it and Rufus-Cloud.

I have finished Rufus and Scarlet only, and Scarlet's battlemodel i actually made from scratch using the field model parts - while Rufus didn't require as much work because he already had a battlemodel. Not to mention the walking and running animations and victory pose of Scarlet took alot of time to do.

I will probably finish the mod at some point, but i need to be at my older computer and i don't have access to it currently - plus there is the issue of Sephiroth and Dyne having the wrong animations when standing, walking and running in the field, and i want them to look good so that needs to be fixed as well. It will probably take alot of time to finish their animations unless i can find a simple way to just switch animations without doing it manually frame by frame. Like if i could just swap the names of the animations in question - that could be possible for the field models.

I guess because of their issues i will do others first, most likely i will do Tifa/Elena, Yuffie/Reno, Cid/Palmer and Caith Sith/Rude - plus additional Tseng/Hojo alternatives before attempting the two that require new animations.

Vincent will be Sephiroth and Barret will obviously be Dyne.
I am not sure exactly when i will be done, but the battlemodels are ready for the Shinra characters so it's just a matter of replacing their old NPC-models with heroes and adding all their field models for different versions of the characters."

Well, this is crazy, I actually just made a Qhimm account, I didn't even notice that you'd replied here!

I completely understand, thank you for getting back to me! I did want to ask you something, though.

I'm trying to learn more about modding this game, and I've been trying to replace Cloud with Rufus just like you did (your mod is great, I just want to get some practice with model-swapping).

I think I've done most things right, but whenever I get into a battle, Rufus' model starts glitching all over the place as if the game doesn't know where to put him. Do you know what I've done wrong, or how to fix it at all?

Thanks again, for replying and for reading this!!

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