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Final Fantasy 7 => Gameplay => Releases => Topic started by: Tenko Kuugen on 2012-08-20 05:41:35

Title: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2012-08-20 05:41:35
N7 has been shelved and I have no desire to support it anymore. For the amount of work required to make things work, there just wasn't the motivation to make it for a dozen people.

Code: [Select]
[sse][size=24pt][color=red]Nightmare 7, Total conversion of Final Fantasy VII[/color][/size]

New features, new OST, new difficulty and a lot more! Now with streamlined install.
The custom OST is [color=red][b]MANDATORY[/b][/color]. Your game audio will be a mess if you do not install it.

Main Features:
[hr]
New Scenes ( Ultima Espio )
[hr]
New OST ( Nightmare ) - OGG OST conversion by Covarr.
[hr]
Rotating Battle BGM in fields ( Not world map ). Rotates between 4 BGMs.
[hr]
New Difficulty. This is different from Hardcore. It is a hard mod but it is also completely different from regular FF7. ( Gjoerulv & Nightmare )
[hr]
Jobclasses for everyone. Every main character now has their own, unique stat growth. ( Example: Aerith would be a White / Black Mage )
[hr]
Total overhaul of Items, Weapons, Armors and Accessories ( Nightmare )
[hr]
Total overhaul of Magic, Summons, Enemy Skills and Limits ( Nightmare )
[hr]
Total overhaul of Materia, including completely new Materia ( Nightmare ) (Now able to use Poison Element spells against enemies that are immune to poison status!  Credit to NFITC1)
[hr]
Total overhaul of equip stats of Materia ( Nightmare , NFITC1 )
[hr]
New Mechanics ( No materia split at master, extended stat growth, X-3 Limits, Hidden Items) ( NFITC1 & Nightmare )
[hr]
Total overhaul of Items found in field ( Nightmare )
[hr]
Total conversion of Save Points to a unique style ( Nightmare )
[hr]
Overhaul of Fort Condor minigame ( NFITC1 & Nightmare )
[hr]
Overhaul of world map encounter rates ( Aali & Nightmare )
[hr]
New Start Menu / Prelude / Game Over screens ( White Raven )
[hr]
Numerous bugfixes in Aerith Revival ( Nightmare )
[hr]
Total overhaul of the Gold Saucer Minigame rewards ( Nightmare )
[hr]
Overhaul of the music system ( needs the new OST ) ( Nightmare )
[hr]
Other things I can't remember at this time.

Already Includes these Mods:
Menu Overhaul (9999 Break & Others )
Gjoerulv Hardcore by Gjoerulv ( additional enemy and boss models )
Aerith Revival by Ultima Espio ( Flevel changes and Animations. Includes manual code fixes by Kuugen )


I will post about progress occasionally
CD2 is now being worked on!

Download Links, all files are required.
(Core files - Unrar and paste into FF7 folder )
https://mega.co.nz/#!OZtm0ABI!K9sZUmT0xoHJ855B7wNb5bkhxuGHfeQda8Oi7c8Slq8

(Battle.LGP - Paste into FF7/Data/Battle )
https://mega.co.nz/#!eR8CDRqR!svp3RGI-aI2McpEMUqWRyysLr8rJy65Jbp_7AAR-KTM

(Char.LGP - Paste into FF7/Data/Field )
https://mega.co.nz/#!nAVwjSCS!Ij2Vf1qxQt_LWrvmY5dTxVrwLBAEhkrnYBngiEu3cds

( Nightmare OST ) (Compatible with Steam. Put these in the music/vgmstream folder in the ff7 directory. Also works that way with Aalis latest driver)
https://mega.co.nz/#!6QsBlThS!lRNIHIp5iSXAJRzmV5M-h7R8FnyWotGBJk51CPFQVEQ

(Full Flevel, which is required but I can't link here for drama reasons, on my twitter profile, twitter.com/KuuTenko )

[color=red][b]Custom models: You can run bootleg to install custom models after you installed this mod. But only install models or textures, installing any gameplay or music related mods will cause extreme issues.[/b][/color]


Installation: Unrar everything. Core files comes with it's own folders which you need to merge with the existing FF7 folders.
Char.lgp goes into FF7/Data/Field
Battle.lgp goes into FF7/Data/Battle
Flevle.lgp goes into FF7/Data/Field
The OST goes into FF7/Music/Vgmstream folder
Yes, the .exe from the core files is supposed to replace the game's original .exe

Bug: There's currently an issue with the transparency battle menu that I am looking to fix.

Credits:
[b]Aerith Revival Mod Animations and Scripts by Ultima Espio
Gjoerulv's Hardcore Mod Enemy models by Gjoerulv
Menu Overhaul by DLPB and Kanmer[/b]
Nightmare compilation by Kuugen
Nightmare 7 OST converted to  looping OGG by Covarr

Tools used:
Libre
[b]White Chocobo[/b]
Black Chocobo
[b]WallMarket[/b]
Loveless
[b]Makou Reactor[/b]
[b]ProudClod[/b]
toughscript
XVI32

Detailed changelog would be insanely long, so there won't be one.[/sse]
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Timber on 2012-08-20 11:41:44
Sounds cool, but then I got to the part that says how Fearsome, Unforgiving, and Brutal it is compared to the Hardcore mod.... and ran away crying and screaming.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-08-20 12:19:17
It's really only for people who know how to kick the game's ass. I mean, know how the mechanics work, willing to experiment with element materia and stuff.
It's HARD.
The Hardcore mod was barely any challenge to me but maybe that's because I grew up with stuff like battletoads
my Brother is significantly less used to RPGs and still manages to get through
He's past the Materia Keeper now and sitting at 28 game overs.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: EQ2Alyza on 2012-08-22 16:31:32
I would like to test this. I feel a major butt kicking in store.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-08-31 16:02:11
Overhauled the Shinra mansion safe / combination AGAIN
Overhauled the snowfield / gaia climbing / whirlwind maze
Changed details on Vincents limits
Changed the rate at which Vincent learns limits
Fixed two model bugs
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: ManuBBXX on 2012-09-01 01:24:06
So there is the same difference between normal and harcore, compared to hardcore and this, approximatively ?  oO
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: xLostWingx on 2012-09-01 05:05:30
I imagine that this is like hardcore, except you are weaker, enemies are more powerful, items are harder to attain, materia are harder to level,
spells do less damage, exp is harder to earn, etc.  If you can beat Regular VII in 40 hours, hardcore in 70 hours, this will probably take 100+
and you will probably see the game over screen much more often.  You will have to perfect your technique instead of relying on being more
powerful and better equipped than the enemies.  You see a Mechanical Enemy?  You better make sure that every member of your party has
a way of maximizing their ability to do lightning damage without sacrificing your ability to keep your team alive.  Remember the first time you
you played through VII (assuming you hadn't played many RPGs beforehand)?  Probably going to be more difficult than that.  Remember getting
stuck at Jenova Birth and the Materia Keeper and not knowing how the hell to move forward?  Its probably like that for every boss.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-09-01 13:50:45
It is mostly like hardcore in that it is based on the hardcore flevel + scene.bin, except I do my own edits on both files on top.
So this includes the additional battles from hardcore but even harder.
You're not actually weaker I'd say. The enemies are so much stronger than making you weaker than before would make the game physically impossible.
The whole weak/strong balance is built from ground up on my own stat growth curves and monsters. You're more powerful than before,
but the enemies are MUCH more powerful than before.
Materia are much, much harder to level, exp is still increased over hardcore but while you still needed the same amount of exp for lvl 99 in hardcore
( vanilla: 2,1 billion )
( hardcore: 2,x billion )
( Nightmare: between 6 and 8 billion )
you need a lot more exp for levels now.

and old logic no longer applies. Mechanical enemies weak to lightning? Ha, not all of them! Use Sense ( Scan ) to find out. A lot of enemies have been
proofed against elements.

and Jenova really will make you get stuck.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: ManuBBXX on 2012-09-02 01:10:04
Is ot possible to test a little ?
When approximatively do you plan to release this 'looks interesting' modd ?  :)
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-09-02 01:43:44
The first public beta release will be when I'm done with testing CD1. I'm currently up to the key stone event.
If you're interested in beta testing, that means to give me periodic feedback on your playthrough, send me a PM
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: ManuBBXX on 2012-09-02 14:07:46
Sure !
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-09-02 15:27:52
Added various changes to flevel script
Includes: Reactor 5, Various Wall Markt fields, shinra HQ 61 and 66, gold saucer battle square, wutai, mythril mines

Wutai quest is now mandatory after rocket town
You cannot proceed to keystone events before you finish up Wutai

several kernel bugfixes
several flevel script fixes

Is there a list for animation IDs for items? Because god knows my custom items could use some of those.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-09-03 20:47:57
Complete overhaul of kernel item and magic animations
Changed some effects of items
Changed encounter rates on worldmap.
Complete overhaul of materia elements
Disabled Materia element being displayed in menu
Overhaul of ultimate armor / accessory again because apparently I failed to save it last time
Bugfix on Diamond Anklet, Gold Chocobo Feather
Improved stat increasing items slightly
Improved element absorbing rings slightly

Overhauled Wutai Pagoda
Finished editing the absolute chaos that is Godo's AI

Going to start with the keystone events tomorrow

New Materia bonus stats
01  -4 STR, -4VIT, +3MAG, +3SPR, NC, NC, -3%HP, +2%MP
02 -10 STR, NC, +6MAG, +6SPR, NC, -10LUK, -6%HP, +6%MP
03  NC, +2VIT, -4MAG, +4SPR, +1DEX, +4LUK, +1%HP, NC
04 +4STR, +4VIT, -10MAG, -10SPR, +2DEX, NC, NC, -2%MP
05 +10STR, -4VIT, +2MAG, -4SPIR, NC, NC, +2%HP, -4%MP
06 +1STR, NC, +1MAG, NC, +1DEX, +1LUK, -1%HP/MP
07 -5STR, -5VIT, -5MAG, -5SPR, -5DEX, -5LUK, NC, NC
08 -4STR, -2VIT, -4MAG, -2SPR, +10DEX, +10LUK, NC, NC
09 -6STR, NC, +6MAG, -4SPR, NC, -2LUK, -4%HP, +4%MP
0A -12STR, NC, +12MAG, -8SPR, NC, -8LUK, -8%HP, +6%MP
0B NC, NC, -1MAG, -1SPR, NC, NC, NC, -1%MP
0C +2STR, +2VIT, NC, NC, +6DEX, +12LUK, NC, NC
0D -4STR, -4VIT, NC, NC, -10DEX, NC, -4%HP, +4%MP
0E NC, NC, NC, NC, NC, NC, +20%HP, +20%MP
0F -20STR, -20VIT, +15MAG, -20SPR, NC, NC, -10% HP, +6%MP
10 NC, NC, +20 MAG, +20SPR, NC, NC, NC, +10% MP
11 +10STR, +10VIT, NC, NC, +20DEX, +20LUK, +5%HP, NC
12 NC, NC, NC, NC, NC, NC, NC, +30%MP
13 -12STR, -6VIT, +10MAG, +4SPR, -6DEX, NC, -10%HP, NC
14 -20STR, -20VIT, NC, -20SPR, -20DEX, -20LUK, -15% HP, NC
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-09-04 18:31:02
Ironed out a literal ton of script errors related to vanilla and aerith revival so stuff works with makou reactor 1.5
jesus christ I want to throw french fries -_-

Added script that automatically changes normal battle BGM at random, between 4 BGMs

TO DO: Music changed appropriate for new Custom OST ( Users may experience odd tracks playing if they don't use it )

Added script piece that lets you rename Red13 when you hit cosmo canyon
imrpoved some materia
Increased weapon prices a lot
adjusted midgar zolom
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-09-13 11:54:40
Completely overhauled all shops, added over 10 new shops based on game progression
Changed prices of items
Progressed through temple of ancients, adjusted monsters there
Improved Zeta
changed a lot of materia effects
Changed master eidolon
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: adoragon on 2012-09-15 16:47:31
Been having a blast playing the Hardcore mod. Would LOVE to help test your Nightmare 7 mod.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: Tenko Kuugen on 2012-09-15 18:25:27
it's currently undergoing heavy reconstruction. I'll close beta tests for now, sorry.
I'll pm you the latest version ( and the needed OST ) so you can test that but a lot of stuff will change due to cloudiars awesome work

1/3 ( at the church backroom now ) done translating and converting OVA demo ( demo ends when you leave Midgar )
Created new stat effects for materia
Created new system of finding hidden system. If you collect them all, there will be a mega reward at the end of the game.
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: omega res novae on 2012-09-20 12:27:11
what do you think?

(http://imageshack.us/a/img845/7089/dddddti.jpg) (http://imageshack.us/photo/my-images/845/dddddti.jpg/)

one thing i think i should do is make the 7 taller and rotate it so it comes across more.
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-20 18:09:03
Ohhh nice work
and I agree, the 7 is kind of hard to see
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: omega res novae on 2012-09-20 18:25:16
giving it a resident evil feel lol. if youd like to use it as a menu background ill keep working on it. i was bored this morning
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-20 18:29:01
Resident evil is a good direction but try for more Terminator / Matrix feel. I would really like a custom background that comes with Nightmare. If you want, you could make the sword bloodstained or even chipped and broken. Nightmare is the hardest mod out there and also the most extensive after all :D
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: omega res novae on 2012-09-20 18:33:57
i dont know anything about terminator or the matrix. idk if id be good enough with gimp to do bloodstains or chips
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-20 18:44:43
Terminator is just resident evil with machines
matrix is resident evil with machines and virtual reality
replace zombies with robots, voila.
generally, it means try a more robotic / mechanic look
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: omega res novae on 2012-09-20 18:57:49
alright i think i can manage. there are tutorials out there. so a quick rundown
make the 7 visible
more machina (couldnt resist)
other pros and cons?
whatd you think of sephiroths eye
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-21 01:59:14
Instead of Sephiroth eye, use the Shinra Logo
They're the real bad guys
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-24 05:50:18
Optional start screen:
(http://i.imgur.com/jRJ65.jpg)

ingame look:
(http://i.imgur.com/eH9m0.jpg)
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: ManuBBXX on 2012-09-26 02:39:50
Héhé nice shot ! ^^
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-26 06:21:41
Nice.. what color theme do you prefer for the background image??? I might try making a background image too if its ok..
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-26 08:23:23
you can try for a prelude credits image instead, I intend to keep the current start menu because Hojo plays a much larger role in the story after I'm done with it.
Chrome metallic, black and blood red are good colors to go with. In Nightmare 7, you ( Cloud & Co. ) are the bad guys after all ( Shinra are the bad guys TOO, though )
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-26 09:40:43
Ok, I'll get to it and see what i can come up with.. what is the preferres image size?
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-26 10:15:13
I dunno. I haven't really bothered with the prelude images but iirc, that one needs to be cut up. Relatively high resolution would be good. at least 1080p
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-27 01:33:39
Lol.. sorry can't resist I made a hojo background instead, inspired by your menu background.. I made this on a whim for about 5 mins..when I saw a good hojo image in the net.. I'll still do the chrome/black/bloodred prelude and post it here, though omega might be on it already..

(http://imageshack.us/a/img7/56/buster00.png)

it's kinda messy atm since this is still a rough edit..

Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: omega res novae on 2012-09-27 01:55:01
that pic i made was for fun. im truly not good enough with photo shop to do what he asks.
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-27 02:46:35
I see, It was pretty cool for an image made for fun.

As for me real life is taking up my time now.. so I can't commit to something.. but I'll just post something here if I can put together a decent prelude image..

[EDIT: I manage something like this during our break, lol.. ]

(http://imageshack.us/a/img820/3381/nightmarescreen2.png)

there.. Dark, Metallic and Bloody.. I don't know if I got that right.. I didn't bother with the buster sword.. it doesn't fit with the shinra logo.. but if you like I'll place it somewhere..
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-27 05:25:51
No the Buster Sword is actually not that important anymore so leave it out.
If you could make the shinra logo bigger, it'd be good.
additional touching up would be making the NIGHTMARE more part of the actual image instead of font stting on the image
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-27 06:37:04
I thought so too.. but when I try to merge the text "nightmare" to the Image it gets harder to read, like this..

(http://imageshack.us/a/img41/3381/nightmarescreen2.png)
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-27 07:06:13
that's unreadable.
for Nightmare, you could try to use solid blood, like a massive splash of blood on the wall ( think, barrel of blood throw against the wall ) and then Nightmare in a black, easy to read font on that.
Move the actual blood / nightmare name a little down so the space between VII and Nightmare is smaller and the Nightmare doesn't occupy the Shinra emblem

Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-27 07:43:39
ok.. I'll try that later .. gotta get back to work.. lol it'll be bad if my boss see's me, haha
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-27 07:52:12
Finished inclusion of OVA Remake script up to pillar collapse
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: ProtoX on 2012-09-27 23:05:48
why does that picture of buster sword with the eye in it remind me of soul calibur series
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: omega res novae on 2012-09-27 23:19:00
just an initial crack at something. i didnt consult kuugen before i put that together
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-28 01:38:31
how about this kuugen??

(http://imageshack.us/a/img90/7133/prelude.png)
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-28 06:16:41
Oh I like this.
last thing to do would be to make the VII a bit more solid
you're free to try whatever for that, I'd probably try something like making it look like a trademark inprint on metal
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-28 08:52:43
ahh.. something like this then..

(http://imageshack.us/a/img826/5061/prelude2.png)

hope you like this kuugen.. coz I'm running out of blood.. Lol..
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-28 09:18:16
yeah that's good.
now if you could figure out how to cut it up, that would be great :p
im fighting the OVA script with all of my might right now
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-28 09:35:46
I'll see what I can do.. cutting the image is easy.. to know where to cut is the tricky part.. guess I'll ask some experts here..
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-28 09:42:31
can't you look at an existing prelude image and deduce from there?
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-28 09:55:32
that's what i have in mind.. ill use the one in menu overhaul.. may be put together the images first then take note where to cut.. anyway I'll try to do something about this, my yufie retex is almost done si I can focus more on the prelude background..
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-28 10:41:59
I've ran into trouble with field files but I'm up to level 62 of the shinra HQ.
shinra HQ is the end of the OVA demo, which means after that I can finish up Nightmare and release a public beta
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-28 12:15:27
Goodluck with that, I'll do my best with the prelude too..

Can't wait to use your mod..this is gonna be bloody

EDIT:
prelude Background completed
, it works but you might have to change the fonts on the credits to match the background.


(http://imageshack.us/a/img51/1060/preludez.png)
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-30 09:04:24
Good work WR

I really can't into graphical anything so i'll have to ask around for fonts etc
well, technically I'd prefer to replace the names entirely with other text
for example, hints, warnings, credits of my own ( tools used, mods combined, mod authors )
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: whitERaven on 2012-09-30 09:25:13
Well since I worked on the background might as well try working on those names.. now If you can PM me the list of names with designations you want to show in the prelude in proper order I might come up with something.. 

though all I can do is replace the existing ones, are we allowed to do that?
 I have no idea how to add additional names on those slides.
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: Tenko Kuugen on 2012-09-30 12:59:32
new game over screen

(http://i.imgur.com/39Z6B.jpg)
Title: Re: [WIP] Nightmare 7, Finalizing inclusion of OVA script
Post by: Tenko Kuugen on 2012-10-01 14:50:48
Done translating and fixing up the OVA remake
The difficulty part of Nightmare 7 extends to the end of CD1 ( WIP ) and the full overhaul of story and new system and scenes to the end of Midgar CD1
Title: Re: [WIP] Nightmare 7, Finalizing inclusion of OVA script
Post by: ManuBBXX on 2012-10-01 15:23:31
Very impressive !  :)
So I have to learn english perfectly now for understanding that new story  :D
Title: Re: [WIP] Nightmare 7, Finalizing inclusion of OVA script
Post by: Tenko Kuugen on 2012-10-01 17:45:16
currently fitting the windows to the new text ( because toughscript always crashes )
public Beta should be out wednesday or thursday
Title: Re: [WIP] Nightmare 7, Includes Hardcore, Aerith Revival, OVA
Post by: Tenko Kuugen on 2012-10-02 17:04:00
Only have Demon Gate to Jenova Life to go for item overhaul and difficulty overhaul ( full Nightmare + OVA goes to the end of Midgar )
Title: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-05 23:02:05
Nightmare 7 Beta 1.0 is now finished.
A Bootleg install of:
Aerith Revival, Gjoerulv Hardcore, Menu Overhaul is required for it to run right
after that, unrar the package and paste into your ff7 main folder
you then need to enable direct_mode ( it's only about 50kb of files so it won't hurt you no matter how weak your pc is ) in your open_gl.cfg
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-06 12:47:12
download links in the first post
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-06 14:59:25
hotfix for the OST ( forgot ficedula folder )
http://www.mediafire.com/?x330d799tg5w89j
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: dkma841 on 2012-10-06 17:29:27
Im reeealy interested in this but no way lol i can't even clock the gjoerulv hardcore mod so this would be impossible for me lol :( Wanna see this in action though if anyone could make a walkthrough on youtube with this? ^^ Gratz on finally releasing Beta :D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-06 17:40:12
The difficulty is different from hardcore. harder, but in a different way.
If I could make videos, I'd make a walkthrough but eh...  my pc probably can't handle fraps. probably. i have no microphone anyway.

if I were you, I'd try it anyway, you might find yourself surprised by what you can handle if you try
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: dkma841 on 2012-10-06 18:28:40
Very true...well that said once i get my new laptop and get into playing ff7 again this will surely be the one to try out first :) loved reading all the changes on the first post just wow lol, the most comprehensive list of changes in a gameplay mod i seen so far! :D This should definetly be fun ;D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: ManuBBXX on 2012-10-06 22:46:56
I'm on try with your mod. Nice intro picture hojo ! ;))
SO, I'm at the first boss, and I haven't saw any changes in the history or dialogs( who are still in fr, retranslated with MO for me ) , so, okay the boss defeated me, but : am I really in nightmare mod ? (  I replaced all the files with the archive, flevel.lgp included, etc .. no problem for that ).
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-06 22:51:44
Uh, you must have done something wrong then. The text would be in english if it installed right.
do you have bootleg with game mode switching installed? that could probably mess it up.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: ManuBBXX on 2012-10-06 23:16:33
Yeah sure, I used as usual 'hardcore' in the switch menu.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-06 23:26:03
I'm not familiar with the switch menu. but you need to chose the mode that uses the files you replaced.
the mode that uses flevel.lgp, kernel.bin etc, the normal files
the files you replaced are, probably ( I'm not sure ), used by the 'normal' mode if there is one
I'll need to ask vgr or pitbrat about this
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: ManuBBXX on 2012-10-06 23:30:40
Hmm, yes, I see what you mean. In fact, cause of french retranslation selected in my bootleg install, who affects normal and hadcore modd, I think I have to select other than those 2 options.
Reasonable difficulty item choice for example. I'll try it tomorrow.
So, if I understand well, that I'm scared about that, lol, the fact is that with nightmare modd, it's now impossible for me to apply the menu overhall french retranslation in bootleg, who affects my flevel.lgp ? I have to do all the game in english ?

Or maybe with integration in Bootleg0040, it would be possible anyway ? ( Like hardcore mod can be 'patched' with retranslation )
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-07 00:21:58
Nightmare, at least outside of bootleg, will be completely in english. It has a new story, so unless someone translates the new story in other languages, english is the only choice.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: ManuBBXX on 2012-10-07 01:24:29
Yeah, you're right, forgot about the new story.
So, let's learn english ! :D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-07 18:15:47
If anyone manages to get 36/34 hidden items when they're about to leave sector 7 for the first time, please drop me a note. I wasn't able to reproduce this bug but apparently it exists somehow.
Title: Re: [WIP] Nightmare 7, Currently including OVA remake script
Post by: ajthedj747 on 2012-10-08 08:54:16
Optional start screen:
If I may ask. @The Rocket Kuugen, do you know who created this artwork? Is it available on Deviant Art? Thanks in advance.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-08 08:59:51
an artist called glasshard did it
no idea where it came from, probably pixiv
I don't go anywhere near deviantart
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: ajthedj747 on 2012-10-08 09:10:42
an artist called glasshard did it
no idea where it came from, probably pixiv
I don't go anywhere near deviantart
Well with fans making artwork showing Cid being sweet on Vincent made me gag, so I do not blame you one bit about not going anywhere near Deviant Art. Thank you for the information.

Oh, and by the way, @The Rocket Kuugen, you are really going to hate me for this:

   travallian.deviantart.com (http://travallian.deviantart.com)  A_Series_of_Tubes_by_ShardGlass.jpg (http://tn1-5.pv.deviantart.com/fs30/150/f/2008/069/4/f/A_Series_of_Tubes_by_ShardGlass.jpg) travallian.deviantart.com/ (http://travallian.deviantart.com/)
 
Um, yeah, sorry about that.  :-P (http://forums.qhimm.com/data:image/gif,GIF89a%12%00%12%00%B3%00%00%FF%FF%FF%F7%F7%EF%CC%CC%CC%BD%BE%BD%99%99%99ZYZRUR%00%00%00%FE%01%02%00%00%00%00%00%00%00%00%00%00%00%00%00%00%00%00%00%00%00%00%00!%F9%04%04%14%00%FF%00%2C%00%00%00%00%12%00%12%00%00%04X0%C8I%2B%1D8%EB%3D%E4%00%60(%8A%85%17%0AG*%8C%40%19%7C%00J%08%C4%B1%92%26z%C76%FE%02%07%C2%89v%F0%7Dz%C3b%C8u%14%82V5%23o%A7%13%19L%BCY-%25%7D%A6l%DF%D0%F5%C7%02%85%5B%D82%90%CBT%87%D8i7%88Y%A8%DB%EFx%8B%DE%12%01%00%3B)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: Tenko Kuugen on 2012-10-08 18:04:15
http://casualvillain.com/ for glasshards work
no need to bloat your post with countless links
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: LeonhartGR on 2012-10-10 13:26:17
You can replace the "i" with the buster sword.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival
Post by: Tenko Kuugen on 2012-10-11 04:03:00
The logo is already made and I'm satisfied with it, so unless raven really wants to revise it, it'll stay as is, sorry Leon
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: whitERaven on 2012-10-11 04:25:27
I made that background based on kuugen's preference, so it really depends on kuugen..
But we discussed and agreed before to exclude the buster sword from the logo so I think there wont be revisions on it.. sorry..

@kuugen the other Logo we talked about will have to wait.. I'm still on my work trip.. I'll be home tomorrow.. I already have the image but I still need to cut it up and test ingame to make sure it works perfectly before sending it. :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival
Post by: Tenko Kuugen on 2012-10-11 04:34:10
I made that background based on kuugen's preference, so it really depends on kuugen..
But we discussed and agreed before to exclude the buster sword from the logo so I think there wont be revisions on it.. sorry..

@kuugen the other Logo we talked about will have to wait.. I'm still on my work trip.. I'll be home tomorrow.. I already have the image but I still need to cut it up and test ingame to make sure it works perfectly before sending it. :)

You don't have to hurry yourself so much. It took 8 months to get to this point, so don't worry about it.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: whitERaven on 2012-10-11 04:50:32
Copy, I just don't like making people wait, LoL it kinda give me this uncomfortable feeling .. I'll be sure to complete it when I have time, :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: sl1982 on 2012-10-11 18:24:35
It has come to my attention that your inclusion of the OVA remake was done without permission. So I am giving you the opportunity to either get his express permission or remove it from your release. If I do not hear that this has been resolved shortly I will have to remove this from the site.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival
Post by: Tenko Kuugen on 2012-10-11 18:33:06
It has come to my attention that your inclusion of the OVA remake was done without permission. So I am giving you the opportunity to either get his express permission or remove it from your release. If I do not hear that this has been resolved shortly I will have to remove this from the site.

Replacing the version here with a no-OVA version
I am free to do whatever elsewhere, right?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival
Post by: Tenko Kuugen on 2012-10-11 22:13:45
Done disabling the events
that was.. surprisingly easy.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore, Aerith Revival, OVA Remake
Post by: sl1982 on 2012-10-11 23:54:40
Replacing the version here with a no-OVA version
I am free to do whatever elsewhere, right?

I have no control over what you do elsewhere, but releasing it with OVA elsewhere is in poor taste.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-12 00:14:27
Kicking up a shit storm instead of pm'ing me and asking me to take it down is also in poor taste.
If I don't release it with OVA I wasted my time. I hate wasting my time.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-12 00:23:26
I'm not aware on the depth of this issue, but can this be settled with the author of the OVA?
It's a waste releasing this one without the OVA it's just not the same.

Maybe a conversation with the author of the OVA will be a good start. Although this should have been done before. You maybe able to agree on some terms.

Also I agree things like this are better discussed elsewhere or this might involve a lot of people. Didn't mean to lecture or anything, just saying. We're a community here it won't be good if people start throwing hate post in here.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-12 00:31:14
Long story short: I tried asking, was denied, we got talking, we got friendly, we helped each other out, I asked again, he said nothing likely assuming he didn't have to, I assumed he got around and was okay with it now since we got on pretty good, I kept updating him on the progress, I release it a few weeks later, he gets his panties in a bunch when he notices and says I 'stole' the work ( despite there being multiple instances of him being credited in the first post at the time ) and kicks up a shit storm. I try to talk it over with him but he's pretty mad and won't give me permission to keep the changes. Oh yeah, all over the place: bad english got massively in the way. And that wasn't me whose english was bad.

So I take the changes somewhere else that isn't qhimm.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-12 00:35:00
Too bad, well gotta respect the author when he says he don't want to :) :)

But I think releasing it elsewhere might pose problems too..
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-12 00:41:16
I won't link to it here nor will I post it here.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2012-10-12 16:51:02
This makes me sad  :(

Did Kuugen learn how to script his own events? If he can make his own version, I don't see how anyone can claim ownership.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-12 17:04:11
I already made my own events for Nightmare. OVA is just an addition. ( and yeah, it did take considerable time to add either OVA coding to Nightmare or Nightmare coding to OVA )
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-13 01:53:34
Quote
This makes me sad  :(

Did Kuugen learn how to script his own events? If he can make his own version, I don't see how anyone can claim ownership.

Of course, but be easier to copy and modify text, the problem is it does not that respect the work of others, You should not steal from a project has just been announced that, there are other ways of doing things, never asked before posting your demo.

Quote
I already made my own events for Nightmare. OVA is just an addition. ( and yeah, it did take considerable time to add either OVA coding to Nightmare or Nightmare coding to OVA )

This is to laugh, really that significant time is the author of that work.

Your lying, I watching your flevel with my work and apparently the demo is absolutely all important content of my demo, also to use any small event, really an absolutely abuse.


It's necessary rectify, and start doing things better, if you have questions about making events then ask, all are going to help, I honestly do not see major events created by you, the majority of this demo be mine, many hidden items only places added of you, but it costs little time to do.

I said if you want my events empice done you, but not like the idea of working.

The most serious is no respect the job very long events, I do not accept others from copying the work before finishing.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-13 05:21:16
Think what you will. Nightmare is more than just a couple of new longer events and several smaller. The core element is the difficulty mod and everything based around that.
The events from OVA are an addition, not the core of the mod. As such I'm not advertising the mod solely for 'new events'.

I got to the point of being able to make events of my own because I spent considerable time fixing yours. Because there were a lot of hangups. Getting stuck in reactor 1, infinite materia gain in two places, dialogue loops that force you to restart the game ( thrice ). I'm grateful for the learning experience still. Not for the drama you're creating here.

If you want to continue this conversation, we will have to do that somewhere else, as the OVA included version no longer has anything to do with qhimm.com
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Template on 2012-10-13 06:24:13
i cannot really understand why anyone who was into modding ff7 would want to withhold tools or code from another enthusiast on an individual level, unless they considered those bugs you mention to be a puzzle they wanted to solve on their own. if u asked and they said no and you did it anyway... well that seems almost like you should have expected drama... possibly it was a trap :P
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-13 07:37:43
Quote
Think what you will. Nightmare is more than just a couple of new longer events and several smaller. The core element is the difficulty mod and everything based around that.
The events from OVA are an addition, not the core of the mod. As such I'm not advertising the mod solely for 'new events'.
You say, you're limited to make parameter editing that is as simple and fast, nothing new, watching his flevel has nothing really nice, I have a huge quantities of events and improvements, alchemy pot, auction, unique and personal things, so I want to protect my work.

Quote
I got to the point of being able to make events of my own because I spent considerable time fixing yours. Because there were a lot of hangups. Getting stuck in reactor 1, infinite materia gain in two places, dialogue loops that force you to restart the game ( thrice ). I'm grateful for the learning experience still. Not for the drama you're creating here.

As I said, not only edit parameters, and you exaggerate, many failures due to wrong import Makou Reactor, since my game it works perfectly, except some fault for forgetting, and your game is a combination of other works, must be installed in the original game.

I remember that it is normal to see some failures in a "demo" of a beta, this is a job that is in full development, the main reason they do not give permission, very logical.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-13 08:24:24
Quote
You say, you're limited to make parameter editing that is as simple and fast, nothing new, watching his flevel has nothing really nice, I have a huge quantities of events and improvements, alchemy pot, auction, unique and personal things, so I want to protect my work.

Good luck with that.  ::)
And nothing nice? Sounds like you're so angry you can't even remember what you said yourself. Or maybe you don't want to?
I'll check your stuff later, but I really need is some of your knowledge to make some stuff, but I have something to ask you about your changes.
I'll try to be specific in my questions, I use your mod and many changes are really cool, I'm interested in using some if I really want to help, just say to not bother some:.
I think you are referring to expansion of musics "total", it's still a good job.
Really a great job, but that be more personal and I try something else.
I have more interesting things outside the demo, if you want to keep abreast of the changes I can, otherwise I would greatly appreciate your help so that this mod is more complete.
You know that I would like to implement in my mod, so really if it continues I'll have to credit you xD
I think you are a demanding player and I want to enjoy my game.
I do not want to discuss with you, just ask respect, if you can wait for me to finish OVA remake 1.0 then you can take the necessary, I can even help you add a few things, I'm sure I can add in the future is going to like much or more, if you are okay to be I continued posting updates, but please use as private material, to complete my project, then I have no problem, you can add anything.
I understand that you also take a long time with the mod, really, no doubt, but please be understand me.
If these agree I would like to continue contact with you, if you respect me I did not have problems.
Add new changes in your mod Nightmare when Remake OVA finished, then add anything.
Sorry for me also.
Do we have a deal?  :)
That was before our PMs though, I assumed you changed your mind. My bad then. Sorry.
Forget it.

Quote
As I said, not only edit parameters, and you exaggerate, many failures due to wrong import Makou Reactor, since my game it works perfectly, except some fault for forgetting, and your game is a combination of other works, must be installed in the original game.

Yeah yeah, I heard that excuse before. I used the flevel that came supplied with your installer as a base. The bug existed there so it was in your flevel. Stop pretending you don't have any significant bugs in there. Because you do. Everything I liste

Quote
I remember that it is normal to see some failures in a "demo" of a beta
And now it's normal? Two lines up you claimed it was just 'a wrong import by MR"? Pick one excuse and stick with it.


I'm done talking to you about this.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-13 08:57:57
Copying the work of others and also can show private messages?

You are a god!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-13 14:32:47
New Logo ( after prelude ) by whiteraven

(http://imageshack.us/a/img707/2499/logoajr.png)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2012-10-13 15:50:43
Copying the work of others and also can show private messages?

You are a god!

When you first posted your OVA, it had links to your website with illegal torrents of the game. I find all your comments about copying work ironic.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-13 16:31:30
That website still hosts aali's driver and facepalmer among other mods which are listed as 'required for the complete experience'
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2012-10-13 16:57:52
:-o Sigh
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-13 17:39:37
Quote
When you first posted your OVA, it had links to your website with illegal torrents of the game. I find all your comments about copying work ironic.

The only thing ironic is apart from your complaints about stealing (taking any material without permission is steal, he didn't ask me if he could use the material before he uploaded his demo) you stand like the bad guy, but finally is the only person that can't upload the content is he.

Quote
Did you put anything after the end of Demo? Your videos show event in Kalm, Wutai, Whirlwind Maze.
I finished translating your mod and successfully put it into Nightmare 7 ( I fixed quite a few bugs, too, and added more stuff )
If you need help to test events or code them, I might be able to help now. I learned a lot from fixing your script.
Because I'm busy too, I will only be able to help if in exchange I can use your events ( you are credited in the prelude credits ingame and thread in forum for new field events )  in Nightmare 7.

He didn't conform with the work of my demo, he also wanted the work I show in my videos (not published), in addition he offers his help in exchange of this.
This is a joke?
Hadn't I help him enough?
Its main of the problem, abuse.
Really is this good for the community too?

Also share If he agrees I can think in offer everything, or better, if you want I can change the name of my mod and call it nightmare 7.

Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-13 18:04:23
The only thing ironic is apart from your complaints about stealing (taking any material without permission is steal, he didn't ask me if he could use the material before he uploaded his demo) you stand like the bad guy, but finally is the only person that can't upload the content is he.

You also host Aali's driver and other mods without permission ( and you didn't ask for permission before you hosted them and have your users install them by requirement to use OVA. ) so by your own logic, you stole those mods.

He didn't conform with the work of my demo, he also wanted the work I show in my videos (not published), in addition he offers his help in exchange of this.

http://forums.qhimm.com/index.php?topic=13468.msg192957#msg192957

This is a joke?
Hadn't I help him enough?

I remember when you kept asking me if NFITC got back to me on that materia growth hack. Or how to disable new materia being born at master. Or the rotating battle bgm, or the field variables I used.

Its main of the problem, abuse.
Really is this good for the community too?

Drama and lying isn't better, mind you.

Also share If he agrees I can think in offer everything, or better, if you want I can change the name of my mod and call it nightmare 7.

Go ahead. Do it.  8)
I'd actually take it as compliment if someone went through the trouble to combine my mod with another.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2012-10-13 18:16:34
The only thing ironic is apart from your complaints about stealing (taking any material without permission is steal, he didn't ask me if he could use the material before he uploaded his demo) you stand like the bad guy, but finally is the only person that can't upload the content is he.

Your idea of being ironic is not accurate. I didn't complain about whether he was stealing, and I didn't comment at all on the truthfulness of him asking or not. Those are irrelevant to my comment, and I leave them for you two to dispute.

What I said was that you originally posted a website link with torrent downloads to illegal game files. That means, as some point, you stole the game. The irony lies in the fact that you posted a complaint in the Announcements about someone stealing your work. Therefore, my comment still stands that it remains ironic how you started on this site dealing with the topic of stealing, and will probably now end on this site with the topic of stealing. That is irony at it's finest.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-13 18:24:31
Your idea of being ironic is not accurate. I didn't complain about whether he was stealing, and I didn't comment at all on the truthfulness of him asking or not. Those are irrelevant to my comment, and I leave them for you two to dispute.

What I said was that you originally posted a website link with torrent downloads to illegal game files. That means, as some point, you stole the game. The irony lies in the fact that you posted a complaint in the Announcements about someone stealing your work. Therefore, my comment still stands that it remains ironic how you started on this site dealing with the topic of stealing, and will probably now end on this site with the topic of stealing. That is irony at it's finest.


Don't forget about stealing the mods he hosts there without permission.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-13 18:42:46

Quote
You also host Aali's driver and other mods without permission ( and you didn't ask for permission before you hosted them and have your users install them by requirement to use OVA. ) so by your own logic, you stole those mods.

The moderator saw my page and there were no problem, it only forgot the torrent of FF7
In the end I'm going to be the thief, right? xD

Quote
I remember when you kept asking me if NFITC got back to me on that materia growth hack. Or how to disable new materia being born at master. Or the rotating battle bgm, or the field variables I used.

Right, others did that work for you again.

Quote
Your idea of being ironic is not accurate. I didn't complain about whether he was stealing, and I didn't comment at all on the truthfulness of him asking or not. Those are irrelevant to my comment, and I leave them for you two to dispute.

What I said was that you originally posted a website link with torrent downloads to illegal game files. That means, as some point, you stole the game. The irony lies in the fact that you posted a complaint in the Announcements about someone stealing your work. Therefore, my comment still stands that it remains ironic how you started on this site dealing with the topic of stealing, and will probably now end on this site with the topic of stealing. That is irony at it's finest.

For that reason I have to share my work? By forgetting to remove a link?

The problem is abuse, annoy me at the end.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-13 18:50:20
The moderator saw my page and there were no problem, it only forgot the torrent of FF7
In the end I'm going to be the thief, right? xD.

You "forgot" to remove the torrent. So you admit that you were distributing the game illegally. And there only is 'no problem' because that site is not Qhimm. It's still stealing their work, no warped double standard for you good sir. If I'm a thief, then so are you, as evident.

But then again, I can take your mod and put it into Nightmare as much as I want as long as I host it elsewhere and don't link to it here.  8)

Quote
Right, others did that work for you again.
Correction: they did for you, since you were the instigator of the question.

Quote
For that reason I have to share my work? By forgetting to remove a link?

The problem is abuse, annoy me at the end.

You don't seem to fully grasp what EQ is saying.

I have no idea what you are trying to make a point of anyway. Right now you're yelling at me for using your work without permission. You host several mods without permission. Maybe you should yell at yourself first?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-13 19:26:06
Quote
You "forgot" to remove the torrent. So you admit that you were distributing the game illegally. And there only is 'no problem' because that site is not Qhimm. It's still stealing their work, no warped double standard for you good sir. If I'm a thief, then so are you, as evident.

Nobody Told me this bad, and moderator qhimm view the page, you can not say "you're stealing," They publish to share.

The mods are for playing mainly and to respect their development.

Quote
But then again, I can take your mod and put it into Nightmare as much as I want as long as I do not host it elsewhere and link to it here. 8)

You're a genius

Quote
Correction: they did for you, since you were the instigator of the question.

Correction: for you also.

Quote
I have no idea what you are trying to make a point of anyway. Right now you're yelling at me for using your work without permission. You host several mods without permission. Maybe you should yell at yourself first?

Not for me, just make it easy for members, only for them, not a problem to remove the links, but I think it's no problem for authors.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-10-13 19:53:33
Cloudiar would you be satisified if he gave you like a lot of credit for the ova thing with thanks and that and maybe even him linking to your thread around the top where it gains most attention? That way alot of people will know you spent that this is your work? You will get a lot of recognition this way for your work i guess
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: sl1982 on 2012-10-13 20:14:32
Enough.

If you two want to battle it out do it elsewhere. I am very close to just banning the both of you and be done with it.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-14 01:18:22
Cloudiar would you be satisified if he gave you like a lot of credit for the ova thing with thanks and that and maybe even him linking to your thread around the top where it gains most attention?

Sans the linking to his thread, that was how things were before.

I'll actually heed SL and stop here ( just wanted to explain that last thing to e1sunz )
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-14 01:39:03
Well that's closed, so kuugen any updates on the nightmare mod?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: omega res novae on 2012-10-14 02:19:53
is there a way to add or change locations on the world map. for example not saying you should do this but adding the cliff where zack dies to a cliff outside midgar with a small event to add to the flashback.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-14 02:25:34
I'm mostly waiting for bug reports from the people I know that play it. So far, theres a few ( question text boxes aren't sized properly, there was a glitch for infinite megalixirs in the ova version. ) and I'm fixing them as they get reported. I won't be uploading countless new versions but wait until they got far enough.
Other than that, making plans for some events here and there ( Shopping Week in Kalm ) ( Mirror Party following you after Midgar and repeatedly forcing you into fights. Gonna need to ask NxK about some AI stuff first for this one )
Gambling House in Junon.
Some other stuff.

edit: posted during my reply omega :p
World Map editing is possible but incredibly complex. And right now, you can't really add "locations" you can enter. You can only change existing cells. I know i saw a screenshot of someone ( might actually have been aali ) over a year ago. Technically, since the cliff is in a cutscene, I could add it as a regular field via mapjumps and specific checks but right now that's not planned. I'll keep it in mind though. The story of Nightmare 7 is original though so any flashback you might have in mind will be different from what you imagine.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: omega res novae on 2012-10-14 02:39:47
i was just stating the cliffs as an example to further explain what i was asking. nice info though thanks
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-14 03:02:36
I would also like to test this, but can't get bootleg to work right.. I just manually install all mods I'm using, maybe I'll just let the elites do the testing.. I don't think I can be of much help on that part anyway, LoL :) :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-15 19:30:15
Oh, I see that you are still using my material in your mod, but now instead of using everything you only use the most important material of my mod, thanks!, you used my code only (partially or completely) in these fields:

mdstin
md1_1
md1_2
nrthmk
nmkin_5
southmk1
southmk2
smkin_1
smkin_2
smkin_3
smkin_4
smkin_5
md8_1
md8_2
md8_3
md8brdg
cargoin
mds7st1
mds7st2
mds7st3
mds7st32
mds7_w1
mds7_w2
mds7_w3
mds7
mds7_im
min71
mds7pb_1
mds7pb_2
mds7plr1
mds7plr2
pillar_1
pillar_2
pillar_3
tunnel_1
tunnel_2
tunnel_3
sbwy4_1
sbwy4_2
sbwy4_3
sbwy4_4
sbwy4_5
sbwy4_6
mds5_3
mds5_2
min51_1
min51_2
mds5_dk
mds5_1
mds5_w
mds5_i
mds5_m
church
chrin_1b
chrin_2
chrin_3a
eals_1
ealin_1
ealin_12
ealin_2
mds6_1
mds6_2
mds6_22
mds6_3
mrkt2
mkt_w
mkt_mens
mkt_ia
mktinn
mkt_m
mkt_s1
mkt_s2
mkt_s3
mktpb
mrkt1
colne_1
colne_2
colne_3
colne_4
colne_5
colne_6
colne_b1
colne_b3
mrkt3
onna_2
onna_4
onna_5
onna_52
mrkt4
wcrimb_1
wcrimb_2
md0
sinbil_1
sinbil_2
blinst_1
blinst_2
blinst_3
binele
eleout
blin1
blin2
blin2_i
blin59
blin60_1
blin60_2
blin61
blin62_1
blin62_2
blin63_1
blin65_1
blin66_2
blin67_1
blin671b
blin67_2
blin67_3
blin673b
blin68_1
blin68_2
blin69_1
blin70_1
blin70_2
blin70_3
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Template on 2012-10-15 20:33:00
it just seems like really small cookies

but i don't write code so maybe i'm mistaken

i took a Java class once, quit going about half way through, didnt take the final... guy gave me a D wtf shoulda been an F i was outraged.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-15 20:57:02
I checked, here you can see some things that used:

http://www.youtube.com/watch?v=MCPU9mCjqOM (http://www.youtube.com/watch?v=MCPU9mCjqOM)
http://www.youtube.com/watch?v=jYxDdH4daD0 (http://www.youtube.com/watch?v=jYxDdH4daD0)
http://www.youtube.com/watch?v=H2mSzAK3aS8 (http://www.youtube.com/watch?v=H2mSzAK3aS8)

This is only some examples, besides those videos are my alpha version, currently uses corrected versions of my demo.

I thought the only finally use some, but surprise, uses 90% of the changes (events) offered in my mod.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-15 21:13:11
it just seems like really small cookies

but i don't write code so maybe i'm mistaken

i took a Java class once, quit going about half way through, didnt take the final... guy gave me a D wtf shoulda been an F i was outraged.

Erm... did you accidentally post in the wrong thread?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2012-10-15 21:41:54
I am not going to take either party here, or to increase the flame war or anything (this will be my only post), but here is my point.

You did something very good with OVA, and Kuugen took it as a base for his own code. You published something on the Internet, too bad, it's no longer yours. That's sad but that's how things are. On another note, yes, it would have been really cool if you could have kept the code you made for yourself, and I understand it can be raging. Sadly, nobody can control something once it's on the Internet. Delete it, and soon after it will be back. Post something, claim ownership, copyright or anything, people don't care, they still use it, or crack or whatever. It may look like I'm defending Kuugen, but I'm not. From what I understood, Kuugen thought you agreed, and when you said you didn't want your code in theirs. Correct me if I'm wrong, but please do so in PM. There's already enough talking in this thread.

Yes, this is sad. But that's how it is.

~Vgr

P.S.: I'd like to remind I'm not taking any party here.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Template on 2012-10-15 21:53:20
Erm... did you accidentally post in the wrong thread?

nah, man. kinda poking fun at what a trainwreck this thread became. small cookies is good for you, don't struggle.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-15 21:57:00
nah, man. kinda poking fun at what a trainwreck this thread became. small cookies is good for you, don't struggle.

I prefer tea with biscuits instead of cookies
hmmmm biscuits...
back on topic, fixed a few more bugs and trying to fix that bug in my nose thats causing it to constantly run and produce snot
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: JLOUTLAW on 2012-10-15 21:57:30
I'm with VGR here. You made a great thing, but it's also a bugged thing. Kuugen is working on making it less buggy, and better. He's taking the time to improve what you started not just putting a new name on it and calling it his. Once you post something into a download file, that's all she wrote. You gave other people permission to use and in this case edit what you made the minute you uploaded it, like VGR said. Why not help the product that has origins in what you made, and take pride in the fact you made something someone thought was worth using and working on for a massive game? Hell, he's even gave you credit for your program. At this point you're coming off pretty unreasonable and a bit asinine. It'd be like me designing a world map texture and then being pissed off at Squeenix for using it in a game they came out with or someone being upset if Kuugen decided to use a boss they retextured or designed for Nightmare VII. Makes no sense whatsoever.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-15 22:12:49
@kuugen
Hi sir, I didn't get the feedback on the black diamond weapon, did it passed the standards of its critics??
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-15 22:35:03
I haven't checked with Timu.
I'll show him when he shows up.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-15 22:37:19
ok then I'll be leaving it at that for now, since there are no further comments yet..
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-15 22:43:23
I understand, but you are wrong, the admin told that in this community do not allow copying without permission, rather, "It has come to my attention that your inclusion of the OVA remake was done without permission. So I am giving either you get the opportunity to express his permission or remove it from your release ", must respect.

He wants to copy? Perfect, but outside of this community, those are the rules.

My game bugged? It is normal to miss adding another mod changes.

Yesterday my demo play full and never crash, only minor faults, all the arguments here used to say all good! author manages failures! all lies, changes are needed to perform well in this mod, and translate it, then be hero? seems joke.

I am very surprised and disappointed, I understand fully any published work may be used by others, but the community has its rules, publish my work anywhere, but in qhimm respecting the author's work, that I have understood so far.

I comment to the administrator, is easy work, if allowed to continue in this website work stolen, I cancel the mod, and all happy, but I doubt that the administrator change of thinking days after.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: sl1982 on 2012-10-16 00:09:51
My decision is this:

Kuugen informs me he has effectively disabled your scripts in his mod by disabling the triggers that activate them, while technically the code is still there none of your enhancements will ever run. This satisfies my order to remove them as far as I am concerned. If this is not the case then I require you to provide proof (your script vs his script) since I cannot download OVA to compare.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-16 00:15:03
Quote
My decision is this:

Kuugen informs me he has effectively disabled your scripts in his mod by disabling the triggers that activate them, while technically the code is still there none of your enhancements will ever run. This satisfies my order to remove them as far as I am concerned. If this is not the case then I require you to provide proof (your script vs his script) since I cannot download OVA to compare.

That's lying, I play with her flevel go to Sector 7 and all my work is there, same with others.

But well,  I'm going to prove it.

To start using my field.dec almost always, you should not use the original?
However spare soldier in that scene, not that hard delete.

(http://www.fileden.com/files/2012/1/29/3256767/kugeen.PNG)

Events Sector 7, these scenes add full days cost me, but this is not the case, the problem is that not what it tells you, then this spare.
(http://www.fileden.com/files/2012/1/29/3256767/kugen2.PNG)
(http://www.fileden.com/files/2012/1/29/3256767/kuugen6.PNG)

Wallmarket events, completely separate my code, I see that is code in several places.
(http://www.fileden.com/files/2012/1/29/3256767/kugeen3.PNG)

Follow before during and after the scene, also spare.
(http://www.fileden.com/files/2012/1/29/3256767/kugeen4.png)

Same case in building sequences Shinra
(http://www.fileden.com/files/2012/1/29/3256767/kugeen5.PNG)

Know that everything save for future use, very clever, but I do not want even one visible in your demo code, if in a hurry to re-publish the demo work harder and to separate the content, especially the events of Sector 7 , all that code to use weeks, wants to have it there for future? perfect, but you take it out of your product on this page.

This was only a small testing time, if you want I can spend here demo to give more reasons.

Be sad to see my full fields with changes in text only xD
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-16 01:52:05
Maybe it'll be better if you send this things thru PMs, no need to get the whole forum involve in this right?

You only need to convince the admin, just pm him. All this arguing in public is unbecoming.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-16 02:27:48
Quote
Maybe it'll be better if you send this things thru PMs, no need to get the whole forum involve in this right?

You only need to convince the admin, just pm him. All this arguing in public is unbecoming.

You say the truth, but lies.
You can say that I do wrong, but his friend lying and nothing to say? (lol)
Being a true friend!

No wait, I will not steal! just save! But thinking better ... I do not think it will affect this person get some things x_D

Yes it could do better, I will try from now, but with so many enemies is hard xD

Anyway when I finish this parody of situation I hope never write long, costly write, and my english is bad <. <

Good luck
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-16 02:55:35
You say the truth, but lies.
You can say that I do wrong, but his friend lying and nothing to say? (lol)
Being a true friend!

LoL chill dude, it's not like I'm siding with anyone.. Just seeing arguments left and right is rather unsightly, I'm just saying that matters like this should be settled between you, kuugen and the admin, no need to involve the rest of the forum. Is that so bad a request that you'll have to react that way? as for the lies thing, I would never know the truth in that, not that I care since this is your and kuugen's problem.



Yes it could do better, I will try from now, but with so many enemies is hard xD



I understand it's hard on your part, with some other members against you.. More reasons to settle this issues privately right? No need to care what the others think.. Just Settle this matter with the Admin and kuugen hopefully reach an agreement then period.

Good luck cloudiar I really hope you and kuugen can settle this soon.

Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: cloudiar on 2012-10-16 03:02:04
Ok, first sorry to all members for this problem!

I understand you seriously whitERaven, and thanks  :lol:
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: whitERaven on 2012-10-16 03:30:52
Feeling better now right? :) :)
best of luck!!!

no need thank me btw..LoL,  ;D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-10-16 11:42:11
Flevel uploading
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-01 14:11:08
still fixing small bugs here and there ( there was a missing single line of code in shinra building 63 for the new hidden item system for example )
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-11-02 23:34:53
Okaaaay, so im not going to be able to get Bootleg so no chance of me playing this? Just today just decided to install fresh vanilla ffvii on my pc and planning to play with the Nightmare mod really badly lol and maybe do a playthrough and upload em on youtube i dunno soo i guess i should go in this order, i first install the hardcore patch then aerith patch and then well do i have to do the menu overhaul with 9999 break? Im planning to just play with the Avalanche mod instead with 9999break in the ffopengl.cfg of course, so yeah anyway helpin me get this would be much appreciated :)
Edit:
Sigh* just read the title again and i just realised includes hardcore and aerith patch (facepalm) so just a 9999 break only now right
Edit2:
What's with my brain today read everythin nearly twice and just stumbled onto also in first post saying it will include menu overhaul so no way i can play with the Avalanche GUi now?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: PitBrat on 2012-11-02 23:44:33
You still need to install portions of the Aeris Revival and Hardcore patches.
There's at least 1 files in char.lgp that you must install from Revival.
There are new battle models from Hardcore that you need to install as well.

Of course you'll also need to install Aali's OpenGL driver and the ficedula music driver.  FF7Music makes installing the music driver easy.

Bootleg .040 has integrated support for Nightmare.  It installs both the slim and fat (if you know where to find it) versions.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-03 01:23:50
The Menu Overhaul is theoretically optional if you have another way of changing the 9999 limit to 30,000
I'm gonna release a 1.01 version soon ( as soon as my beta crowd finished up testing. They're at 66F shinra HQ now ) thats basically just bugfixes for the original

The Menu Overhaul is mostly included for the minigame fixes ( because the minigames offer quite valuable prizes now ) the 9999 limit break and the smaller font. The textboxes SHOULD be optimized for the regular FF7 font as well ( due to MR using that font ) though.

As for the specific files, you need the additional monster models from the hardcore battle.lgp and the additional character files from the char.lgp in aerith revival
and whatever way you want to enable 30000 value limit
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-11-03 01:37:01
Yah forgot to mention i obviously first patched it with the essential stuff like the 1.02 and aali's driver patch and ff7music lol maybe put in very few visual mods, and Bootleg is uncompatiable on my current sh*tty pc till i get a new one at christmas...
And ah i see... alright i guess il just put in the Aerith and hardcore patch first then just place the Nightmare files and enable the 9999 break of course and see how it goes tomorrow can't wait to play through countless game over screens lol, thanks alot :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-03 08:45:01
Please report pack on your success ( or lack thereof ) so I can see if I can't get it running for you
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-11-03 17:37:13
Yeah sure will post back and update on this periodically for now, just downloading all the necessary mods for now gonna use Menu overhaul instead of TA now..
Looks like it will take me another day till i play with this lol :D

Which one should i download? Plus what will i be missing if i don't get the 1st one without flevel?
Download Links:
Quote
( All files except flevel and OST )
http://www.mediafire.com/?o0l444zk6qccwh8
( Nightmare OST )
http://www.mediafire.com/?12bcjdjl0ity9yy
http://www.mediafire.com/?12bcjdjl0ity9yy
http://www.mediafire.com/?12bcjdjl0ity9yy
( Flevel without OVA )
http://www.mediafire.com/?76k3xbo9m9ogjpx

edit:
ohh ffs don't tell me the gjoerulv hardcore mod program requires .net too. crashes everytime i open it damnit  >:(...ah well i guess il try to fix the .net issue first thing tomorrow :/
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-03 22:27:30
you need to download everything I list under download links
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: PitBrat on 2012-11-03 22:58:13
Is there just 1 part to the OST download--  Nightmare OST.part1.rar?
All 3 of those links are to the same file.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-04 01:32:41
Uh.. that shouldn't be the case?
How come I didn't notice that until now, wow.
stupid mediafire copy link feature

http://www.mediafire.com/?12bcjdjl0ity9yy
http://www.mediafire.com/?p1mya0qk26f4t8j
http://www.mediafire.com/?k3bdh9atdgtearp

it's a three part archieve
i updated the links
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: CloudStrife668 on 2012-11-07 05:44:54
when are u going to finish the mod i really like it because im bored of the old battle styles
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-08 03:50:20
It'll be done when its done. Can't say anything other than that.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-11-08 15:19:57
Just wanted to say i give up as i can't fix the f...in .net problem no matter what (sigh) was looking forward to it :(, still won't matter too much as im getting a new laptop soon and install ff7 with Bootleg 0400 with this mod asap :D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-09 04:11:00
whats this .net error you're talking about? is it something in the mods that you need to install? I'm not using any ripped models so technically I should be able to distribute my char and battle lgps if that is whats holding you up
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-11-09 16:25:18
.net are like softwares within all Windows and mine in Windows vista is beyond f....ed up as i stupidly tried to uninstall it when i didn't know what that was in revo uninstaller even trying to reinstall still not fixed..so i can't open any programmes that like depend on the .net thing nothing to do with ffvii..(im bad at explaining as im not techy enough to fully explain what this is lol) just getting a new pc and im good hopefully will play with this mod with Bootleg 0400 by Christmas :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2012-11-14 02:07:47
.NET libraries are needed for Gjoerulv's hard mod and Bootleg's Front End GUI. So if you never had an issue with it, you have them.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-11-14 13:31:58
Yep i think i reinstalled it but it's still corrupt both those program crash when i try open em...never mind about it ready to break this piece of s... pc soon :)
edit:
looks like i fixed the .net issue :D will be using the nightmare overhaul as soon as 0400 releases then :D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-14 15:02:46
Updated flevel slim/full and scene to 1.01
files are up
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: BigBoss on 2012-11-24 09:07:34
Hello, I have just had a little play round with this with the bootleg .40RC and so far it has been awesome. I love the idea of having the hidden items as well as extra limit breaks

however I was wondering if it were possible to be able to customize it a bit more, for example being able to choose to have the Nightmare OST or the Original one and being able to choose to have the original sound effects.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-24 19:00:09
The hidden item system relies on the soundeffects so I'm not sure it will still work right if you change them
As for the OST while you can theoretically play with the original OST, it would be all messed up in terms of when appropriate music plays. I'd need to go through every field from start to the end of CD1 again and change it all around quite a lot to make that work. Not to mention that I'd need to have two separate slims and fat flevels then.
its possible yes but I'm not going to do it in the near future
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Bosque on 2012-11-28 18:41:32
OST Part 1 link is down due to Mediafire being stingy with split archives. Upload it somewhere else.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-28 23:44:00
I can download it just fine, tested 15 seconds ago as of this post
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Bosque on 2012-11-29 01:32:57
I can download it just fine, tested 15 seconds ago as of this post

Of course you can, you're the uploader. Try asking someone else to download
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: CloudStrife668 on 2012-11-29 04:31:01
how long will it take u to finish the mod i really want to have it
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-29 10:16:14
Of course you can, you're the uploader. Try asking someone else to download

god I hate filehosting these days
I'm uploading all 3 parts to billionuploads now and post that as a mirror
sorry for the inconvenience

also, the mod is playable as is @Cloudstrife668
I can't say when it will be finished as there are always new ideas and stuff that need a lot of testing
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: CloudStrife668 on 2012-11-30 02:50:09
thanks i ment to say when will it be finished
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-11-30 18:48:37
Depends a lot on how much time I'm able to dedicate to it. Right now I'm in debt so I have literally no time at all.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: tylerkschrute on 2012-12-01 17:22:02
One quick question I have.

This mod says it includes both the hardcore and Aerith revival patches. However, iirc aerith revival was not compatible with the hardcore mod. Has someone developed a fix for this?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ManuBBXX on 2012-12-01 20:42:03
Aerith revival isn't compatible with hardcore mod ? really ?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: tylerkschrute on 2012-12-01 22:34:46
http://forums.qhimm.com/index.php?topic=9786.0 (http://forums.qhimm.com/index.php?topic=9786.0)

Right at the top.

It would be awesome if someone was able to make them compatible. Hardcore mod is IMO the most engaging and challenging difficulty mod the forums currently have to offer. Keeping an eye on Bosola's rebirth though.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: PitBrat on 2012-12-02 00:16:39
Aerith Revival and Hardcore are compatible.
There are a very few field scenes where Aerith won't show up, but she is still available for use in the party.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-02 05:12:13
Aerith Revival and Hardcore are compatible.
There are a very few field scenes where Aerith won't show up, but she is still available for use in the party.

they were initially not very compatible and there are a lot of script errors in the original aerith revival. I fixed that.
The only thing that is needed from those mods are the extra models and animations at this point
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ManuBBXX on 2012-12-02 15:22:10
I will test your nightmare modd these days. Nevertheless I'm surprised to see that the're not so much feedback froms users of your modd here. Nobody use it today ?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-12-02 15:41:02
I will test your nightmare modd these days. Nevertheless I'm surprised to see that the're not so much feedback froms users of your modd here. Nobody use it today ?
I will use it in the next Bootleg RC2 hopefully ^^
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-02 15:52:07
I will test your nightmare modd these days. Nevertheless I'm surprised to see that the're not so much feedback froms users of your modd here. Nobody use it today ?

It's not that simple to install and download all of it so people will most likely only really start using it when bootleg 40 is out
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: PitBrat on 2012-12-02 17:50:33
The twitter link to flevel.rar is down.

Is there any way to play the mod with the slim flevel?
I couldn't move beyond the screen that notified me of the download link for the full flevel.
The text just kept repeating with no way to exit.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-02 21:17:23
The only way to play it with the slim is to not start a new game but load an existing save. You can see where the intentions are going with this.

And I updated the twitter link just today so it shouldn't be down. Like 2 hours before you posted this
I just checked now and its up.
what is MF saying? that the file doesn't exist?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: CloudStrife668 on 2012-12-07 07:41:59
do u have to have all files to play this mode or can u just use the kernel bins and the scene file
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-07 10:11:27
you're gonna run into problems with just the kernel and the scene
and the mod is not designed around that at all.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: mystery_editor on 2012-12-08 06:50:29
I tweeted at you, Tenko, but just in case it doesn't reach you, the files for the OST (parts 2 and 3) have been taken down from Billion and Mediafire now. Do you, or any other resourceful members, have another source available?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: couganr on 2012-12-08 11:34:45
Hi, I've been playing this mod and its great so far just want to post some errors I've encountered. Not sure if they're from this mod or the required ones

- In first reactor can get infinite hidden Mega elixers by entering the screen and re-entering
- In wall market after i've given the Starlight to a different npc in the bathroom the guy cooking stuff accepts another Starlight that i didnt have and gives infinite Elixers when you re-enter the screen
- A monster in corneo sewer freezes the game if it attacks, didnt get the name but its similar to a turtle and fairly rare
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-08 14:51:21
do you have the 1.01 update couganr? Because the freeze in cornero sewer and the first reactor megalixir should be fixed in that.

@mystery

I'm looking into other uploaders
the files are still available on mediafire for me but apparently MF has now gotten anal about downloading
currently uploading to Google docs but my connection is ass so it will take a while
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ManuBBXX on 2012-12-08 15:25:31
I would like to know Kuugen : When did you start to make this modd ?  :D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-08 15:38:14
I started on the initial changes in february 2012
I've had some breaks in-between ( not much work was done in summer ) but a lot of it was spent on this
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ManuBBXX on 2012-12-08 16:32:30
So it's pretty fast. Impressive :)
Can't wait to test it.. I wait, like others here I think, on the coming of Bootleg040.
So, it's very much harder than the hardcore modd.. ?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-08 16:36:54
Its hard and probably harder than Hardcore in a different way.
Conventional FF7 thinking won't really get you all that far with the later bosses.
One big tip: keep multiple save files.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ManuBBXX on 2012-12-08 16:39:01
And you had time to overhaul all the entire game difficulty since February ??
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2012-12-08 16:45:23
Ok so i tried Bootleg 0400 RC2 and selected Nightmare Overhaul and it blanks out Retranslation project? Soo does that mean this mod is incompatiable with Retranslation :O
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-08 17:18:47
And you had time to overhaul all the entire game difficulty since February ??

Its not the entire game. it's CD1 only for now. I haven't even touched CD2 yet because I'm gonna need to stomp out bugs and improve on the CD1 stuff for now.

@e1sunz
Of course its not compatible with retranslation. It has a completely new story.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: couganr on 2012-12-09 11:43:12
do you have the 1.01 update couganr? Because the freeze in cornero sewer and the first reactor megalixir should be fixed in that.

@mystery

I'm looking into other uploaders
the files are still available on mediafire for me but apparently MF has now gotten anal about downloading
currently uploading to Google docs but my connection is ass so it will take a while

Yeah I'm using the 1.01 version from the first page.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-09 17:03:40
thats really really odd then. If the megalixir issue persists, then a bit isn't getting set properly.
I'll take a look at it.
the monster issues should have been fixed...  you said its a monster like a turtle? so its the sahagin?

fix 1: wow, for some reason I was using a derpy variable with the megalixirs. It should be fixed now ( I'll upload a identical named file for the fat flevel so that bootleg can just use that. )

fix 2: weird things are going on with this NPC. I fixed it now. had to shift some script to make it not retarded.

fix 3: looking into it

can you tell me if the encounter is in the first screen or the second?
also, did you install any scene altering mods after Nightmare?
did you also update the core files?
because only 2 types of enemies should show up. Sahagins and Slaps ( turtles with spears and swarms of flies ) Neither of those seem to break the game for me.


edit: Oooops, seems like I had a mishap in the kernel with Clouds limits D:
gonna fix that too
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-09 17:35:14
Fixed a few problems in scene.bin scene 97, fixed 2 broken limits ( ooops lol ) and fixed 2 field script problems.
the uploaded files are named the same so bootleg can use them just fine.

edit: uploading now, ETA: 60 minutes
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: couganr on 2012-12-09 18:13:59
Nah only installed this nightmare mod and the required mods. There was definitely a 3rd monster in the sewer, it was on the 2nd screen. If i have a save near there I'll go check

Its a red crab called Yptilos that freezes the game


Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-09 18:45:35
The Yptilos is edited out of battles in the 1.01 scene battle
so you still have the 1.00 battle scene
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ShadowzI on 2012-12-11 03:35:37
Hey, something has just been sitting with me that I haven't bother saying.
You said a while back... quite a while there's no Gilgamesh model.
Well I've been thinking maybe there is a recolour.. ish.
Godo fighting form is actually pretty close to it.
Well in truth it closer to Asura but let's not pick on that as Gilgamesh appearance slightly change in every incarnation... (or whatever you call him when his appearance change when he exits the riff)
Bottom line, Gilgamesh does have a possible model  ;D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-11 04:13:30
I have no intention as of right now to do anything Gilgamesh related though
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: mystery_editor on 2012-12-11 08:43:25
OK, I've gotten a re-producible crash in the first reactor. Happens when the game attempts to enter a battle against enemy SPAA on the pipe above the save point. I've installed Nightmare using the .040RC version of Bootleg, so this may in actual fact be a Bootleg issue.

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 570/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 3840x2160
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: fragment shader compile log:
0(20) : warning C7508: extension ARB_framebuffer_object not supported

INFO: postprocessing program link log:
Fragment info
-------------
0(20) : warning C7508: extension ARB_framebuffer_object not supported
0(264) : warning C7050: "ao" might be used before being initialized

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: Z:\Games\FF7\movies\eidoslogo.avi
INFO: Z:\Games\FF7\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 318
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 321
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: failed to find file battle/SPAA (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: ENEMY483.D SPAA
ERROR: could not open file ENEMY483.D
ERROR: unhandled exception

Thoughts?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-11 16:19:29
The issue lays in battle scene 321, which is animation scene 141 which is sweeper + 2 robots
thats indeed an encounter in the save point room
If you crash at that battle, you're missing the robot model which is introduced by Gjoerulvs Hardcore mod
you need to install Gjoerulvs mod before Nightmare ( and specifically, only the battle.lgp part of his mod )
If bootleg doesn't do this during the installation of Nightmare, thats a bootleg error and needs to be reported to PitBrat

without fixing this you won't be able to get out of Midgar since a mandatory bossfight uses new models and without installing them, you can't fight and thus can't proceed.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: PitBrat on 2012-12-11 18:24:20
The bug was in Bootleg.
It was failing to properly install the hardcore mod and the new soundtrack.
I think I've worked all the kinks out now.
I just need to make the Nightmare Conversion visually pop so that the user knows they're in for something unique.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-11 20:38:16
You could make selecting it automatically open the first post in a new tab in the browser
At least that way there is some hope people will read it
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: mystery_editor on 2012-12-16 11:57:02
Tenko: Is there a track listing of which music tracks you've substituted for which in the game, or is it too many changes and additions to easily list?

In the install of Nightmare I'm (attempting) to play (I can't even get past Scorpion Guard =_=), some of the loops are a bit funny, and I'd like to have a go and making them loop a little better if I could.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-16 23:52:49
I could make a list of which music ID the original game plays and which Nightmare plays but if you want to make them loop better you will need to edit the actual music files itself to loop ( like, convert to .ogg, set looping points. not hard just extremely tedious ) properly
I couldn't find the time to do this though

Most of the OST is replaced.
I replaced ALL music EXCEPT these: ( And I might replace some of these when I get to CD2 and CD3 )
boo.mp3
cintrio.mp3
crlost.mp3
crwin.mp3
date.mp3
fan2.mp3
( I'm getting lazy of typing .mp3 so just assume that everything beneath here has .mp3 at the end )
fin
guitar2
jyro
ketc
lb2
lb2_awe
makoro
mogu
nointro
oa
parade
red
rhythm
riku
ro
rocket
roll
sadsid
seto
si
sid2
utai
vincent
waltz
weapon
yado
yufi
yufi2

that is 34 intact of 94 total
so I replaced 60 tracks of the original OST with the Nightmare OST
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: mystery_editor on 2012-12-17 01:44:14
OK, awesome - I'll take a look and see if I can't make these loops a little more seamless.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-17 02:09:50
If you upload the tracks you looped, I will use them instead of the mp3s I use right now
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: mystery_editor on 2012-12-17 09:41:55
OK, I've just been fiddling around tonight and I've looped two tracks. Picked 'em as I have the .wav sources that the tracks are based on already.

aseri.logg (https://docs.google.com/open?id=0Bz3zofsJSMSJWmtvRDI0MDdTWXc)
aseri2.logg (https://docs.google.com/open?id=0Bz3zofsJSMSJcmt2c0hZZWlCejg)


Let me know what you think, and I'll either keep going or redo.


I also exported them at 192VBR instead of 128, gives it a little more depth. At least, I think it does. Yet again, let me know.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-17 10:27:46
I'll need to test them ingame for a lack of knowing a better method.

expect an edit in this post

edit: sounds good, keep going
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ShadowzI on 2012-12-26 20:25:45
http://forums.qhimm.com/index.php?topic=13692.0
Some looped file... unfortunately in ogg not logg
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ultima espio on 2012-12-31 20:24:25
I'm curious as to what was changed in the Aeris patch :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2012-12-31 22:20:21
I'm curious as to what was changed in the Aeris patch :)

Mostly broken scripts where jumps didn't work properly anymore or pointed to the wrong thing.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-02 18:00:04
replacement link for ost part 3
http://depositfiles.com/files/m7t4q23w3
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: strife98 on 2013-01-10 05:50:20
I found one small bug. Not game breaking or entirely bad, but i'm pretty sure it shouldn't happen so I figured I should post it. When you are in the first reactor, and are first introduced to ladders, and about hitting start if you get stuck. If you hit start after Jessie finishes talking it teleports you to the point it's supposed to. I think it skips out on a point where you can talk to Barret, and it keeps him solid so you can talk to him. I didn't notice this until I tried to get back up the ladder and couldn't get through Barret, so I talked to him, and after the dialogue box cleared Cloud did a super jump to the top of the ladder and started to climb down. Like I said, not game breaking, but just wanted to point it out.

edit: Ok, so it happens whenever you go back to the area where Jessie is just chillin.

edit: Also, I was wondering if you could go more in depth about the classes of each person. I mean, I can probably guess most of them:
Cloud: Kinda like a battle mage. Well rounded in almost everything, but doesn't really stand out.
Barret: Tank. Lots of hit points, best person to put the cover materia on (if it's still in game) High in defense. Decent in attack, but low on magic.
Tifa: Powerhouse. Does a lot of physical damage, but low on magic damage.
Aeris: Mage. Lots of magic damage, and a great healer. Does low physical damage, and has little health and defense.
Red XIII: I can't really think of anything, maybe something like Cloud is, but with a bit more magic?
Yuffie: Ninja. High speed, high chance to not get hit. Medium amount of health, and decent damage
Vincent: Not sure either, but at just a guess maybe, high attack low defense so it's best to keep him in the back. Kind of like the opposite of Barret with a bit more magic ability then Cloud.
Cid: I'm really not sure with him, maybe just another melee person. I honestly don't know.

Though like I said those are just guesses that I made from my personal perspective so I could be completely off. Especially since I'm still in the first reactor.

edit: Also, in the area when you get barret, it doesn't let you go back to the section where Wedge is.
      edit: nevermind, I think that was just me being stupid and not going far enough back.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-11 09:19:58
I found one small bug. Not game breaking or entirely bad, but i'm pretty sure it shouldn't happen so I figured I should post it. When you are in the first reactor, and are first introduced to ladders, and about hitting start if you get stuck. If you hit start after Jessie finishes talking it teleports you to the point it's supposed to. I think it skips out on a point where you can talk to Barret, and it keeps him solid so you can talk to him. I didn't notice this until I tried to get back up the ladder and couldn't get through Barret, so I talked to him, and after the dialogue box cleared Cloud did a super jump to the top of the ladder and started to climb down. Like I said, not game breaking, but just wanted to point it out.

edit: Ok, so it happens whenever you go back to the area where Jessie is just chillin.

edit: Also, I was wondering if you could go more in depth about the classes of each person. I mean, I can probably guess most of them:
Cloud: Kinda like a battle mage. Well rounded in almost everything, but doesn't really stand out.
Barret: Tank. Lots of hit points, best person to put the cover materia on (if it's still in game) High in defense. Decent in attack, but low on magic.
Tifa: Powerhouse. Does a lot of physical damage, but low on magic damage.
Aeris: Mage. Lots of magic damage, and a great healer. Does low physical damage, and has little health and defense.
Red XIII: I can't really think of anything, maybe something like Cloud is, but with a bit more magic?
Yuffie: Ninja. High speed, high chance to not get hit. Medium amount of health, and decent damage
Vincent: Not sure either, but at just a guess maybe, high attack low defense so it's best to keep him in the back. Kind of like the opposite of Barret with a bit more magic ability then Cloud.
Cid: I'm really not sure with him, maybe just another melee person. I honestly don't know.

Though like I said those are just guesses that I made from my personal perspective so I could be completely off. Especially since I'm still in the first reactor.

edit: Also, in the area when you get barret, it doesn't let you go back to the section where Wedge is.
      edit: nevermind, I think that was just me being stupid and not going far enough back.

Cloud is an all-rounder but his offensive capabilities grow further than his defensive ones. He is also reasonably fast. He needs the most XP to reach lvl 99.

Barret has the highest HP out of everyone and has very high physical attributes but is rather slow and weak to magic.

Tifa has good HP, very high power and good speed but her magic stats aren't the best.

Aerith is the exclusive mage who has the lowest HP, the highest MP, the lowest physical stats and highest magical stats out of everyone. She isn't very quick at first but she improves towards the end.

Red 13 is the opposite of Cloud, also an all-rounder but his defensive stats grow further than his offensive ones. He is also faster than Cloud. His HP is a little lower than Clouds but his MP is higher.

Yuffie has decent physical and magical attack but only moderate defenses. She has the highest speed and luck stats out of everyone. Her HP is not very good but her MP is the second highest in the game

Cait Sith can do a bit of everything but is very slow, the slowest character in the game unless you get very unlucky with Barrets growth. His stats all range between decent and good, and his HP total is very high. He can substitute for most others. He is also quite lucky. He, Vincent and Cid need the least XP to 99.

Vincent is an oddball in that his stats follow no clear pattern as those before. His power is high and his spirit even higher. His speed and physical defense are only moderate but his magic is decent. His HP and MP are not as high as some of the others but his true strenght lies in his weapons.

Cid is more speedy version of Barret with not quite as bad magic values but lower HP.


As for the issues in the first reactor, considering how small a problem it proves as you can't get permanently stuck, the required coding changes would be extremely annoying, so I left it as is. That part comes from the OVA, which did not let you go back at all ( not through the entire thing, not even 1 screen ), which makes this a slightly difficult section to work at
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: xandric0214 on 2013-01-16 03:02:15
hi! mr kuugen, in the world map near calm going to the chocobo ranch, when i battle 3 prowler then they always escape, then when i encounter enemy i got a blackscreen but the sound is still playing, sorry for asking this and also i dont use bootleg
sorry for asking i am a newbie here thank you.

Update: i try not to put the scence.bin and it work, i think there is a problem in the scene.bin, but right now i dont know how to fix this
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: meesbaker on 2013-01-16 04:08:55
I hope you know that the Scene.bin contains all enemy data so playing a hardcore mod does not really make sense without updating scene.bin . I suggest you have a look at the scene containing prowler and look at the AI script. Maybe just putting different enemies into that Scene will already fix the problem. If this problem will occur to others its probably an AI bug. I will check the AI later
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-16 14:28:20
I haven't heard of a problem like this. It's recommended to install this via bootleg because of the dependencies it has.

Also, I need your app.log to actually see what is happening there.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-01-16 14:35:40
It should be able to be installed without Bootleg, but it would need an installer of its own. Check the first post to see what you need and try to install that.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: IntoDaNaight on 2013-01-16 21:29:32
I've just signed in to thank you all for the good work and sweat put in this project.
I've been messing arround with mods during the past few weeks and this seems like the ONE.
Please keep it going for the good mod's sake and let me know if you need some player testing.

Also, I'd like to point out something related to bootleg setup: the only way I could manage to properly install this mod was reinstalling FF7 from scratch and using bootleg 040 to apply ONLY your mod (nightmare conversion option inside Bootleg).
Before trying this, I had applied few bootleg diff. configs already to try diff mods, and when I tried to convert to Nightmare It'd patch perfectly, showed the NEW GAME picture from Hojo, and stuff, but the New materia stats wouldn't show on, neither Zack at the beggining or the hidden system.

Anyways, making a clean ff7 install and converting to Nightmare 7 as your 1st patch worked fine for me.

Weird, huh?

Thanks!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-01-17 13:33:16
Weird, huh?

In fact, you need to always install Bootleg on a fresh install of FFVII, or stuff like this will happen.

Edit: Ok, so I decided to try this mod for the first time. Error in the first screen, in the menu, it says "Plattform"

Edit2: While I'm at it, the "Hidden Items" function at the save point is somehow broken. Earlier it said I had 2 of 10 items. I was like "what? I took at least 5-6 of them. guess it only counts rare items" but then just now it said I had 1 of 10 items, and I had picked at least another thing, maybe two. (Edit: At first reactor) There's also the Mega Lixir glitch, but I recall this has been pointed out already.

Sorry if this has been already reported.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: IntoDaNaight on 2013-01-17 17:31:06

Edit2: While I'm at it, the "Hidden Items" function at the save point is somehow broken. Earlier it said I had 2 of 10 items. I was like "what? I took at least 5-6 of them. guess it only counts rare items" but then just now it said I had 1 of 10 items, and I had picked at least another thing, maybe two. (Edit: At first reactor) There's also the Mega Lixir glitch, but I recall this has been pointed out already.

Sorry if this has been already reported.

Happened the same to me, I almost had them all and it pointed out I had 2 of 10 items. I did then save my game at the save-point in front of the Scorpion, and when I loaded that game again it pointed out I had 0 of 10 items, still I had all of them in my stash.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: IntoDaNaight on 2013-01-17 17:35:40
Dunno If this is the right topic as to note some crashes my FF7.exe has been doing lately. It looks like it crashes completely at random (mostly when you change from one scenario to another one, or when you enter a battle). Puff! Black screen and dump file.
I have to say none of this ever happens with my 2012 FFVII release.

Its getting really annoying, since there's no way I can predict when it's going to happen again.

Quote
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 5800 Series 4.2.11931 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: E:\Juegos\FFVII\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388
INFO: slow output format from video codec indeo5; 6
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: unhandled exception

Thanks in advance!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-18 01:40:27
In fact, you need to always install Bootleg on a fresh install of FFVII, or stuff like this will happen.

Edit: Ok, so I decided to try this mod for the first time. Error in the first screen, in the menu, it says "Plattform"

Edit2: While I'm at it, the "Hidden Items" function at the save point is somehow broken. Earlier it said I had 2 of 10 items. I was like "what? I took at least 5-6 of them. guess it only counts rare items" but then just now it said I had 1 of 10 items, and I had picked at least another thing, maybe two. (Edit: At first reactor) There's also the Mega Lixir glitch, but I recall this has been pointed out already.

Sorry if this has been already reported.

jesus christ the mega lixir glitch is still there? what else do I need to do to fix this?

I had never any problems with the hidden item counter being screwed up. weird. nor did my testers.
I use 14 202 as variable to store the hidden item count and nothing in the game should ever touch that unless some other mod introduces it. ( and other mods are incompatible with N7 anyway )

I just went over the code and can't find anything in the full flevel that would cause this. ( the hidden item counter )

Can you explain in detail what you are doing when the HI counter resets or gets messed up? Also explain the mega lixir glitch in detail again. I found one possible issue with it and will see if this fixes it.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-01-18 22:46:43
HI counter: First time checking it, said 2 of 10. Second time (after having picked at least one other item, maybe two) said 1 of 10. No more information right now. Oh and I'm using the one in Tifa's Package (didn't bother to check, I assumed it was the latest version).

Mega Lixir glitch: Pick it. Leave screen. Re-enter. Pick it again. Repeat. I can leave down, up, fight as many battles as I want, save, reload, it will still be there.

I installed Nightmare with Bootleg and installed nothing else.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2013-01-18 23:26:46
Vgr,

Tifa's Package mistakenly has 1.0.5 and 1.0.6 in it. I checked my Bootleg.log though, and it installs 1.0.6 properly, so it should be the latest version.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-18 23:47:56
I have no idea what causes the HI counter to get messed up. Like I said, nothing in the game should touch that variable. ever.
The megalixir glitch I think I figured out. There was a gamemoment check containing a label jump before the check that would disable the item ran. so it never ran the check I put in.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-01-18 23:53:52
My guess for the HI is that there is some math problem and that it's the exact opposite (I'm missing 1 of 10 items instead of have 1 of 10). Not sure though.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-19 00:25:58
the code is very simple
pick up a hidden item, set variable 14 202 = 14 202 +1
check the number of hidden items you have at save point
set variable 14 202 to display in window 1

thats pretty much it

my only guess is that this is a bootleg introduced bug in some way. because i never had this happen with a manual install. and I got no explanation either.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: strife98 on 2013-01-19 09:22:26
Is there a way to make the save anywhere mod work with this? I'm having a memory leak problem with bootleg, and the removed save points are making it impossible for me to get passed the point where I have to lead Aerith to sector 7. It locks up every time in the construction area before the park, mainly in fights.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Kaldarasha on 2013-01-19 10:13:56
Quote
I have no idea what causes the HI counter to get messed up. Like I said, nothing in the game should touch that variable. ever.
The megalixir glitch I think I figured out. There was a gamemoment check containing a label jump before the check that would disable the item ran. so it never ran the check I put in.

I have sometime the feeling that MakouReaktor is doing some strange things to the 'jump to byte/label'. I have seen strange flat models and frozen scenes caused by missleaded jumps. Possible that it is caused by switching from 1.4 to 1.5. I'm not hundred percent sure, if this is or was a mistake by me, but there was no reason to alter the jumps...
I only mention this to spot out: if something strange is happening, you should first check that every jump is correct and the labels are on their propper place.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-19 15:32:11
I did all the jumps with MK1.5.1 so they're correct. To begin with, the only way this counter can get messed up is if it either falls off memory ( which absolutely shouldn't happen ever ) for some reason or gets altered by something else ( which also should never happen unless another mod introduces something like that )
I found neither in my code for the full level. I just now went through a global search for the variable and it is only ever used by me
I Played through the entire midgar section before I released this, using many saves and never ran into HI counter corruption so my only guess is that this is something related to bootleg.
Can you try to patch your game manually ( install aerith revival, hardcore mod, then N7 on top ) and see if it still happens?

Note: by the time you hit the checkpoint, you can only have 9/10 items as the last item is in the reactor core room and only available after you fight guard scorpion

Is there a way to make the save anywhere mod work with this? I'm having a memory leak problem with bootleg, and the removed save points are making it impossible for me to get passed the point where I have to lead Aerith to sector 7. It locks up every time in the construction area before the park, mainly in fights.

In theory you can, but I'm not accountable for any glitches you will encounter ( and oh boy you will using save anywhere )
You download the trainer for the game and simply enable 'full menu options' ( Q+0 or Q+1 iirc ) and that lets you save anywhere.
Just make sure to never save in a room where an event just started and always go back one room at least.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: strife98 on 2013-01-19 16:54:00
In theory you can, but I'm not accountable for any glitches you will encounter ( and oh boy you will using save anywhere )
You download the trainer for the game and simply enable 'full menu options' ( Q+0 or Q+1 iirc ) and that lets you save anywhere.
Just make sure to never save in a room where an event just started and always go back one room at least.

I had completely forgotten about trainer. Thankfully I had that installed as well with bootleg so I don't have to reinstall, I appreciate it!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-01-19 17:22:04
I had completely forgotten about trainer. Thankfully I had that installed as well with bootleg so I don't have to reinstall, I appreciate it!

The trainer doesn't have to installed as it's a simple utility program. You can really just dl it and use it right away
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2013-03-06 07:09:09
I finally finished my playthrough with the Hardcore mod. I thought it started off fairly well, but eventually tapered off into something I wasn't quite looking for in the late game.

I'll need a small break first, and then I'll be giving this a shot to see how your AI scripts work.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-03-06 17:52:34
The AI is largely unchanged from Gjoes mod. The stats and attacks are different and so is the battle system.
Title: Re: [WIP] Nightmare 7, Beta Testers wanted
Post by: RedXell on 2013-03-07 10:17:47
Overhauled the Shinra mansion safe / combination AGAIN

Hello Tenko Kuugen!

Could you tell me the combination for the safe in the mansion?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-03-07 13:34:47
Please try to find it out on your own. It's supposed to be very difficult. If you absolutely cannot find out, I'll tell you via PM.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: RedXell on 2013-03-07 14:00:08
Well, OK. I will try to find out. I created a sceondary safegame for the mansion. In my free time I will try some combination.

In that case I will ask you in three or four days again :D


Btw: Thank you very much for this great mod!! It's not boring anymore :D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-03-19 21:50:22
updated flevel ( just a few bugfixes and included a credits readme )
usual place
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: MCMXCIX on 2013-06-24 07:01:21
So, what's up with this "time chest" business? I assume it's from this mod. I tried googling but couldn't find any info.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-07-04 23:28:12
context needed
time chest in what context? where did you come across the term or mechanic?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-07-05 02:13:33
Beginning of game, Seventh Heaven. "Chests will have different items depending on when you open them" or something like that. Right after closing the Materia tutorial before you gain control of Cloud again.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-07-06 14:54:08
Beginning of game, Seventh Heaven. "Chests will have different items depending on when you open them" or something like that. Right after closing the Materia tutorial before you gain control of Cloud again.

oh, thats basically a randomizer for chests that runs off the second count of the game time.
depending on the outcome, it varies what you get out of it.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-07-12 03:16:08
Hello, first off I would like to say I am loving your mod. Great work and keep it up! I was unsure if I should PM this bug to you or post, but assumed you check both.

In the Sector 5 Slums the "wandering guy" asks you to pick up Bisnafitoral from the Wall Market. If you can complete the task, you can continue speaking to him and consequently keep receiving your reward item.

Quick edit: You can only do this before you leave Sector 5 after you obtain your reward. After that if you go back he is no longer wandering. I am no coder / modder, but I figure the more details I can provide, the better.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: thepsynergist on 2013-07-14 23:14:35
Hello.

I want to thank you in advance for all the wonderful mods you have compiled.  They're very awesome.

Now, to get to the point.  I've been playing with the Nightmare Overhaul conversion that I installed through your lists of mods.  They've been working great, until I get to the part of the game where I'm trying to escape from the reactor meltdown.  After you fight Shinra soldiers, and make your way back up through the elevator, I get stuck after talking to Jesse, and Cloud just moves downward without me pressing any buttons, and won't allow me to continue moving.  This allows the timer to reach 0 and I get a game over.  Is there any way to fix this issue?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-07-15 17:59:48
Hit start when you're stuck.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: thepsynergist on 2013-07-15 18:01:36
What's supposed to happen when you press start at that point?  Because when I tried that, nothing happened; Cloud kept trying to walk into the wall...
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-07-15 18:09:08
In this mod (assuming you use the full flevel - I have no idea about the slim one) you get teleported back to a point in the map when pressing start.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: thepsynergist on 2013-07-15 23:23:00
Yeah, after the elevator, that function doesn't work anymore...  Strangely, I can run through the first gate while its closed, but the second I talk to Jesse, she opens the door, Cloud moves slowly on his own (doesn't let you run), and he just walks into a wall, and I lose complete control of my character.

The only command that responds, is the menu button.

Any clues? 

P.S.: This is the version that came with the latest Bootleg install.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-07-16 00:21:14
I am fairly sure the version Bootleg has is up-to-date. Kuugen will know if there's something fishy in there, and probably fix it. Or just implement the start feature in each field.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Jade Knightblazer on 2013-07-16 09:34:37
Been following the FFVII remake/tweaks/addons since the steam release. Like many I am sure, have finished FFVII numerous times (Love the game) however are looking for challenge. Hints why I am here on your Thread :D


I must say I do enjoy the added scenes (Controlable Aerith hiding Barrett's Daughter, shinra troops Kissing..., and other tid bits).

I have a few questions and concerns /bugs to report.

Bug First:
1. Finding the Hardedge by the weapon dealer in walmarket place, misses to always miss targets when used in combat. Don't know why, but basic attacks simply don't connect... =/

2. After the Sector 7 Plate falls, heading back to Aerith's church and walking into the room where you threw barrels down upon Shinra Soldiers is a glitch trap. The player will no longer be able to escape this area.


Questions:
1. How does your Mod run for? (Really up to only the end of disc 1?)

2. How do you gain more Limit Breaks? After leaving the shinra HQ, Cloud still is on "Jump Attack" (Braver) and still hasn't learnt Cross Slash... =/  Old play Throughs, I should almost have Lvl 2 Blade Beam Ulocked for the amount of kills and Limit Breaks Preformed.

3. While we are on Limit Breaks, Did you add any new LB (Limit Break) to your mod? Since you changed the names of the few I have seen (Clouds and Tifas). Could you provide a list of your LB and what they do please :)

Thanks for your Time in Advance!! I know the challenges of Modding myself (I create Minecraft Mods) and I am enjoying your 300+ hrs work. Keep it up!!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-07-16 14:15:38
Limit breaks were not added, but you now have access to X-3 limits (which is the first limit of the next level). You need 89 uses of Jump Attack to get Seal Slash (1-2), and 1230 kills to get Mako Beam (2-1) although you can also get it (1-3) with 201 uses of Seal Slash (1-2).

The Hard Edge issue will have to be addressed.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-07-16 15:04:27
Hello, first off I would like to say I am loving your mod. Great work and keep it up! I was unsure if I should PM this bug to you or post, but assumed you check both.

In the Sector 5 Slums the "wandering guy" asks you to pick up Bisnafitoral from the Wall Market. If you can complete the task, you can continue speaking to him and consequently keep receiving your reward item.

Quick edit: You can only do this before you leave Sector 5 after you obtain your reward. After that if you go back he is no longer wandering. I am no coder / modder, but I figure the more details I can provide, the better.

the wandering guy in the living quarter area of slums 5? in green clothes? what is the reward item?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-07-16 15:07:16
Yeah, after the elevator, that function doesn't work anymore...  Strangely, I can run through the first gate while its closed, but the second I talk to Jesse, she opens the door, Cloud moves slowly on his own (doesn't let you run), and he just walks into a wall, and I lose complete control of my character.

The only command that responds, is the menu button.

Any clues? 

P.S.: This is the version that came with the latest Bootleg install.

That's a pathing issue I kept forgetting to fix. In essence, you have to approach Jesse while standing 'below' ( as in, towards the bottom of the screen ) her. If you're too high and cloud tries to cut too sharp an angle through the door, he gets stuck.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-07-16 15:52:41
Been following the FFVII remake/tweaks/addons since the steam release. Like many I am sure, have finished FFVII numerous times (Love the game) however are looking for challenge. Hints why I am here on your Thread :D


I must say I do enjoy the added scenes (Controlable Aerith hiding Barrett's Daughter, shinra troops Kissing..., and other tid bits).

I have a few questions and concerns /bugs to report.

Bug First:
1. Finding the Hardedge by the weapon dealer in walmarket place, misses to always miss targets when used in combat. Don't know why, but basic attacks simply don't connect... =/

2. After the Sector 7 Plate falls, heading back to Aerith's church and walking into the room where you threw barrels down upon Shinra Soldiers is a glitch trap. The player will no longer be able to escape this area.


Questions:
1. How does your Mod run for? (Really up to only the end of disc 1?)

2. How do you gain more Limit Breaks? After leaving the shinra HQ, Cloud still is on "Jump Attack" (Braver) and still hasn't learnt Cross Slash... =/  Old play Throughs, I should almost have Lvl 2 Blade Beam Ulocked for the amount of kills and Limit Breaks Preformed.

3. While we are on Limit Breaks, Did you add any new LB (Limit Break) to your mod? Since you changed the names of the few I have seen (Clouds and Tifas). Could you provide a list of your LB and what they do please :)

Thanks for your Time in Advance!! I know the challenges of Modding myself (I create Minecraft Mods) and I am enjoying your 300+ hrs work. Keep it up!!

Bug 1:
I fixed this multiple times. Why in the world is this still happening? My kernel says there are no problems, unless the enemy is immune to the Cut element. is your kernel up to date?

Bug 2:
Players shouldn't even be able to go in there. I need to disable the gateway after the storypoint. I don't know why it still exists to begin with.

Q1:
It took a lot of time to balance things, fix bugs ( and still fixing bugs ) and so on. Right now it only extends to the end of CD1, yes. You can always keep saves of just before you leave midgard and end of CD1 for when I update this.

Q2:
Limits are vastly more powerful now and take a lot longer to get. Unless you grind a lot, you're not supposed to have level 3 limits before CD2. If you speedrun, you won't even get lvl 2 limits before CD2.

Q3:
Most have dramatically changed power, added effects or do something entirely different.

Cloud
Jump Attack: Single target, def ignoring null element attack with 8x base power ( i.e. no element, means no enemy can resist it ). Also breaks Shield status on enemy
Seal Slash: Single target, cut element, ignores status immunities, causes paralysis, double attack power
Mako Beam: 6x base power, cut element, otherwise same as before
Hellsplitter: 6x base power, 100% critical, ignores defense, cut element
Celestial Rain: 6 hits at 8x base power per hit, Hit element, targets only 1 enemy
Death Spiral: 100% death chance unless immune, Hit element, hits all enemies. If Immune to death, 15x base power hit on all
Omnislash: 15 hits at 8x base power, ignores defense, 100% critical, cut element

Barret
Mega Blast: 8x base attack, fire / shoot element
Erase Magic: 100% max MP damage, shoot element
Explosive Shot: 8x base attack, shoot element, hits all enemies
Impact: Single target 4x base attack, ignores defense, ignores status defense, 100% critical, causes paralysis 100%, punch element
LOIC: 8x Base attack, holy / shoot element, always critical, ignores defense
Maximum Rage: 2x base attack, shoot element, 18 hits, single target
Meltdown: Single target, 10 hits, 15x base attack, ignores def, 100% critical, shoot element, removes regen, haste, barrier, mbarrier, reflect, shield, berserk, peerless, deathforce and resist from enemies

Tifa ( Unless it says 'ignore STATUS defense, if the enemy is immune to the status, even 100% causing a status won't do anything )
Triple Hit: 100% slow, 2x base attack, 100% critical, ignores defense, punch element, random target
Upheel: 2.5x base attack, 100% confusion, 100% critical, ignores defense, Hit element, random target
Low Tide: 4x base attack, removes Reflect, 100% critical, ignores defense, hit element, random target
Megaton Throw: 4,5x base attack, 100% blind, 100% critical, ignores defense, hit element, random target
Tsunami: 6x base attack, 100% silence, 100% critical, ignores defense, punch element, random target
Hyper Impact: 8x base attack, removes barrier / mbarrier, ignores defense, 100% critical, punch element, random target
Lifestream Judgement: 15x base attack, 100% slow, ignores status defense, ignores defense, 100% critical, holy / punch element, random target

the others had their limits changed, too.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Jade Knightblazer on 2013-07-17 12:09:16
Thank you for taking the time and answering those questions, really helped!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-08 14:49:35
the wandering guy in the living quarter area of slums 5? in green clothes? what is the reward item?

If my memory serves me correctly he gives you the Sexy Cologne and Steroids.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-08 18:42:43
Ok, should be fixed. not a major bug so it'll go live with the next version
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-10 17:27:27
Hello. I hate to ask this, as I know it is supposed to be A very difficult thing to do. But after hours upon hours of trying to decipher the Nibleheim safe combination, I have given up. Would you be kind enough to PM me the combination? I was going to ask via PM but my post count is not high enough. If you would prefer that I just keep trying on my own, that is fine.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-08-11 17:26:20
When I reach the world map for the first time, it does the usual "Save on the world map" thing, but it also says the full Nightmare overhaul ends here. Was that a leftover from an earlier version or does that mean the rest is not fully done yet?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-11 21:13:32
I believe it just means the custom story portion of the mod hasn't progressed passed that part yet.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-12 02:15:54
When I reach the world map for the first time, it does the usual "Save on the world map" thing, but it also says the full Nightmare overhaul ends here. Was that a leftover from an earlier version or does that mean the rest is not fully done yet?

N7 original features ( scenes, hidden items, new story ) constitute the 'full' version where the difficulty scaling goes to the end of Disc 1. this includes changes to what items and materia you find and get as prizes in the gold saucer.
getting out of Midgar is no easy task btw, good job
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2013-08-12 05:54:44
Not gonna lie, I didn't actually got out of Midgar. I was messing with Otyugh and your mod was installed, so when I teleported to the world map that's what I saw.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-12 06:33:58
Your good job has been officially withdrawn.
Bad Vgr, BAD!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: xLostWingx on 2013-08-13 06:17:28
Your good job has been officially withdrawn.
Bad Vgr, BAD!

Ha!  Hilarious.  Also, making me want to try out Nightmare to earn my own official Good Job from Kuugen.  Damn my affliction of only being able to play through VII once every 6 months or so.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: strife98 on 2013-08-15 22:13:24
getting out of Midgar is no easy task btw

You ain't kidding. I was so happy once I got through it. Then quite sad when it ended at Midgar. I even continued on to Kalm to see if it was a leftover or something but was heartbroken to find that it actually did end D=.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-16 06:37:16
Oh, the difficulty part extends to the end of CD1 and balancing it, changing the items everywhere and so on took quite a long time. New scenes and minigames end with midgar thoug
good to hear people actually feel accomplished getting through Midgar
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ZaruenKosai on 2013-08-16 21:00:39
Tenko?

At the first save point in the first reactor...  it says 10 hidden items, does that mean  there are 10 hidden items up until that save point? as in 10 items in reactor # 1 up until you fight guard scorpion? I only found 6 i think , maybe 7... 

im not asking where the items are...  i just dont want to leave reactor # 1 if im missing some hidden items since i cant come back so would you mind please telling me about this thank you very much.

also i have encountered the bug that causes the counter to reset for your hidden items # collected.
so the bug is true.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-17 04:53:19
there are 9 items before the save point and 1 after the save point.
what are the details of the bug? because that really shouldn't happen anymore.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ZaruenKosai on 2013-08-18 19:48:12
oh maybe i have the wrong version installed ? i have the version that came with tifas torrent for bootleg 0040

its the same one with the infinite megalixir in the room before the save point.


as for the bug..  maybe it has to do with either getting them out of order  .. like getting the 9th one first and the 1st one 9th..

or maybe it has to do with getting infinite megalixirs bug from the room before.. maybe those two bugs are relative?



Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-19 09:47:14
oh maybe i have the wrong version installed ? i have the version that came with tifas torrent for bootleg 0040

its the same one with the infinite megalixir in the room before the save point.


as for the bug..  maybe it has to do with either getting them out of order  .. like getting the 9th one first and the 1st one 9th..

or maybe it has to do with getting infinite megalixirs bug from the room before.. maybe those two bugs are relative?

i dont know what version the torrent comes with but thats not the latest version, more than likely.
And the out of order doesn't matter
the megalixir should use a different bit than the hidden items so I don't think they are correlated at all.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-19 10:40:09
I have another bug to report, this one being a bit more serious. When fighting the Materia Keeper in Mt. Nibel caves, it gives a CTD anytime he uses a particular ability. I am pretty sure it's happening when he uses Gamma, as I've seen his other abilities cast with no CTD.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-19 11:24:57
hm, thats very weird. ( and obviously not supposed to happen )
I'll check this right away ( scene.bin fixes are easy to do )

do you have any other mods installed? becuase other than the name, Gamma uses the exact same data as the vanilla Trine
do you have any other gameplay mods installed?
To narrow this down, try saving before him, make a backup of your scene.bin ( in ff7->data->battle )(scene.bin.backup) and then put the vanilla scene.bin there and see if it still crashes.
what attacks specifically have you seen that do NOT crash?
also, do you have the latest core files? ( see page 1  of this thread )
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-19 21:53:29
No other mods, gameplay or other have been installed. Just the pre-requisites for Nightmare to function correctly. I have seen Big Horn, Hell combo and his "auto-attack" All without crashing. I just assumed it was Gamma causing it as I remember most times he casts it very early in the fight, and I can't fight more than 2 minutes before a crash. I do have the latest available core files. I will try to replace scene with vanilla and see what happens.

*Edit: Seems there is no crash when using the original scene.bin
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-20 11:01:41
thats odd. I have an idea what might cause it though

edit: hmmmm its not the main AI
there goes my idea
its weird because I played through that battle just fine.
he also has Cure 2 ( in vanilla ) and cure 3 in N7 but it would be weird if thats the crash... he generally casts cure before gamma and the attack IDs are correct

btw, bootleg should install the prerequisities automatically. the manual install is somewhat iffy iirc.

it could be the physical or magic counter script although they shouldn't cause a crash...
is there anything specific you do before it crashes? physical attack? magic attack? or does it randomly crash when he does something?
if replacing the scene.bin solves it, it must be either Cure or one of the AI scripts... very odd...
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-20 16:14:34
Odd. Maybe it is because I did a manual install, unsure why but when I used bootleg to install it froze / crashed after the intro video.  I have tried using both only magic and only physical, also just tried only chucking items such as shrapnel.

If it is working fine for you, I wouldn't pay anymore mind to it (unless the problem persists for others of course). I just broke down and used Hojo to change his HP to 1 so I could get passed the fight, though I despise having to cheat =/.

Thanks for looking into it, now I believe the issue is caused by a manual installation.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-20 19:04:31
if you use the full flevel there shouldn't be any issue when starting a new game.. nor when you use the slim one

have you seen it cast a healing spell? because that could be the other cause of the crash
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-20 21:35:08
I am using the full fLevel, not the slim one (tried both). I could not figure out why bootleg caused said crashes.
To reply to your inquiry, No I have not seen Materia Keeper cast any spells. I've only seen Big horn and Hell combo("auto attack" as well). It always seems to happen after keeper uses big horn, but right as his next turn happens.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-21 14:19:46
so it crashes when it uses magic. huh.
So if replacing the scene.bin help, it must mean that Cure causes the crash? i just have no idea WHY it would do that.
i mean, if the spell works fine for YOU it should also work fine for the enemy since the scene.bin pulls player-usable spells the monsters use directly from the kernel and not from the scene.bin
if nobody else ever reports this, I have to write it off as a fuzzy install
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Iamjob on 2013-08-21 15:05:05
Yeah I would just have to say it is caused by a fuzzy installation. Thank you for looking into it, I appreciate your efforts.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-21 17:06:57
well, I put the mods together so its my job to deal with possible and found bugs
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ZaruenKosai on 2013-08-26 04:13:17
Were you saying that  the torrent should or shouldnt contain the latest version?



And the bug with materia keeper, i  remember getting this crash a long time ago and i was not even using your mod at that time so i am quite sure it has to do with another mod, not yours...

 i am also quite confident about my memory but mistakes can be made and i may be wrong but i am probably not.. and the materia keeper crash i think has nothing to do with your nightmare mod.. directly.




IamJob you have directshow or whatever the codec that ffvii requires installed right?

if you dont, fmvs will usually crash the game but you say it was crashing after the intro fmv played so i guess i cant help you with that problem than ... sorry





P.S. Does Expl Plus Materia work any differently in the nightmare mode? i noticed if 3 people have exp plus that none of them will get the diplsayed bonus experience but they will all get slightly higher than normal.

whereas with one person equipping exp plus, the other 2 members get full bonus exp but the one with it equipped does not...... strange isntt it?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-26 14:36:17
I heavily doubt the torrent has the latest flevel

I wonder what the problem with the Materia Keeper is then. I mean, it cant be a vanilla issue so I really wonder what mod could be causing it.


I'm slightly confused by the exp+ materia now.
at lvl 1 and 2, it should be 10% extra, at lvl 3 it should be 20% extra and at master ( lvl 4 ) it should be 30% extra
I know this stacks until the cap, which I forgot how high it was. the display info of the materia is probably wrong.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: ZaruenKosai on 2013-08-26 16:30:29
I heavily doubt the torrent has the latest flevel

I wonder what the problem with the Materia Keeper is then. I mean, it cant be a vanilla issue so I really wonder what mod could be causing it.


I'm slightly confused by the exp+ materia now.
at lvl 1 and 2, it should be 10% extra, at lvl 3 it should be 20% extra and at master ( lvl 4 ) it should be 30% extra
I know this stacks until the cap, which I forgot how high it was. the display info of the materia is probably wrong.

ah well perhaps the bug is caused by not having an updated flevel?

the experience given is proper , for example .

enemy A gives 100 exp without bonus exp
with expl plus it will display enemy A gives 150 exp but my characters will get 110 exp.

this is if all 3 characters have an exp plus equipped ... (i still dont know why it displays 50% bonus exp given when its just 10% :D)



let me make sure about the other part of the bug .. maybe i made a mistake somewhere with my math.

ill test some more  to see if the 2 characters without exp plus are indeed getting more experience than the character using  one exp plus.



gonna install the updated flevel (nothing else needs updating?)  now maybe that will fix the exp plus bug..


btw sorry for all the criticism and bug reports... and no praises..

your mod IS good.... very good ,  it breathed the exact kind of fresh air i was looking for... loving the new features and difficulty...


Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-08-26 18:10:24
the experience gain is not related to the flevel at all. this is all in the kernel.

Quote
>enemy A gives 100 exp without bonus exp
>with expl plus it will display enemy A gives 150 exp but my characters will get 110 exp

You are getting the correct amount of experience. I haven't found the display data to change it but 110exp is 10% more than you normally get and that is normal while you have one exp+ with 1 star or 2 stars

I actually don't remember if you need exp+ on every character. someone else would need to answer that. But I THINK you don't.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: stephen420 on 2013-09-24 05:33:32


Says "please insert ff7 game disc 1, 2, or 3 and try again .. ugh confused
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: stephen420 on 2013-09-24 05:35:07
Woops on a double post (didn't realize this was being sent to the 12th page)

i placed the "core" files in first... then the FF7 "music" folder in,, and finally the "flevel" files into the main folder

i clicked to start it .. says insert disc  .. must i mount something?? that wasn't included in the Home discussion links?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-09-24 19:11:52
you need the discs ( real or images ) mounted ( or in your CD drive ) to run the game
this isn't limited to my mod though, thats just how FF7 works
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Rundas on 2013-09-24 19:44:13
Or you could name a flash drive FF7DISC1.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Sega Chief on 2013-10-01 17:20:00
Hey Tenko, I just saw your post in the Hardcore mod thread.

Yeah, I've been looking at the Nightmare mod (I'm assuming you meant this one). One thing that's putting me off is that it requires a Bootleg installation and I'm not sure that I've got enough room left in the HDD for that or how it would affect my older mods (I'm using things like Ficedula FF7Music and an old version of Aali's Graphics).

I was reading the features bit. Is it possible to get a version of this mod that's pared down to just the battles, the kernel, etc.? Something I could just stick into a data folder and then plug n' play? I'm not really into the new graphics or music stuff, I just want the gameplay challenge. Is that possible?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-10-02 18:39:36
the overhaul itself doesn't include any new graphics beside the new models from gjoerulvs hardcore mod.  This mod replaces the kernel, scene.bin, flevel and the .exe as well as the music folder because it forces a new OST. bootleg doesn't require you to have the full list of mods. you can just install nightmare.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: tifalockheart1983 on 2013-10-26 23:57:23
Found something pretty intresting today I had ff7 installed on my pc bootlegged with nightmare conversion, then preceded to install bootleg again with all mod changing with Aries revival. This leads to some good effects, you get to keep the knightmare conversion with the changes made in that mod like character following and changes to the games text and the hidden items and extras, but the difficulty is changed to that of the phoenix rejuvination mod so in the end if want all the other great changes made by the nightmare mod but finding it too hard bootleg over the bootleg and have the best of all worlds ;D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: dkma841 on 2013-10-27 13:58:13
Found something pretty intresting today I had ff7 installed on my pc bootlegged with nightmare conversion, then preceded to install bootleg again with all mod changing with Aries revival. This leads to some good effects, you get to keep the knightmare conversion with the changes made in that mod like character following and changes to the games text and the hidden items and extras, but the difficulty is changed to that of the phoenix rejuvination mod so in the end if want all the other great changes made by the nightmare mod but finding it too hard bootleg over the bootleg and have the best of all worlds ;D
Wow epic discovery that's pretty awesome :D
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-10-29 01:21:34
This will not work for the entire game
Namely, whenever you have to fight a 'new' ( not in vanilla ff7 ) boss, the game will crash and you wont be able to proceed
This is because you swapped out the scene.bin with another one with the bootleg re-install.

I am not going to support any problems that arise from messed up installs.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: tifalockheart1983 on 2013-10-30 20:05:51
This will not work for the entire game
Namely, whenever you have to fight a 'new' ( not in vanilla ff7 ) boss, the game will crash and you wont be able to proceed
This is because you swapped out the scene.bin with another one with the bootleg re-install.

I am not going to support any problems that arise from messed up installs.

Well so far I have had no problems and I am just about to fight apps in wauti so I am half way through disk 1, so I will let you know when I have finished disk 1 for witch your mod works up too let you know if there has been any crashes.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Rundas on 2013-10-30 21:05:27
Wutai isn't on disc one, you fight Apps in Midgar...
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2013-10-31 00:24:20
Wutai is enforced to be on Disc 1 and before Temple of the Ancients in this mod. You cannot start the keystone quest before you finished Wutai. I forgot if I made the Pagoda optional but it's possible I didn't or only made the last floor optional.

And I assume he means Raps, Conero's second pet ( And Wutai is near the end of CD1. It could also be he means wallmarket and Apps but that wouldn't fit with halfway-through-CD1 )
you shouldn't be able to get past the new bosses ( like, in Shinra HQ, the triple named soldier battle from Gjoerulvs Hardcore mod. Unless you have the scene set up correctly, the game would crash or start some kind of bogus battle ) if you replace the scene.bin

Just don't tamper with the mod install unless you really know how the files work together and what you're doing.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Rundas on 2013-10-31 01:17:05
Oops, yes, Raps.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: tifalockheart1983 on 2013-10-31 17:26:32
Wutai is enforced to be on Disc 1 and before Temple of the Ancients in this mod. You cannot start the keystone quest before you finished Wutai. I forgot if I made the Pagoda optional but it's possible I didn't or only made the last floor optional.

And I assume he means Raps, Conero's second pet ( And Wutai is near the end of CD1. It could also be he means wallmarket and Apps but that wouldn't fit with halfway-through-CD1 )
you shouldn't be able to get past the new bosses ( like, in Shinra HQ, the triple named soldier battle from Gjoerulvs Hardcore mod. Unless you have the scene set up correctly, the game would crash or start some kind of bogus battle ) if you replace the scene.bin

Just don't tamper with the mod install unless you really know how the files work together and what you're doing.

Just cleared Demons gate in the Temple of the Ancients Cloud at level 64 and still not run into any problems. What I acually done was fresh install of FF7 tehn bootlegged FF7 with nightmare conversion and the other mods I wanted, after that I proceeded to bootleg FF7 again but this time with all gameplay mods changeable including hardcore mod. So at the mo I am play it with the great chang4es of nightmare conversion but with lost wing difficulty and I have had no troubles.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: YippleDipple on 2014-01-22 01:02:59
Hope I'm posting this in the correct thread. This SEEMS to be the Nightmare 7 thread. I need to say that I installed the mod EXACTLY as required with bootleg and all. It works wonderful (& difficult). :-) I did find a couple bugs with this mod, though.

#1 Junk Shop at Wall Market. Not a big deal, but when I entered there was a .... ghost duplicate of Aeris to the left of the entrance. No graphical glitches on screen or in the menu or otherwise. Can't interact with her, nor does she hinder movement. Similar to seeing her in her church before she disappears, but in Wall Market Junk Shop she doesn't disappear.

#2 in Train yard after climbing up from dealing with Corneo in Wall Market. There is a potion / ether / tent item on top of one of the trains. I assume this is a one time item, unless it was programmed as I found it. I acquired about 30 Ethers, 20 Tents, & maxed out my Potions. It never stopped spamming items, I just got tired of button mashing. I guess this one is better left unfixed!  :?

#3 in Shinra HQ. The room where Jenova was kept. After Seph takes her you check the black room with Holy- and a Midgar Zolom. I found a repeatable crash. Every time I had Steal+ equipped with ANY materia and then used that materia.... crash. I tried Ice and Fire.... crash. Then I purposely tried it with Analyse. Same thing... crash. After that I thought it might be the Steal+. I unequipped it & viola! No crash.

edit: I almost forgot. I always get a crash whenever game over happens, instead of 'new game / continue' screen.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-01-24 13:42:43
Glitch 1) Oh boy, I must have forgotten to put a gamemoment variable there to disable the additonal Aerith. This is related to the Aerith follow script when you first visit wall market.

glitch 2) Wat. I mean seriously, what? Is there a variable missing or something? I haven't heard about this before but that's clearly not intentional.

glitch 3) Weird. I didn't actually change the Steal+ materia, only the name. I'll look at the function and compare it to the vanilla one. Do you have any other mods installed? Because this does sound a bit like a mod conflict.


I also get the crash when I get game over but I have literally no idea what causes it. I also get that in vanilla FF7 sadly, so I have absolutely no solution.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: very sorry on 2014-01-28 21:22:43
Hey

this mod keeps on crashing on me all the time and i do not know why

is there anyway to fix the non stop crashing issue

The first crashed started when i entered a random battle when i was climbing the tower

and it crashed again when i first entered the world map

and it crashed on the sephiorth flash back as well

and how much longer until this mod is 100% bug free

thanks and take care

and here is my app log

 INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GT 630M/PCIe/SSE2 4.3.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
GLITCH: Unable to turn on vsync
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 760x760, output
resolution 760x570, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: H:\FF7\SteamApps\common\FINAL FANTASY VII\movies\eidoslogo.avi;
indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames:
388
INFO: slow output format from video codec indeo5; 6
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
set music volume trans: 127->0, step=255
set music volume: 0
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 292
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
set music volume trans: 127->40, step=72
set music volume trans: 40->127, step=96
INFO: H:\FF7\SteamApps\common\FINAL FANTASY VII\movies\mtnvl.avi;
h264/null 1280x896, 15.000000 FPS, duration: 20.000000, frames: 300
set music volume trans: 127->0, step=60
set music volume: 127
INFO: H:\FF7\SteamApps\common\FINAL FANTASY VII\movies\brgnvl.avi;
h264/aac 1280x896, 15.000000 FPS, duration: 13.333333, frames: 200
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 598
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
INFO: H:\FF7\SteamApps\common\FINAL FANTASY VII\movies\nvlmk.avi;
mpeg4/adpcm_ms 640x448, 14.999771 FPS, duration: 21.133439, frames:
317
set music volume trans: 127->0, step=240
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 15
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: failed to find file TWAA; tried direct/battle/TWAA,
direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/TWAA, battle/TWAA (LGP)
(path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: ENEMY516.D TWAA
ERROR: could not open file ENEMY516.D
ERROR: unhandled exception
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-01-29 23:02:35
I have not had anyone else report this so I have to assume this is on your end
Could be the mod not being installed correctly or your steam FF7 not being converted. I know my mod but I'm not good at debugging FF7 in general. Take this to the tech support please, because I have no idea what kind of problem you could have
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-07 13:47:17
Hello everyone I posted my problem here: http://forums.qhimm.com/index.php?topic=14812.0 here is perhaps more suited maybe some moderator will move it, however I have the bug / problem of hidden objects, if they I collect type 6, the save point tells me 2/10, then after a few battles 0/10, I riscaricato all the mods and has solved the problem of respawn inifito hidden object, look some advice / help. Thank you :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-08 00:21:20
I heard reports of this before but wasn't able to reproduce it so I'm not sure what causes it
Do you use the latest flevel (which you can find on my twitter) to play?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Vgr on 2014-02-08 01:13:10
Which twitter. Yours looks empty.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-08 01:24:23
https://twitter.com/KuuTenko
this twitter.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-08 09:03:10
ok thanks, I replace what I have with what you gave me and see if it solves
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2014-02-08 13:33:42
@roxas86

My download links have the same as what you get from his Twitter. It won't change anything by just replacing it. I'm not really an expert on this mod, but I do know it works for many others, so I'm 99% sure you just installed something incorrectly
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-08 13:36:12
I tried a little while ago and counting hidden object is just 9/10 to the first save point on the tenth is where you place the bomb a little later right? O_o ....... thank you very much
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-08 22:58:29
The last of the 10 items is beyond the save point in the boss room.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-11 17:45:16
Hello everyone, going forward in the game all right, the save point after a certain number of objects rewarded me with 2,000 gil, but arrived before wallmarket in the playground of children, going on all fours in the "dome" collects hi potion, but this regenerates indefinitely: (
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-12 06:36:00
Sometimes I ask myself why these bugs keep popping up despite fixing them. I'm putting it on the list to look at again.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-12 17:18:16
hello again :) ...... in the sewers of Midgar there always bug monsters "crab" the fight goes to infinity the commands are not executed .......: (
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-14 13:29:34
I know I fixed this (twice already) so check if you have the most up-to-date scene.bin file please
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-14 17:17:49
ello ... I have version 1.0.6 of Gjoerulv.exe ...... I do not know if there is only the file scene.bin updated, so if you give me the link thanks :)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-14 18:48:04
uh, thats not the correct scene.bin for my mod
my mod has it's own scene.bin
check the first post for links. scene.bin is included in the core files.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2014-02-14 19:52:01
He's playing it from a Bootleg setup, and your scene.bin is included in it. I am thinking he's set up his installation incorrectly, and the language barrier makes it tough to communicate the error.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-14 20:21:43
hello ... I may have figured out the problem .... maybe when I run bootleg.exe, I must not use Gjoerulv ...... and I have to manually copy the files (nightmare nightmare ost 1,2,3 and core files 1.01 )???
I thank you for your patience
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2014-02-14 21:10:39
You will need the following:

flevel.rar
Nightmare 1.01 core files.rar
Nightmare OST.part1.rar
Nightmare OST.part2.rar
Nightmare OST.part3.rar

In the BFE.exe, you need to check the box "Nightmare Conversion" under the Game tab. That's all there is to it.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-15 07:05:51
I have never tested bootleg installing N7 so I can't actually verify if it installs correctly
essentially it should install menu overhaul, aerith revival, gjoerulv hardcore and then override files with the N7 files

To elaborate
you need menu overhaul for the glitch fixes and the damage break
you need aerith revival for the animations and model parts (The flevel changes are included in my flevel)
you need gjoerulv hardcore for the monster models (battle.lgp, scene.bin, kernel.bin, ff7.exe is all covered by N7)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2014-02-15 15:24:13
When you select the Nightmare Conversion, it will also automatically select those options and gray out their boxes so that they can't be changed.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-02-15 19:25:11
ello .... I have followed your advice ... I just uploaded the files needed to patch the hardcore nightmare mod ....... then ..... finished the whole thing .... I copy and replace the files n7 and everything works :) ........ thank you very much to all those who have helped me;)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Lionsmane on 2014-02-25 21:16:33
Anyone have any idea why this would be happening?

(http://i.imgur.com/SldOZ4c.png)

None of the other character's dialogue is appearing at all, no "c'mon newcomer follow me, hey whats your name." The command box in battle is also cropped in a funny way. And no dialogue box appears when I pick up the item from the fallen soldier.
I installed the full flevel manually (copy and paste over the other) after running bootleg. Could that be it?

(in this screen cap i was playing in a window, playing in fullscreen fixed nothing, but does make graphics and game speed better)

Also, what other info should i provide and would this be better off in the bootleg help page?

Thanks ahead of time
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-26 20:47:34
I think that's a menu overhaul problem actually. Menu Overhaul is mandatory for this mod after all and while I supply the .exe, I don't supply the window.bin (or whatever it was)
First you could try and check if a bootleg install fixes it.
You could also try to backup my exe, run Menu Overhaul over the game and then put my exe back and see if that helps (or breaks it even more)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Lionsmane on 2014-02-26 21:50:14
I've installed it using bootleg three or four times now, so I'll probably try your second suggestion. Good to know where its coming from though!

Is it possible that the file(s) I have downloaded for the overhaul are just outdated?

Loving your use of save points by the way, this should be fun once I can get it going.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-27 05:08:20
Odd, this really, REALLY shouldn't be happening from a bootleg install
the flevel from my twitter and the core files here (plus music files) are up to date, so I see no reason this should happen
I'm also not entirely sure why it happens. Menu Overhaul could be one culprit. You could open a thread in troubleshooting since the really tech savy people don't come to this thread.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2014-02-27 05:32:21
Bootleg uses M05c alongside N7. As long as you've downloaded from the tutorial, then all the correct files will be used.

MO, along with other potentially selected mods, manipulate the flevel file, so a manual install after Bootleg has the potential to screw things up. It also already utilizes the full flevel.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Lionsmane on 2014-02-27 11:45:56
Hmm, well I have had alot of the same mod files for running bootleg in a folder for probably around two years now, so ill probably see if any of them (particularly the ones you two mentioned) need updating. If that doesn't work ill open a help thread.

Thanks for the input!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: EQ2Alyza on 2014-02-27 11:54:21
If you haven't downloaded anything new from 2 years ago, then there is the potential of having outdated files. I updated the Bootleg files last November, and I do remember replacing the slim flevel with the latest full flevel for N7. Perhaps look into that.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Lionsmane on 2014-02-27 12:02:10
The nightmare files are the only ones I've  recently downloaded that are in use with my current install. Ill have a lookthrough this afternoon. It'll be "fun" haha

well I reinstalled everything, didn't update a thing and its running fine now. Lol, I dont understand but problem solved i guess?

Really love this mod Tenko
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-02-28 13:51:08
If only there were two (or three) of me so I could actually work on this again
surprisingly I haven't forgotten how to do almost everything
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Lionsmane on 2014-02-28 17:08:54
Is it still only through the first disc?

Also, im not positive, but I think my problem had to do with window sizes due to running with parallels on a mac.

I tried to go fullscreen (fullscreen with parallels in respect to my mac, not the game) in the middle of the game and the window issue reappeared. Otherwise its fine.

I hope that made some kind of sense!
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-03-01 06:26:58
Yes, it's only the first disc so far
Scope creep is a horrible thing to go through. I'll probably finish the difficulty rebalance before introducing any other new features and content.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Lionsmane on 2014-03-01 18:26:59
gotcha gotcha. Yeah i can imagine that would happen pretty easily taking on a project like this.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-03-03 00:02:54
hello ... I found other bugs in the game:
1) in the palace of shinra floor number 69 (I think) where there are car selling potions, even if you select the "no" is receiving full-time, however, the object (free)
2) in combat with the serpent in the room where there was Jenova (shinra building) steals an unidentified object with an image of a ring that is constantly changing "name" (type: sbg ... 3h46e5w6 | | | |)
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-03-03 08:04:22
Second bug should not happen. I'll see what I can do about it but for the time being avoid stealing from the Zolom

First bug I don't really understand what you're trying to say, I'm sorry
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-03-03 09:08:09
excuse my English ...... the first bug relates to the "distributor of snacks / chocolate" floor 69 has a bug, in practice gives objects rather than pay
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-03-05 09:33:12
I have started work on CD2
I am also making minor adjustments to CD1
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-03-05 16:06:19
ok thanks ..... so the mod is not complete?? should I continue and wait? ends as I understand it when you leave Midgar and then comes the hard mod?? need help if I can you give ..... I got to the boss after the stroke motorcycles (you could put a save point before you ride the bike? ........ (I have dealt with 3 bosses in a row to the one on lift it takes a lot of time, rufus has not created me problems) some advice on how I can beat him?? thank you very much
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-03-05 17:04:57
The difficulty part extends from the start of the game to the end of CD1. After that (CD2 and CD3) the game is like Gjoerulvs hardcore mod.


Beating Motorball requires you to have some sort of fire element defense and spread out your healing capabilities. Don't be afraid to use items to heal and damage him as he is very, very tough. It also helps to put everyone in front row before the battle, since he will back-attack you and reverse your rows.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-03-07 10:34:43
hello ... I have a problem I wanted to start from scratch ff7 but with the hardcore mode but when I arrived at sector 7 and we flash back with Sephiroth, always at a certain point the game ends and goes back to windows-_-. help .....this message after the bootleg :Error in blackbg1: Incorrect number of entries: 8/23
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-03-07 15:38:01
I recognize that error from somewhere but I can't remember.
I searched my flevel for a map jump to that map but I can't find one.
blackbg1 is a debug room so I'm not sure what the game is even trying to do there.
In what map exactly does it crash? Inside the bar?
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: roxas86 on 2014-03-08 15:47:10
hello .... I solved it by uninstalling and installing everything all over again ...... I would like a confirmation for hardcore mode:
the enemies and bosses are stronger, and THERE ARE NO HIDDEN OBJECT as in nightmare right??
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-03-08 16:54:39
The Hidden objects feature ends when you leave Midgar
I will continue to develop these additional features once I have finished the difficulty overwork for the mod.
Title: Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
Post by: Tenko Kuugen on 2014-03-09 15:47:40
It's been a b*tch but Great Glacier balancing is now done. A ton of bugs fixed, too.
Progress was made from:
Forgotten City CD2 -> Ice Fields -> Snow Village -> Great Glacier -> Snow Queen -> Ascend of the Glacier -> Icicle Minibosses -> Shizo

I'll work on the Whirlwind Maze next
I've put implementing any stuff beside the difficulty overhaul on hold for now (That means Hidden Objects, Trivia, New Story, New Threat Features I've been given permission to take.)
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: Tenko Kuugen on 2014-03-11 16:47:21
Rewrote the entire Kalm flashback (excluding the last few goddamn scenes since MR crashed on me) for new story because I was sick of difficulty balancing for today
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: roxas86 on 2014-03-17 09:34:35
I can not wait for it to finish the entire game with nightmare difficulty, but to make the game more cool maybe you can add some other weapon to fight (maybe omega weapon XD) ...... however for my personal opinion I do not like the fact that it has reduced the save points (indeed seen the difficulty and not knowing what you are in absolutely better to put in more or not?) however i would be very glad to help you if you need some ideas for new boss and / or the monsters :)
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: Tenko Kuugen on 2014-03-17 12:57:14
Omega Weapon (from Gjoerulvs Hardcore mod) is alreada a thing
I once owned a red diamond weapon model that I think WhiteRaven did for me but I seem to have misplaced it.

Savepoints are reduced to encourage careful play and not just saving, storming in without a care in the world and then re-doing the section while knowing all about it

It'll take a good amount of time before I have finished CD2 since there are lots of things to do on CD2
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: MarinoKadame on 2014-04-04 04:14:40
Is this the Nightmare conversion included in the Bootleg 040 ?
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: Tenko Kuugen on 2014-04-04 18:19:22
Yes, this is the Nightmare Conversion option in Bootleg 0040
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: vannyhook on 2014-06-21 05:10:10
what kind of progress have you made since april? This is amazing work. :lol:
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: Tenko Kuugen on 2014-06-21 15:53:20
Not much. I haven't heard from more than a handful of people that played past Midgar and I was hoping to gather some feedback from the release.
(That and I've gotten completely absorbed into Kancolle)
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: NeuroSephrioth on 2014-06-29 00:59:30
Hey Kuugen, would you like some help with this mod? I'm pretty much free all the time.
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: Tenko Kuugen on 2014-06-30 00:09:47
Any one of the following is helpful and will enable you to help. More than one is even better.
1) You can write custom enemy AI
2) You know your way around field script code in makou reactor and you can get to a goal with minimal instructions
3) You can edit models
4) You can edit music (proper looping .ogg of the custom OST)
5) You are very knowledgable about the .exe and can do advanced hex edits
6) You have lots of time to proofread custom dialogue and bugtest the mod in general as well as provide feedback of the game experience.

In any case, there are lots of things I'd like help with.
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: NeuroSephrioth on 2014-06-30 02:12:20
Any one of the following is helpful and will enable you to help. More than one is even better.
1) You can write custom enemy AI
2) You know your way around field script code in makou reactor and you can get to a goal with minimal instructions
3) You can edit models
4) You can edit music (proper looping .ogg of the custom OST)
5) You are very knowledgable about the .exe and can do advanced hex edits
6) You have lots of time to proofread custom dialogue and bugtest the mod in general as well as provide feedback of the game experience.

In any case, there are lots of things I'd like help with.

I can definitely revise and edit your story and bug test the mod for you. I'm a grammar Nazi and I have a job as a beta tester, so I'm well equipped. ;)
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: Tenko Kuugen on 2014-06-30 14:19:23
I'll send you my beta Flevel (that has most if not all of the Nibel flashback rewritten)
I'm busy right now so I'll get around to it later this evening. You do follow me on twitter I think, (twitter/KuuTenko) so you don't need to ask on the forums.
Playing through that, fixing grammar and spelling as well as textboxes that do not fit(remember to use menu overhaul because that is required and I adjust the text for that) would be step 1
Step 2 would be to play through the rest of the mod (that is, up to the end of cd1) and give me feedback especially on item placement, random battles, bosses as well as stolen and dropped items. What is broken. What makes it too easy. What is pointless. And so on.
Title: Re: [WIP/REL] Nightmare 7 - Total Game Conversion
Post by: Heroman_84 on 2014-07-09 00:12:39
You're doing the same thing that I always do by revising the work that you've already done before finishing the rough draft. Keep working on Disc 2 & 3. If you can stay ahead of me, I promise I'll give you enough feed back to release a real nicely polished mod.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-07-20 11:10:37
Updated scene.bin that fixes a lot of exploits
link on first page
Updated flevel.lgp too, link on my twitter
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-07-24 06:58:09
Corsair, i mean, Covarr(Please get swarmed my soccer moms VGR), has begun creating looping .oggs of the custom OST
Once they are complete, ff7 music will no longer be required or distributed with this mod and it will simply use Aalis latest driver to make use of the .ogg music
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: EQ2Alyza on 2014-07-24 14:50:40
Excellent.

Core Files 1.02
Scene.bin (7.20.2014 update)
Flevel.lgp (7.20.2014 update - Twitter)
OST (waiting on .ogg format)

Those are the files I will have once I get the .ogg music. Is that everything up-to-date?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-07-24 15:45:25
Unless Sega Chief finds more bugs and exploits, that's everything
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Sega Chief on 2014-07-25 18:08:12
Started up a second playthrough for debugging, etc (something I'll work through slowly now and then) and checking the flevel as I go. The dialogue for Kage in Tunnel_4 may be screwed up, the text boxes aren't big enough to hold his lines from what I can see in Makou. Haven't seen it in-game yet because of the kid asking about his cat in Sector 7. He didn't spawn so I stopped to look at it in the flevel. He seems to have a second variable condition besides Game Moment; what were the in-game conditions for making him appear? I'm assuming we gotta do a certain thing before this point to trigger it.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: EQ2Alyza on 2014-07-31 05:06:51
Any updates for the looping .ogg music? I've finished the catalog and will release N7 with it, so unless I can get the music files within a week, I'll just wait to update it after the release.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Covarr on 2014-07-31 05:09:16
I'm about 60% done with the new loops. I'll be done for sure by Saturday.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Kaldarasha on 2014-07-31 05:58:24
Any updates for the looping .ogg music? I've finished the catalog and will release N7 with it, so unless I can get the music files within a week, I'll just wait to update it after the release.

 :-o I haven't updated my model pack for 7th Heaven, but there is a bit time before Saturday. I think I will also update the weapon mod... nah I need to make a to do list there is a bit more to do.
Time for a coffee..
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-07-31 08:45:37
Any updates for the looping .ogg music? I've finished the catalog and will release N7 with it, so unless I can get the music files within a week, I'll just wait to update it after the release.

Once the music is in .ogg format, I will no longer distribute ff7music with it since I'm told Aalis new driver can utilize the files by itself and as such they will need to be installed in the appropriate place.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: EQ2Alyza on 2014-07-31 14:27:07
:-o I haven't updated my model pack for 7th Heaven, but there is a bit time before Saturday. I think I will also update the weapon mod... nah I need to make a to do list there is a bit more to do.
Time for a coffee..

I'm using the models from 1.64.2 right now. If you can't get the update done by next weekend, it's okay since your models are one of the largest projects to finish. I also haven't added the conditional weapons...yet ;)
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-08-02 06:13:27
https://mega.co.nz/#!6QsBlThS!lRNIHIp5iSXAJRzmV5M-h7R8FnyWotGBJk51CPFQVEQ

Covarr finished the ost, many thanks
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: EQ2Alyza on 2014-08-02 16:14:22
Excellent. I'll add it into the catalog. Thank you both :)
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-08-11 18:37:21
Lets Play Links removed as they have been using the wrong kernel and scene.bin for a really long time.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: WolfMan on 2014-09-12 22:05:45
Can anyone who has recently installed the current version of Nightmare mod please do me a huge favor. PM me the flevel.lgp from the FF7\Data\Field?? It has to be done from someone who has manually installed the gameplay mod. If you used 7H it won't work. I need this so I can patch some animations that have problems when using my red werewolf mod. This would be soooo helpful and greatly appreciated. Thanks!!
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-13 06:51:15
Just download the flevel from twitter
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: WolfMan on 2014-09-13 12:36:25
Got it thank you
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-14 14:15:54
I'm in Shinra Headquarters on the 66th floor and I can't spy on the meeting from the bathroom. Should I be doing something else or is this a glitch? Please help.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Sega Chief on 2014-09-14 18:10:41
If I remember right, you have to talk to the people on that floor. One of the NPCs says something that'll unlock the option to climb into the grate; try talking to everyone on the 66th floor (watch for the ones that walk around) 2-3 times.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-14 19:25:55
It worked!  Thank you so much.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Sega Chief on 2014-09-14 21:00:56
Good luck with Gunners, Rufus, and Motorball; no save points between any of them although there might be one if you choose not to accept Tifa's help for the fight (not tested it). This advice might be out of date by now if revisions were made, but:

-) Avoid using magic against Hundred Gunner, or queuing more than one spell at a time; his counter hits the entire party quite hard.

-) Avoid attacking Rufus physically, his counter inflicts various status ailments (unless you use Cross Slash to paralyse him but I can't remember if he can be paralysed).

-) Avoid using your strongest attacks on Motorball at the start of the fight; he begins with a Peerless effect that you should wait out until it wears off. The Peerless effect is initially invisible until he is struck, so attack once to make the effect show up. Also, there's a row change on Motorball's deadly wheel which doesn't update visually I don't think; watch out for that as your party members will become more vulnerable to Sword Arm.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-14 22:14:10
Good luck with Gunners, Rufus, and Motorball; no save points between any of them although there might be one if you choose not to accept Tifa's help for the fight (not tested it). This advice might be out of date by now if revisions were made, but:

-) Avoid using magic against Hundred Gunner, or queuing more than one spell at a time; his counter hits the entire party quite hard.

-) Avoid attacking Rufus physically, his counter inflicts various status ailments (unless you use Cross Slash to paralyse him but I can't remember if he can be paralysed).

-) Avoid using your strongest attacks on Motorball at the start of the fight; he begins with a Peerless effect that you should wait out until it wears off. The Peerless effect is initially invisible until he is struck, so attack once to make the effect show up. Also, there's a row change on Motorball's deadly wheel which doesn't update visually I don't think; watch out for that as your party members will become more vulnerable to Sword Arm.

I added a savepoint after Rufus. I don't remember if I uploaded that flevel already but it's safer to get the new scene.bin and flevel from the first post (flevel from twitter)
Other than that, solid advice.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-17 11:56:25
I just read this so my strategy was a little bit different. When I was in wall street I saved up my gil and bought those massive effect items like Astral gate. The bosses fell down like flies. My only mistake was saving after I left Midgar and realizing I forgot the enemy skill. Please tell me that there is another enemy skill.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-17 13:18:53
The enemy skill materia are where they were before (shinra HQ, junon, forgotten city)
I don't know if I changed the chocobo sage enemy skill to something else but I believe I did.

Buying the effect items is certainly one way. Maybe I'll make them more expensive since that's kinda exploiting the shop.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-17 13:53:37
Well it did take me a long time to collect that much gil.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-17 16:26:06
Hey I found a glitch. If you steal from the Midgar zolem in jenova's broken out cage you get an item that doesn't seem to have a name and it sells for 2 billion gil.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-18 03:33:53
Oh boy, I thought I removed all of those. I have no idea how that glitch happens at all to begin with, considering it looks fine in proudclod.
It was only a Lixir you could steal so I removed the steal completely. If that doesn't solve it, I dunno what's wrong and I'll have to make a troubleshoot thread.

If it took you that long to farm the gil you could probably have beaten the bosses rather easily anyway since you were probably overleveled.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Sega Chief on 2014-09-18 13:54:55
It's the Alpha version of P.Clod that causes it; sometimes it doesn't set the steal/drop flags correctly. Try editing it with Proud Clod Final (which isn't the final version) or the actual final version (I haven't used that one a lot though). Thing is, you might have more of these landmines lurking around; it's essentially an invisible glitch until someone encounters it.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-18 16:04:07
Invisible glitches. Wonderful.
Guess I'll fix them as I go.
I stole a lot in my playthrough though, so I know most mobs are safe
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: roxas86 on 2014-09-19 09:43:36
Hello everyone .... I wanted to ask if the conversion of the game is to complete the whole story, thanks
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-19 17:25:20
If you're asking if the story of the entire game has been rewritten, then no.
Not yet.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: roxas86 on 2014-09-20 08:51:26
where did you come to convert the game? :)
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-20 09:51:49
The new story extends to the end of the Kalm Flashback. I haven't really had time to work on it lately
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: roxas86 on 2014-09-20 10:25:19
however, for the great work you are doing deserve much respect , I hope you manage to find the time to finish the whole game in nightmare version ( I can not wait to play it ;))
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-22 02:45:24
Is it a glitch that the flames don't disappear after defeating gi nattak?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-22 13:03:12
That sounds like a glitch alright. But that's odd, I didn't really change the flames AI or the AI part of Gi Natak that kills the flames
Did this happen only once? Were you permanently stuck in the fight?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-22 15:25:52
I only had time to fight once and yeah I was stuck in the fight. I'll try it again tomorrow.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-22 19:00:03
Can you describe what was happening after gi natak died? did you try killing the characters that were posessed by the flames? If they weren't posessed, you /can/ kill the flames, it's just hard and you need a defense bypassing attack
Other than that I'll need to ask Sega if he can look at the AI and if something is borked there.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-23 04:25:15
I tried attacking the flames with every attack I had.  I found out which were the most powerful and then I linked the attacks together as best as I could. However, I only had a two second window before the flames would completely recover themselves.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-23 13:51:16
Hm, odd. They are supposed to die with Gi Natak. I made them near invulnerable because I wanted to force the player to deal with the flames the entire fight and not just kill them all the time.
I believe I found the issue though. Gi Natak has a magic counter script which might override the death counter script and thus the flames don't vanish. Can you try and see if the flames still stay if you kill him with a non-magic attack?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-23 15:38:53
Yeah I'll do that later today
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-23 20:00:05
The flames didn't stay when I beat gi with a limit break.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-23 20:09:47
So the magic counter IS interfering. Hmmmmm. How do the flames heal themselves? With Fire 2?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-24 12:00:11
They used Jupiter.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-24 16:29:29
I'll remove their gravity absorbing effect then. Defense breaking attacks such as Clouds limit and casting reflect on them so their gravity hits you will work as well
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-26 23:25:52
Nightmare 7 is delayed until further notice since the Reunion patcher destroyed my flevel and the backup was just another reunion flevel all the while I had no flevel option whatsoever tagged in the installer
I am not re-doing changes that took me about a 100 hours since my last upload anytime soon
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-27 19:55:11
Sorry to hear that happened. Whenever you're ready I have another glitch. Cloud can't use his Mako Beam limit break. I select limit but then I can't select any enemies.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-27 21:36:24
Looking at my .exe with Libre, I can see nothing wrong with the attack.
Are you using the 1-3 or 2-1 version, just for curiosity.
And can you tell me whats the last date modified on the .exe you're using?
Furthermore, is this the steam version or the 1998 version?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-27 22:49:47
I'm using 2-1
Last modified 12/31/2012 (BootLoader.exe)
Steam re-release 2012
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-27 23:19:23
I went into the trainer to find omnislash and death spiral also don't work.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: DLPB_ on 2014-09-27 23:41:20
since the Reunion patcher destroyed my flevel and the backup was just another reunion flevel all the while I had no flevel option whatsoever tagged in the installer

If this is a bug with the installer I need to know what you did and how it "destroyed" your flevel.  Reunion does not edit flevel code (it does replace some fields but this is with Weapon only and only very few files as of R01), it only really changes text.  The backup file would have been there for sure if you had run the installer once before on your changed flevel.  It does not overwrite it a second time, by design, to stop accidental overwrites.

The way you have worded your post seems to be directly stating that the Reunion installer is broken in some way.  The final thing is that your whole project should never have been put in this predicament to begin with, as backups should have been made far far away from the ff7 root folder, and certainly before running an installer on the game.  I have 5 backups of Reunion.  One is here in Sweden with me on datapen, one is on Google Drive, one is on a hidden harddrive in my house, one is on my main computer harddrive, and one is on blurray disc.

I still need to know how the Reunion installer broke your flevel, though, because if it did, that is certainly something that needs looking at, backup or no backup.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-28 05:31:08
That it doesn't overwrite the backup is something that's not obvious (and if you've worked with other stuff that does auto-backups, it either automatically creates a backup(1) or overwrites backups instead of skipping over it) but I concede that's my fault.

However, when you run the installer and deselect everything but menu overhaul itself (no extra MO options or tweaks) not only did it backup everything (FF7.exe, battle.lgp, char.lgp, chocobo.lgp, coaster.lgp, condor.lgp, high-us.lgp, world_us.lgp, kernel.bin, kernel2.bin, window.bin, scene.bin and flevel.lgp) it also started unpacking the flevel with ulgp (which crashed at field 45, because that's the first custom field apparently and ulgp is still not something one can use with modded flevels) which then resulted in a pretty broken flevel. It returned the flevel all the way to the state of the backup flevel in my case which obviously was a disaster. I managed to salvage about 20% of the work by using the windows previous version function since I didn't expect the installers would mess with the files inside the flevel when I had no actual flevel function selected. (Unless MO wants to go and edit all the textboxes, which in itself would make it completely incompatible with any flevel changing mod like NT or N7 and definitely needs to be an extra option)

I pretty much accepted the loss and moved on. I still want to fix the .exe issue but then I'm probably gonna leave the mods for a while.

I'm using 2-1
Last modified 12/31/2012 (BootLoader.exe)
Steam re-release 2012

No, I mean the FF7.exe
The re-release could be an issue but I won't know until you give me the actual FF7.exe modified date
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: DLPB_ on 2014-09-28 07:55:35
MO option alone should not use ulgp (R02 doesn't, but I'll check R01 at later time), and ulgp should not have any issue with modded flevel....  But even so, a crash during that process should also not touch flevel.  In case it does, I'm unclear where your backup was...  from what you're saying, your main flevel and only backup was in data/field, the exact place where the game loads flevel from.-
.
The backup issue is mentioned in the readme, it's designed to stop people running the installer twice and eliminating the first backup.  For example, if using Reunion on a clean game, all files are backed up in the backup folder and are the clean versions.  They stay there until you manually delete them.  In order to make sure Reunion is backing up the current install, the folder has to be deleted beforehand.  This can prove a real hassle... because installing twice can lead to issues with some mods.  That's regardless of my mod, it's simply the nature of editing an already edited exe-flevel etc with newer versions. Reunion will restore all files from the backup folder before it begins the install process. 

I don't think there is any better way of really doing this...  the real issue here is that installing mods twice over the same files, and mixing mods together, can be a nightmare.

In this case you certainly needed a backup outside of ff7 root folder before installing.  It's an easy and costly mistake to lose your files by forgetting.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-28 12:32:42
10/5/2012 FF7.exe
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-28 15:43:28
MO option alone should not use ulgp (R02 doesn't, but I'll check R01 at later time), and ulgp should not have any issue with modded flevel....  But even so, a crash during that process should also not touch flevel.  In case it does, I'm unclear where your backup was...  from what you're saying, your main flevel and only backup was in data/field, the exact place where the game loads flevel from.-
.
The backup issue is mentioned in the readme, it's designed to stop people running the installer twice and eliminating the first backup.  For example, if using Reunion on a clean game, all files are backed up in the backup folder and are the clean versions.  They stay there until you manually delete them.  In order to make sure Reunion is backing up the current install, the folder has to be deleted beforehand.  This can prove a real hassle... because installing twice can lead to issues with some mods.  That's regardless of my mod, it's simply the nature of editing an already edited exe-flevel etc with newer versions. Reunion will restore all files from the backup folder before it begins the install process. 

I don't think there is any better way of really doing this...  the real issue here is that installing mods twice over the same files, and mixing mods together, can be a nightmare.

In this case you certainly needed a backup outside of ff7 root folder before installing.  It's an easy and costly mistake to lose your files by forgetting.

The first time I ran the installer, about a week ago when I first noticed the .exe issue and hoped the MO option would fix it, I already saw that the R01 installer messed with the flevel but since it put my current flevel into the backup folder, I figured it would always do that. It didn't so technically my backup was that backup that wasn't created.
The agreement in the installer is nearly unreadable due to that sephiroth model that's placed over it btw and there was no other readme included until after the fact.

10/5/2012 FF7.exe

that's a terribly old ff7.exe and judging by that you probably also have all the other mod files terribly outdated.
Download the core-files from the first page and the flevel from twitter and follow the instructions.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Vgr on 2014-09-28 15:58:50
That would be the exe included in Bootleg 040, I believe.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-28 16:20:39
Yup I used bootleg 40
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-28 16:24:30
I can't recommend using Bootleg anymore at this point or even support the version it installs because it's so extremely outdated it's not even funny
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-28 17:21:55
I did everything you asked and the limit break still does not work. 
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-28 18:14:58
Then I'm at a loss. The target data is correct. The formula is correct. Animation data is right. It works for me, too. I tested the 1-3 and 2-1 version just now.
What you encounter sounds like the target data is corrupted
Can you actually back out of the limit targeting by changing characters?

edit: I went and checked the .exe I uploaded too and it works for me there as well
So there is some sort of conflict on your end
Do you have any other mods installed?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-28 18:37:57
I can cancel by switching characters and no I don't have any other mods installed
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-09-28 18:42:16
I think I should reinstal without using bootleg.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-09-28 18:49:34
That shouldn't break anything (At least I hope so)
If the issue persists after manually installing the first page files, it's a conflict with the 2012 version
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-10-01 14:38:21
I tried re-installing manually and I ran into a lot of problems.  I did as much as I could manually, but I'm running on a 64bit Windows 8 and 2012 re-release so I couldn't use Aali's custom driver to install the aeris revival pack.  I tried doing everything with bootleg again and I made sure that no new textures were added this time, and I still got the same result. 
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Vgr on 2014-10-01 14:51:30
You should never run a Bootleg install over a previous Bootleg install. It will not work. It is possible to replace the Nightmare files Bootleg uses by the newer ones, just make sure they have the same filename. Unless Kuugen changed the way Nightmare installs (I doubt so), it will work without any problem.

-Vgr
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-10-01 16:38:09
What are you even doing with the aerith patch? Just follow the first page instructions. It doesn't say anything about installing other mods. I even supply a char.lgp so people don't have to install the aerith mod.

I run 64 bit win7 on the 1998 version and with or without driver, you just paste the files I uploaded on the first page in the right folders.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-10-01 16:38:51
You should never run a Bootleg install over a previous Bootleg install. It will not work. It is possible to replace the Nightmare files Bootleg uses by the newer ones, just make sure they have the same filename. Unless Kuugen changed the way Nightmare installs (I doubt so), it will work without any problem.

-Vgr

"I doubt so"

DOES NOBODY READ THE FIRST PAGE?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: DLPB_ on 2014-10-01 16:49:58
"I doubt so"

DOES NOBODY READ THE FIRST PAGE?

The answer is no they don't.  People on at least two other forums have made the claim that my Retranslation mod forces them to accept the correct translation for names and places instead of so-called canon.  This, despite the fact I have made it clear for well over two years that this is not the case.  It's also there on the main posts.

People are lazy.  The other day I recall someone asking me a question about my audio mod when the answer was on the first page.  It happens relentlessly and you are best off just ignoring people who ignore the main page and readmes.  Your last few posts indicate you are heading for a coronary.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-10-01 16:56:34
No, screaming and ripping people's head off is actually less stressful for me than trying to calmly solve their problems.
But I'm just gonna keep a few stock answers around which I will copy paste from now on if people blatantly ignore instructions.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: johnsonnd on 2014-10-01 18:01:13
That's my fault. I read one little line wrong where it says "incorporates these mods:"  I thought it said incorporate as in I needed to install these mods. Sorry about that guys. If it makes you feel better I've already tortured myself trying to get all this to work but it should help if I learn to read.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-10-01 18:22:27
I am removing that line from the OP
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: YippleDipple on 2014-10-04 22:14:00
I'm sorry that happened Tenko. :-\ As an extremely amateur modder (teaching myself to edit FFVII projects - yours mostly) I partly understand the frustration of losing what you were currently pumping hours into. I thoroughly appreciate your work, and all who are involved in this project.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: invie on 2014-10-08 05:36:18
I found a bug, unless this was an intentional or not.

But using potions, Ethers, Etc... Outside of Battle/Combat stat, Heals Normally Example..

A potion heals for 100,  But in battle stat, it will heal 200 Hp as it describes as. same with other items like those.

Unless I did something wrong within the Installation process which is a possibility
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-10-08 05:40:27
No, healing items heal LESS outside of battle by design. So yes this is intentional.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: invie on 2014-10-08 05:53:02
No, healing items heal LESS outside of battle by design. So yes this is intentional.


Tenko i'm probably an noob when comes to installing these type of mods, but i tried a few times with no success without bootleg, the folders the install process is different from mine, I use steam verison, confused where to put where,  example..

( Nightmare OST ) (Compatible with Steam. Put these in the music/vgmstream folder in the ff7 directory, i don't have that directory, i have a music folder but its in data/music, or data/music_ogg


And Also, how do i know if my verison is current? mine looks like some videos i seen, but not sure if its right, kinda guessed on it.


The way i did it was installed bootleg with nightmare mod, then manual installed core files and other files seems to be working
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-10-08 06:15:55
Each file I supply, excluding the OST, replaces an existing file with the same name. At worst, unrar the .rar and then search the directory for a file with that name and replace that file with the same named file I supplied.


Quote
The way i did it was installed bootleg with nightmare mod, then manual installed core files and other files seems to be working

I do not support an install method like that. You might have to run a Steam-to-98 converter (Somewhere in the forum but I don't know if it's necessary.) Alternatively, do a bootleg install with just the graphical options and then install my mod. But since I supply a char.lgp and battle.lgp, you will have to install custom models again.

If you have a music folder in /data, put the OST there and if that doesn't work (You will know immediately upon starting the game, at the prelude screen, even before starting a new game) just create the music/vgmstream folder yourself


Quote
And Also, how do i know if my verison is current? mine looks like some videos i seen, but not sure if its right, kinda guessed on it.
By downloading the files from the first page of this thread (and the flevel from my twitter) and using these files and these files only. Everything else is unsupported.

Quote
The way i did it was installed bootleg with nightmare mod, then manual installed core files and other files seems to be working
You are missing the updated OST, the updated flevel (important) and who knows what else is messed up. Not supported.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: YourSorrow on 2014-10-27 23:50:18
I can download all but the Char.lgp Mega just keeps throwing out an error on that file only. Anywhere else it's uploaded?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-10-27 23:52:06
I didn't upload it anywhere else because it's so big.
You CAN create the necessary char.lgp manually but I really can't recommend it.
To create the char.lgp manually, you need to look at the Aerith Revival mod from Ultima Espio. You basically need to add the animation files from that mod to your char.lgp
thats pretty much it
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Artemis on 2014-11-01 18:20:17
A noob question but is this mod complete for 3 cds? I was playing harcore mod and is great but this mod have it and a lot of interesting new things so... I decide to ask because in enlish I can miss something u_u.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-11-01 23:51:19
Sorry, but no, it's not complete yet.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Artemis on 2014-11-02 02:20:14
Ok thanks! I have to revert the mods now u.u perhaps they should put a hint in bootleg or something because there is not a big sign saying that is not complete. My answer is, if you install it, and you finish disc 1, what happens to 2 and 3, normal gameplay with hardcore?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-11-02 16:52:22
The beginning of disc 2 is overhauled but after that it's regular hardcore mod gameplay.
Title: Installation help
Post by: mrfranswa on 2014-11-18 20:19:26
On the front page, it says the following:

(Full Flevel, which is required but I can't link here for drama reasons, on my twitter profile, twitter.com/KuuTenko )

Could someone please link me to this download? I can't find it anywhere. I really want to play this shiz
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2014-11-19 21:03:31
If you go to my profile (literally twitter.com/KuuTenko) theres my profile text on the left side. The following text:

Platonic Sadist, Author, Menace to those who enjoy SHIT, Writing Yuri Fanfic of many Fandoms. Nightmare 7 flevel: http://tinyurl.com/k

(Of course I can't post the full tinyurl link here, just go to twitter. The tinyurl link takes you to google drive)
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Deadbees on 2014-12-29 19:30:08
how's things going? i'm enjoying the mod so far! only played like an hour or so and still not out of the reactor, bad luck with fights after scorpion haha.

During the parts where the voice talks to you, is it supposed to say execute program so and so?

Well keep up the good work, hopefully it's closer to starting disc 3 soon!
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2015-01-01 18:57:00
Yes, that's intentional

Work on the mod is basically abandoned
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: ZaruenKosai on 2015-01-04 00:53:44
Sorry to hear that I had enjoyed it but was waiting for a more complete version before dabbling too much....

Life must take priority over video games though and when modders are not paid there is not much to do but wish you good luck for your future.

 Good luck to you Tenko :)

Thanks for all the work you did  on this mod. 

Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Alby4t5 on 2015-01-06 12:11:18
I'm having an issue with this mod regarding the music. I read where to unpack it, and even after making a directory for the files, the game still refuses to play them. Is there anyway someone can give me some help on how to get them properly placed so the game will actually detect that they're there?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2015-01-08 09:47:36
You need to have Aali's latest driver installed (which in turn breaks the .exe for some people)
I forgot what exactly it was but you also need to make an entry in your ff7_opengl.cfg file about the music plugin or something
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: ShinraSoldier on 2015-03-23 05:37:18
I'm not sure if this is the right place for asking, but anyone knows what are the numbers to unlock the safe in shinra's mansion?  :)
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Kefka on 2015-03-25 08:58:48
The combination is: 36, 10, 59, 97.

All of them are hidden within the Mansion, if you want to find them they way it's supposed to. In the bottom left room near the entrance, there's a letter on the floor which gives you hints about the whereabouts of 3 of the numbers.

The first one tells about the top of a chest, so just check all the treasure chests again after you opened them (it's the one upstairs near the safe).

The second hint "Behind the Ivory's short of tea and ray" might be hard to understand, but it means the piano on the ground floor (maybe because piano keys are made of ivory? Don't know). Look behind it and you'll read the number on the floor.

The third hint refers to a creaking sound that you can hear once you run over a certain spot near a chair in the right wing on the second floor (you have to listen very carefully to hear it). From this spot, go 5 steps left, 9 steps north, 2 steps left and 6 steps north. Search the floor where you'll read the third number.

The fourth number is acutally written on the letter near the entrance, but it's hidden. When the letter lets you select hints to the first 3 numbers, you can actually select an invisible fourth spot below them which tells you the fourth number.

This is the proper way to aquiring all the numbers.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Sega Chief on 2015-03-25 14:23:29
The safe code was changed for Nightmare 7, hopefully the clues are the same.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2015-03-25 19:32:56
The clues are different and it's been so long since I last looked at the safe thing, I originally planned to change the clue locations too, that I don't remember the combination anymore. It's fairly easy to check what it is in makou reactor though.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: gabrilene on 2015-04-29 07:06:29
The clues are different and it's been so long since I last looked at the safe thing, I originally planned to change the clue locations too, that I don't remember the combination anymore. It's fairly easy to check what it is in makou reactor though.
Where exactly in the Nibel reactor can we find the answer? I've been searching for hours and still nada. Can we get it on the first trip to Nibel or do we go back after some events.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: gabrilene on 2015-05-01 03:26:51
Finally got the Basement Key! I tried solving the puzzle but I keep failing every single time. BTW, there are at least 96,059,601 possible combinations but I just needed one.

I even tried hacking my save file to get the key item using Jenova, Black Chocobo, FFVII Character Editor, Cheat Engine, etc. but the item is still not appearing.

I even tried using modding tools like Makou Reactor, ProudClod, etc. to find the code or to make a duplicate key but still nothing.

Then I realized about ten minutes ago that I still have the vanilla flevel.lgp so I used it instead and used the original 36-10-59-97 code and viola! Now on with the story... after I overwrite the vanilla flevel with the nightmare flevel of course.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: another_human on 2015-05-14 18:00:38
Hey. Apologies in advance for this but I'm going to ask a ridiculously easy question:
How do I install this mod properly?
I've never really done a significant amount of modding before, but ff7 is my favourite game and when I stumbled on this mod I knew it would be worth a try.

I've downloaded all of the files (including the flevel thing) and pasted them all into the relevant folders with some success. I seem to have every other aspect of the mod working but not the difficulty bit! I've got the character models, the ost, the new lines of script. But still the same difficulty. Have I simply put the core files down wrong?

I'm trying to do this without using bootleg because I can't get that to run on my laptop. Is there some other step that I'm missing out that I should do before I drop the files in? I tried converting my release from Steam to the 97 version but that didn't seem to change a great deal.

Thanks in advance and sorry, again, for being so dense about this.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: squallslilbro on 2015-05-19 00:36:24
First of all i'd like to say i'm absolutely loving this mod, however i keep getting stuck in some parts and with the lack of a walk through of any sort i'm starting to get extremely frustrated.

anyway im currently stuck on floor 66 of the shinra building and cant seem to stand on the toilet with the only options are to flush or walk away. am i missing something somewhere? I've been round the entire building and cant seem to find anything hint wise. sorry for such a silly question in the thread.

Great work on the mod by the way its a shame you had to quit work on it.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2015-06-05 06:23:08
Talk to everyone on floor 66 several times
You have to talk to NPC A, then B, then C then D and so forth to get the option
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Nikkolas on 2015-10-16 12:26:45
So even though this mod isn't complete, would you all recommend it? I was looking to replay FFVII all the way through again.

I never played gjoe's hardcore mod so If it that is what the mod turns into after some of Disk 2, it'll still be ne and interesting content, right?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: EQ2Alyza on 2015-10-16 12:35:27
Hardcore mod is just a difficulty mod, so you'll only see changes with the battles after Disc 1. You will also encounter some added bosses through the end of the game.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Nikkolas on 2015-10-16 13:19:40
That's enough for me. Although what happens to the job class stat growth and new materia/skills after Nightmare?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Sega Chief on 2015-10-16 17:43:18
This mod won't turn into the Hardcore Mod going through Disc 2, specifically because you'll still be using N7 items, equipment, characters, etc. Also, I'm fairly sure that every enemy has had their stats jacked up so it'll be a completely different experience on that front as well. Problem is, you'll likely encounter crashes/soft-locks while going through Disc 1 as there are bosses and enemies with AI problems or attacks that haven't been properly set with an animation (only Midgar was fully completed).
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Nikkolas on 2015-10-16 18:56:58
Oh hey SC! Dunno if you remember me but your New Threat Mod was awesome and you helped me out  because my stupid mods made it so some things didn't work right. It was a lot of fun.

I was just looking to try my hand at another mod that changed the gameplay. But if it's as incomplete as you say, maybe I'll just do gjoe's Hardcore mod.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Trtreiber on 2015-11-27 12:00:09
Just a quick question:

Was playing nightmare mode (loving it though it ends pretty much fully after you leave Midgar) but still...

When I got to the world map, the song playing in the background... WHAT IS IT?  It sounds super produced professionally, very orchestral and has like choir like singing throughout, really awesome song.  I've tried everything to figure it out and cannot seem to find it (used a song look up app on my iphone, tried looking through the files directly specifically this song which is titled ta.mp3 under the custom music part, obviously scoured through anything online and this site qhimm forums)  It's specifically from the Nightmare OST which is AMAZING but it's bugging me about the first overworld map song cuz I'm sure that I've heard it somewhere else before but cannot figure it out for the life of me...

Any info would be greatly appreciated!

Thanks
TT
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: mobhunter911 on 2015-12-02 04:18:25
is this active. i am loving this mod but it is glitchey for me even in  the church. when leaving the church. possible crash.   also i cannot get aerith to give me the restore materia. has anyone else come across this problem.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Tenko Kuugen on 2015-12-09 04:20:43
Just a quick question:

Was playing nightmare mode (loving it though it ends pretty much fully after you leave Midgar) but still...

When I got to the world map, the song playing in the background... WHAT IS IT?  It sounds super produced professionally, very orchestral and has like choir like singing throughout, really awesome song.  I've tried everything to figure it out and cannot seem to find it (used a song look up app on my iphone, tried looking through the files directly specifically this song which is titled ta.mp3 under the custom music part, obviously scoured through anything online and this site qhimm forums)  It's specifically from the Nightmare OST which is AMAZING but it's bugging me about the first overworld map song cuz I'm sure that I've heard it somewhere else before but cannot figure it out for the life of me...

Any info would be greatly appreciated!

Thanks
TT

TA is SHI-KI from the Shiki anime OST, track 22
https://www.youtube.com/watch?v=z8h30eGlmmI
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: roxas86 on 2015-12-24 10:37:00
Hello everyone, I am a long time I enter the forum , I wanted to know the progress of the mod nightmare , if by chance had been completed : ) ...... if it were full thing which files ( torrents ) I download ( link ) thanks to all and wish Merry Christmas ; )
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: tuecer on 2016-01-12 09:51:05
Decided to pick up FF7 again to mess with and decided to give this a whirl. I hope that this hasn't been dropped forever, as the concept seems very nice, and I'm enjoying the fresh aspects of this while we await the full on remake.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: EQ2Alyza on 2016-01-12 09:57:36
It's dropped forever, unfortunately.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: DrakeRavenwood on 2016-01-16 10:45:07
I GIVE UP What is the combination to the safe in Shinra mansion in this mod
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: DrakeRavenwood on 2016-01-16 11:15:48
Most of this mod actually works great for me, a few issues with the game crashing entering battles.

Like at the first reactor, the was a random battle in the exact same spot before reaching the boss, I used save anywhere and disabled the mod until I cleared that screen. Again just before the plate fell, there was a 'random' battle in the exact same position every load so I did the same as above. Then again when getting the chocobo materia after talking to the chocobos (and dancing) the battle initializes but just before the battle menus appear it crashes. Same again during the flashback after the monster breaks out of the pod, crashes just after loading, bit of a bugger but not to much of an issue 7th Heaven is amazing I just disable the difficulty mod and then reenable after that points that had issues. Loving the battles so far the only infuriating one I had was Tseng and that other guy, when pretty much everyone is afflicted with confuse I sort  of sat back and waited for one party to kill the other, amazing I (or the AI) won. But thats probably my Materia setup to blame.

Main fix is I turn off all random battles and thats avoided most issues. Thanks again for the great work you put into this. But yeah If you remember the safe combination let me know, I realized there are a few posts about it earlier, so sorry for being a broken record and missing them.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Kryalis on 2016-04-30 11:21:23
I can download the Battle.LGP and Nightmare OST files but why can't I download the Core files and Char.LPG files?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: EQ2Alyza on 2016-04-30 11:44:59
Links probably died after the author dropped the project. t's only completed up to the point you leave Midgar, so I wouldn't worry about this one.

New Threat is the top gameplay mod. Go check it out :)
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Kryalis on 2016-04-30 13:05:58
Mind linking it?
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: chocobo_knight on 2016-05-03 16:52:56
I went to download the mod and the links are dead.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: Kryalis on 2016-07-27 14:59:09
In the OST what's the name of the song that replaces the Bombing Mission song? The sound file is ob if you need to know which one I mean.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: mobhunter911 on 2019-09-09 21:45:15
HELLO PLEASE HELP ME , i have missplaced my files to play the game, in this total conversion, i recall an installer or something, i dont know, i havnt played since my brother passed away, i have been trying to piece the files together one at a time, can someone please help me. anyone have them, can host a lil please...
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: lupo90 on 2020-10-03 17:24:42
Can you please provide a link to the mod?

I know this has been discontinued, still this is one of my favourites if not my favourites among all mods,

Thank you!
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: cloudiar on 2021-04-09 03:38:56
Honestly glad for the down links, this mod uses my demo without permission and is the reason why I have not uploaded anything else.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: orichalcon on 2021-04-09 05:17:05
it should be a rule that if a mod uses work from another modder then the modder must not only consent, but also must be credited in the OP of its thread, AND the readme, or else its not allowed to be posted here


i have another minor issue in which i've gained Panteleimon's consent to fork his UI mod, but he used some team avalanche stuff in his mod without proper crediting and now i dont know who made what and who to credit, this would solve issues like that as well - as well as make everyone feel a bit more protected in contributing content here
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: lupo90 on 2021-06-25 12:05:30
I get what you mean but there's no profit in this content as it is free, and for preservation purposes, it is useful if someone would be so kind to post an archive as there cannot be found any
Thanks all!  :mrgreen:
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: KittyJaws on 2023-01-13 17:17:17
So does anyone still have Active links and/or the Files saved on their computer? I'd love to play this mod to see how chaotic, glitchy, and hard it was, but I can't find any valid links or know anyone active claiming to have the Core files either.
Title: Re: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)
Post by: lupo90 on 2023-01-15 23:17:26
So does anyone still have Active links and/or the Files saved on their computer? I'd love to play this mod to see how chaotic, glitchy, and hard it was, but I can't find any valid links or know anyone active claiming to have the Core files either.

Still no links found, if anyone finds any link please do share with us.
For those who will play it if we find it, there's a system of hidden items throughout the game. Such hidden items do not shine nor have a chest, there's just a sound played, and if that area is examined, you may find weird or great items.