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Messages - Tenko Kuugen

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26
FF7 music isn't encoded.
And don't double post.
And please just leave and never come back.

27
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

28
Technically I meant that Bank 5 is used since Var 5:10 (usually 5:10 or 5:8 or something like that, you know what I mean) is used in questions.

29
They are all unused... since they reset to 0 every time.  To avoid conflicts you should check the script with Makou.

Bank 5 gets used in basically every question in the game to short-store the answer. You obviously can't leave the field while you're answering a question dialogue.
I don't remember if I've seen bank 6 used but I believe so, again, for temporary stuff just for that field.

30
On the dub vs original voices thing
It's more relevant to the KH franchise but FF, especially 12, had some dub-over-original voice acting too
Of course there is usually at least 1-2 voices in either language that annoy the fuck out of you

31
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-12 15:50:59 »
I'll maybe go hunting again at some point, in the trouble-shooting thread.

It's easier to look through the gameplay forum and for threads I made
There's a bunch of other stuff you can use.

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-12 09:04:16 »
You should have modified the shops, Sega :)

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-10 11:10:47 »
I don't keep my shit documented(yes, I now, too, know what an idiotic thing that is to do) so that's gonna be a real hassle.

Materia shit
http://forums.qhimm.com/index.php?topic=13647.0

The actual "attack" that poison inflicts is hard-coded in the exe that just sets the element and power. The element is set as a word and located at 0x5C9FCB (0x1C93CB). It's traditionally set to 0010h. Set that to any element mask you want. 0000h would be non-elemental.

I've been very distracted with lots of IRL stuff, but I've given this another look-over and believe I've found the location of the cause. I'll give a little detail:

First of all, remember this address for me: 0x43374D. This is the start of the cause of it all.

In a nutshell, if a target nullifies the poison element then they are granted poison status immunity. Makes sense, right? Why needlessly inflict a status that will do a 0 damage attack.
However, if they're immune to the poison status they instantly get granted poison element immunity. That sort of makes sense. If they can't be poisoned then they shouldn't be vulnerable to the element that should cause it. This would make attacks like Bio do no damage to a victim that is immune to the status. I see the logic, but only in a deeply-thought out way.

I think that's right. The asm is getting a little confusing and I'm making one or two assumptions. Either way, make this change:
Code: [Select]
0x433765 (0x032B65)  74 -> EB
and tell me if that satisfies your need. Fastest way I can think is the Custom Sweepers or Devil Rides outside Midgar, but it's up to you.

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-09 20:12:34 »
The problem with the poison weakness was always that enemies, besides getting double damaged, also get poisoned. I might be off here, but I think enemies that can't be poisoned are also immune to poison damage. Thus fights against the Turks tend to be easy thanks to them getting sick with anthrax or something.

I actually changed this in my mod with NFITC1's help. I'll look up where he explained it to me and hand the changes to Sega.
It unhinges the poison status from the poison element. the poison status damage is non-element then and the poison element immunity does not also grant poison status immunity.

35
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.

36
No, healing items heal LESS outside of battle by design. So yes this is intentional.

37
Gameplay / Re: Final Fantasy 8 difficulty mod?
« on: 2014-10-04 01:49:24 »
Are you pants on head out of your mind or something?
Do you even know that STEAM WORKSHOP only exists for games where modding is approved by the developer? No? TRY SOME COMMON SENSE DUDE because once again the first result on google after "final fantasy steam workshop" tells you this

You are in a goddamn modding forum. Theres threads with FF mods everywhere. What in the f*ck made you think I am talking about steam? You have over THIRTY POSTS and yet you don't goddamn know we have mods in this forum?

Oh and by the way, I am calm. I just find ULTIMATE JUSTICE in yelling at people who are so incredibly lazy they would DIE if BREATHING wasn't an automated process.

38
Gameplay / Re: Final Fantasy 8 difficulty mod?
« on: 2014-10-04 01:11:10 »
"Has one"
"any chance we could ever seen one for FF8"

Please, did you even bother to expend the absolute minimum effort and look into the damn gameplay release forum?
Theres not one but closer to a dozen FF7 difficulty mods and a bunch of FF8 difficulty mods

There's a goddamn FF8 difficulty mod listed AS THE FIRST RESULT ON GOOGLE when you google "Final Fantasy 8 difficulty mod"

It should be a CRIMINAL OFFENSE to be this goddamn lazy

I get really sick of people not only not reading but not even LOOKING either

And don't even get all uptight on me for giving you shit. There's a limit to how much laziness is humanly tolerable and this is way beyond it

39
I am removing that line from the OP

40
Completely Unrelated / Re: Windows 10 REVEALED
« on: 2014-10-01 16:58:36 »
All the microsoft products are going with the "One" theme right now so they skipped 9 and when with One-Oh


Yes. It's really that stupid.

41
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.

42
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?

43
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.

44
General Discussion / Re: FFXIV - A Realm Reborn (2.0)
« on: 2014-09-30 23:28:51 »
Censorship much Covar? It's not like anyone was gonna pass out links and their existence is not a goddamn secret

45
General Discussion / Re: FFXIV - A Realm Reborn (2.0)
« on: 2014-09-30 13:28:36 »
No. ~Covarr

46
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

47
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?

48
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

49
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.

50
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

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