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Final Fantasy 7 => Other Mods => Releases => Topic started by: genesis063 on 2014-04-18 20:57:58

Title: [FF7PC] Sephiroth Story mod with new villian and motive! (2016-01-08)
Post by: genesis063 on 2014-04-18 20:57:58
Iro and related files:
go to this link to get Iro http://forums.qhimm.com/index.php?topic=15520.0
https://www.dropbox.com/s/hlg6qw6wh2u36jw/weapon%20and%20item%20patch.WM?dl=0 (https://www.dropbox.com/s/hlg6qw6wh2u36jw/weapon%20and%20item%20patch.WM?dl=0)
https://www.dropbox.com/s/hksitiqzrbku19z/FF7-ProjectS.exe?dl=0 (https://www.dropbox.com/s/hksitiqzrbku19z/FF7-ProjectS.exe?dl=0)
Safer exe: https://www.dropbox.com/s/6rtqx6c79011ewj/ff7-projectS-Safer.exe?dl=0 (https://www.dropbox.com/s/6rtqx6c79011ewj/ff7-projectS-Safer.exe?dl=0)
For info on how the catalog link works go here.
http://forums.qhimm.com/index.php?topic=15520.0 (http://forums.qhimm.com/index.php?topic=15520.0)

Update: As of the current release of 7th Heaven catalog 2.0 this version of the Iro is highly out of date and not optimal.  Go to the link provided as EQ2 has made a very advanced version with all the configurations and in-built compatibility options for others mods.  Once Safer is done then the mod will be completely done and once I get the expansion fights to work properly I will provide that to her as well.  After that I fully plan to make my version of the crisis core events with Sephiroth and new soldier members along with Zack and Cloud.  I will also go back and redo some scenes in the original story mod to make it flow better and naturally.  More on these at a later date as not sure when I will dedicate all my free time to those projects.

Update: updated the iro's to allow for changing of Cloud's weapons minus slayers.  The masamune sound files are properly changed to have the correct slash sound.  EQ2 was notified of the updates so be patient for her release.

update: Gave EQ2 files for my Safer and weapons and battle model swaps.  For now only Sephiroth weapons work right.  I may have to redo Clouds as there are issues with them showing up correctly.

update: got in contact with EQ to get my mods in the iro for 7th Heaven.  It will include the core game and any other updates to it there.  I will add the link along with the old one.  Be on the look out for it soon.  Got Sephiroth versions relatively done.  Next is Cloud's battle model and weapons.  Then after that is the expansion with some great new items for Sephiroth and materia.

Update: added files for Safer Sephiroth in a standalone Iro.  More to come if this update works.  I'll upload the exe after I test it to make sure it worked right.

Update: When you first reach Corel when the three npc's get angry at "Barret" have Tifa in the party and in the third slot.  I hope this to be temporary and hope to figure out what is going on to make the map to fire off right.

update: So I did a down and dirty making damage and death animation.  Ansem successfully modded the rtab to register them.  I hope to one day take care of item and special attack animations.

update: Just realized I forgot to change the revision on the google drive.  This should be fixed now and you should have 3.25 as the latest one.

update: Here it is the new iro.  Here is a patch notesish run down nothing really major yet.  Things really needed are clean up and ensure a smooth playthrough:
Fixed the Barret animations affecting Cloud's who he replaces.  He should be using his and the sounds associated with them.
Fixed Sephiroth's weapons missing or in the wrong spot.
Fixed some text issues
Still going through and fixing text issues and may need to redo the final battle area if it doesn't fire off right.

Update: This is to show that one I am alive and kicking and life willing i'll be around for a little while longer.  Two this will outline what is left for this portion of the mod.  Things to do is give support options for the menu overhaul and reunion patch.  I'll update this with essential patch notes.  Finally verifying the final fight goes as intended.

Update: uploaded a new exe to support the new to old patcher one so the text does not look screwy.

Update: fixed an issue that caused Vincent not to show and lock you in the elevator scene.

Update: fixed and issue that made you stuck on the plate mission when talking to Tseng after battle with Rino.  I am actively playing myself to catch any unforeseen bugs.  Just got to that part so it'll be a slow play through.  If you come across something further in just give me either a video of the actual mod or give me a very detailed explanation of what is happening so I know if it is and improper window size or animation.

Sorry for the inconvenience guys when I set up the gdrive on VB it seems it changed the main link.  The new proper link is in so it should get the proper file.  Sorry again guys but you should be good to go. 8-)

Update: proper one is updated so the iro is correct and current.

Update: for some reason the new iro didn't go through.  I believe I may have fixed this.  Found the issue which I just derped and now loading in the right one and just waiting for it to finish.  Going slow so it my not be out for awhile.

Update: uploaded the changes to limit animations to use magic cast animation thanks to General Ironside.  Working on configuration settings for the iro.

Update: uploaded and update iro.  This should fix the chests and the flashback issues.  Will release other iro's for other Sephiroth projects I am working on.

Update: thanks to the formerly named General Ironside we have a fully working Safer Sephiroth with changes to the other limit breaks.  Now when you use them they'll have a magic cast animation when using them.  Once I get the testing done and such I'll make an iro version for those who need extracting for direct method and then a configuration setting that I am going to be working on in the future as there will be quite a bit of files to use.  Also planning on working on compatibility for menu overhaul and reunion.  So look forward to that.  I also got to set time aside for the prequel since I teased it.

Update: New and should be fixed IRO is up.  As I wait for the files to finish uploading here are the changes and plans I am making.  So Kalm Flashback fully tested and got the kinks worked out.  Now that that is settled I plan to go back and change the name change so it is just Sephiroth as the text gets messy with one word dialogue in the game.  Also working on configurations for iro users and going to try to rework the dialogue to make it make more sense who is saying who.  This will require some time and testing to get right.

Update: put the files and links to the top.

Update: added the link to 7th Heaven setup and how the catalog link works as some people may not know.  Added the new DA files for Cloud as he had the wrong ones.  Also most of the scripts relating to cait are replaced to say Barrett as Cloud replaces him.  Got a few more to go but got a majority of it done so this should tie you over for awhile.

Update: added the limits link at the bottom next to the iro and weapon pack.  Released a new update to give the proper renaming table when recruiting Cloud.  Also Kyte model was missing in some flashback scenes those are fixed now.  Next is to edit the script a little to make the scene go right like Sephiroth telling Kyte everything and it reflecting right.

Update: going to try to take out the Sephiroth field char.lgp as it is not needed since you can match it with other fields.  Also going to make the dragon more balanced.

State of compatibility with other mods.  Do not use gameplay tweaks or menu overhaul as it will mess up the battles as this mod only uses the old flevel and exe.  At some point with others blessings and when I can learn how to make configurations in the mod that will happen.  What I suggest you do is turn on other mods with this one by one to figure out which go with it well.  The iro should be working fine unless you get those errors and have those mods on.

update: misunderstood how the scene.bin worked thought the little exported scenes would work but now I repacked them in the main scene.bin so it should work.  Later going to test the naming of the folder is see if that was what I was doing wrong.  Otherwise the iro should be good to go now.

Update: New iro uploaded and is the right one so download away.  Part two: made a kernel patch as 7H heaven will not use them yet.  The link is under the catalog.  Be sure to use Wallmarket to apply the patch then save it and close.

Update: Iro went bad as I tried to use the windows 8 7H to setup the iro and it didn't like that.  This should be the right one now as I used the windows 7.

Update: So almost forgot to fix the Red Dragon battle (slam head against the wall).  Probably got to do that for the blue dragon too do that later.

Update: So everything should run smoothly now and hopefully this is the last one except for hopefully minor tweaks still left.  Also put the version number to it's proper number and zipped the exe for the limit breaks.  Just have 7H Heaven use it.  Going to replay it myself and hope that it is all good.  Notice anything please let me know.  If anyone can tell me how to do the hex part for it to go into the iro then please give me idiot instructions on how.  Otherwise use this https://www.dropbox.com/s/8v1zvizuscl9jj8/Story%20mod%20limits.zip?dl=0

update: fixed the final boss fight and changed some variables and hopefully the fix the game over bugs if you are getting those.  Kyte is not changed in all his scenes yet so you'll notice variations.  I was going to wait until I gave him the new look everywhere but figured you guys waited long enough for the boss fights.

Update: Well guys sorry I haven't been fully active on here.  I am still working on the Sephiroth Animations and using Cloud for more animations.  I think I can get the coat tails in but they will be a little tricky.  The worst will be the hair I just need to figure out where to attach and make it a single piece.  I will probably make different hair styles with him later on down the road.  Got into a weird snag with the story.  I think when I moved stuff over to a flash drive the one I was using got moved over.  I will most likely copy over another flevel from the IRO.  I will try to get to those bugs towards the end of the game soon.  After that is set I will move to plans for the prequel Sephiroth version.  Till then I hope you are enjoying most of the mods that I have unleashed.

Update: Well I promised to give you guys something and here it is.  Keep in mind this is not a 100% finished.  Let me know of any bugs you come across.  Use your 7th heaven to update the sub.

update: I am planning to release another version and it will have changes to how a limit will be acquired and Cloud will replace Barret's model instead and will use his weapons and edited appropriately.  I am not sure when I will put it up but plan to have it up hopefully before the weekend is over.  He will still replace Cait in the field but since the limits will be stuck using his mechanics I had to redo it.

update: So there is a slight problem with Cloud's limits.  It seems that on the second limit the slot will still come up.  I may have to swap Cloud out with Barret though Cait will still be replaced.  I just need to edit Barret accordingly.

update: So I tried to get the kernel and scene bin to work with 7th Heaven but it can't read the files.  Until there is support for it stick to the two patches.  Everything else will go through the iro and the exe for the limit mod is recommended to be rename FF7-ProjectS.exe and set in the settings to be launched through 7th Heaven.  Keep in mind you'll need this for a shop in the HQ.

update: I seem to have fixed the catalog issue!  Now when I get another revision I'll go through any steps that might need to change and be done by you.  It seems for some reason it was set to the old version and was locked in it.  There can be many factors for this to occur.  One it is a good idea to go through the 7th heaven folder that gets created after you install mods.  For some unknown reason it likes to keep all versions.  More then likely all versions until this one are still version 1.  To fix this you'll need to go into the folder delete all versions you have if you don't have the just newly added correct version 3.  Once that is done uninstall the mod then restart 7th Heaven.  When that is done relaunch 7th Heaven then redo the steps to install the mod and download it.  When it is done you should be able to activate it and see the changes.

Update: made installation easy to do now it should be a one click process after initial setup for any updates and there will be many.  Steps to install the mod first you'll need 7th Heaven.  Clear the appdata cache so 7th heaven is no longer saved in it.  Once that is done launch it again and when it prompts you click yes on both options.  Then in the sub paste the link provided.  Once that is done click the workshop button and click check subscriptions now.  Once that is done click on the catalog tab and you should see the mod with a very nice picture of Sephiroth compliments of cmh175.  Click the download button and wait for it to download then go to library and hit search then you should be set to activate it.  When it pops up I suggest you right click and set it to update automatically.  The only thing that isn't in it is the limits as that is exe based.  Just keep the exe provided in my other release and rename it to -projectS if you like.

https://www.dropbox.com/s/ufiphrto2153ssh/Sephiroth%20Story%20Mod.iro (https://www.dropbox.com/s/ufiphrto2153ssh/Sephiroth%20Story%20Mod.iro)

Update: added the boss battle mod patch for Proud Clod I thought that only one was needed turns out I was wrong.  So apply this patch along with the ultimate weapon drop.

Update: Created a folder with all the folders named after the lgp for ready to do installation just take out the two patch files and patch them with Proud Clod and Wallmarket.  For the exe just use the limit break one and rename it FF7-ProjectS.exe and go to settings in 7th heaven to have it launch the new exe.

Update: Thanks to cmh175 I have successfully made Sephiroth bootleg compatible with the new weapon mods for Cloud thanks to slayernext and Millinia for supplying two awesome mods.  When Cid's or if his get reworked i'll update his a well but for now just the normal weapons.

Ran into some more issues but working to fix them.  For one the final battle is broken working to fix the issue and Kyte will look very different from how I wanted him to look.  So anyway don't fight the final boss of Kyte till I fix it.  Also treaking the other fights and the first Kyte fight will drop what Jenova does.

update: I believe I have fixed and issue that makes the game think Sephiroth is Barret.  I believe this happened when I was tweaking the kernel one time and forgot about it.  I believe I fixed this issue.  Also added a chibi version of Kyte which will replace Cloud's buster sword field model.  Just use a Char lgp with the chibi version and patch him in or us ulgp to encode him.  Not sure how the head will look as the original files are clearly noticeable from each other.  However if some who knows how to make it work better then be my guest but just give credit where it is due please.  If you have the old patch of the kernel bin please use wallmarket to patch it.  Also for those stuck on the flashback because of this issue please us BC to change him to the right person and that should fix any issues.

Today I finally release my story mod for playing Sephiroth.  There is still a little work left to do.  I am releasing it so you guys don't have to wait.  Details towards the end of the readme.

I like to thank everyone for the wonderful tools for without them this would not be possible.  Naturally all the characters except maybe Kyte as he his my concept of character are owned by Square and I have no right to any credit of the characters except maybe as I mentioned before.  I hope you all enjoy and any issues let my know.  I know I have trouble with getting Sephiroth to show up by patching him in battle therefor I have to recreate the lgp.

You can also get it on my site.

Update: well the flevel will not patch for some god unknown reason.  The only way to get it for now is to use the lgp but as there is legal issue with the whole lgp even though it was heavily edited I still can't post it.  So far other patches work fine.  Alternatively what you can do is use 7th heaven.  Both versions will be in the download.

Added the animation for the past should continue on now.  The map is mtnvl6b.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-18 22:06:09
Hey

it saids on dropbox

the file has been deleted

so i can't download it

so can you reuploaded please
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-18 22:29:54
I was updating try again.  Also I forgot to change around the limits for Cloud as Cait did that now working on the weapons.  The only thing is Cait has three less than him so I have to get them and figure out which one of them they actually are.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-18 22:34:17
hey

it still saids nothing there on dropbox

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-18 22:46:20
Waiting on it to finish and will then re post the link.

Update: link updated
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Covarr on 2014-04-19 04:06:12
For legal reasons we can't link to full LGPs and EXE files. I recommend building patches, such as with xdelta, and either including an installer that applies them automatically, or a tutorial explaining how to apply the patches.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-19 16:29:59
Hey

I found a new glitch on your mod

when you bust in the seirra building

and when kyte fights with you, his model is not there in the battle scean

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-19 17:04:20
hmm weird do you mean in the final battle or during the Jenova ones?  When I tried to do patching it never works.  Though I guess I was using them wrong.  Plus I think it was because it was read only and cant seem to get it off it.  Also I remember doing it before with my battle model release and it wasn't an issue.  I'll try to get the program and try working with it.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-19 17:08:24
Hey

I mean is

when you bust in the seirra buliding

and when you go in the evelator to beat random enemys before you fight the three guards

to get keycard 60th

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-19 17:18:39
Hmm weird didn't mess with those.  I mostly left the original scripting of the game alone as far as items and such.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-19 18:45:50
Hey genesis063

your mod softlocked on me today at the moko rector

when sephiorth went to kalm to talk about his past

and when they were about to enter the rector

the game softlocked

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-19 19:21:29
What do you mean by soft locked?  It worked smoothly for me.  I'm also replaying so I may come across it too thanks for the updates with your progress appreciate it.  I am working to make them patches and distributing the files names so they can be used with others using 7th heaven.  I am also creating and exe version of the mod.  So you have many options to install the mod for your preference.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-19 19:33:35
Hey

After sephiorth saids tifa you wait here

nothing happens and the game gets stuck at that part forever
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-19 20:16:50
What scene was this in?
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-19 20:20:47
Hey

after you leave magar for the first time

after beating motorball

and when the others tell you to go to Kalm

and when sephiroth talks about back when he was 10 years old

and after the bridge breaks apart and everyone falls down and they talk about the crystal

and they walk automanully to the rector and then tifa saids can i come in to and then nothing happens

take a look at this screenshot

(http://i59.tinypic.com/106wwuv.png)
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-19 20:30:29
Okay found the issue for some reason I missed the third animation that is suppose to play.  If you have Makou Reactor it is easily fixed my putting in erge for the young cloud or sephiroth model as it is now.  If not i'll be releasing a patch for it later.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-20 07:06:35
Hey Genesis063

did you fix up that 1 broken animation

i told you about yesterday yet

and keep up the great work with this mod, i really like using it alot
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Kaldarasha on 2014-04-20 07:29:56
You can easily create a patch with 7th Heaven.
You should try this thing out anyway, it would reduce drastically the size of the mod. After all you only need to pack added and/or swapped models, not the whole lgp archives. I also think that for the ff7.exe DLPB's Hext.dll could do a smarter job.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-20 12:09:19
Hey

I am just wondering

if you fixed up that 1 animation glitch with sephiorth past yet

let me know please

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-20 17:16:19
Yes though i'm not sure it was included in the update.  It's easily fixed by hitting the green plus button on the model animations list and having the mentioned letters being at the end if you have makou reactor.  I'll take out the file and put it in the folder now though.  Kaldarasha the only thing with that is my 7th heaven is messing up also for the hext.dll I am a little ignorant on how to work with it to be honest.  If someone would like to do it and release it given due credit of course or give it to me to upload then they can go right ahead.  Also not apposed to learning.  The only thing though is the flevel I do have to use the whole thing as I edited almost all the maps in the field.  So far for that the huge folder is really the only option as I can't use the lgp.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-21 00:42:11
Hey

another bug report

when you fall off the bridge at sephiroth flashback

only three party members rejoin your group while kyte just stands there all day

stairing out at space doing nothing

and at part 2 of the flashback, when sephiroth goes into kyte mashion, it just goes to black screen of death all day forever

and is anyone else having these problems as well
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: cmh175 on 2014-04-21 14:29:41
I could take a look and try putting together the 7thHeaven mod. Shouldn't be too difficult really. Just send me a pm with everything necessary for it. And anything for extras, like a mod icon and preview images if you like. I'll send it back in a pm when it's ready.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-22 00:23:09
Thanks cmh175 that would be awesome if I can figure out why it wont work even on a fresh install.  I figure out why people are having problems.  For some reason it thinks Sephiroth is Barret.  I think it came from when I was messing with the files in the Kernel bin.  Easy fix is to use BC to edit him back then the script should fire or normally.  I created a patch for it so once you use that it should run smoothly.  Editing certain scenes to make it more natural like the mako fountain scene.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-22 10:39:52
Hey

what BC program is genesis063 talking about

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-22 10:52:55
Hey

Is he talking about using black chocboo to fix the flashback problem
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: cmh175 on 2014-04-22 13:21:52
Well just let me know when it look's ready. Automating as much of that as possible is your best bet to reduce user error. I can include just about everything in a 7H mod other than magic.lgp files (code's corrupt and crashes) so it'll work pretty well for this. It's mostly the flevel and kernel that's been edited right? I can also set up a 7H catalog subscription for you, it'll release updates for you automatically so those using your mod don't have to keep downloading new versions if you add or fix something.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Kaldarasha on 2014-04-22 16:46:16
The exe is edited is well. So it's not possible to create a pure 7th Heaven mod. We need the ability to use DLPB's Hext_in with it. It's too bad that Iros isn't working on it anymore (I hope he's OK...  :-\).
Still with the features it has the mod can be installed without overwriting any files, because it's possible to point 7th Heaven to another ff7.exe (FF7-ProjectS.exe for example).

:-D A new Blender is out! There are also a lot of interesting builds: http://www.graphicall.org/builds/
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-22 16:50:29
Hey guys

can i use the Black Chocobo save editor to fix the flashback problem on this mod

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Kaldarasha on 2014-04-22 17:20:45
Wait for the patch.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-22 18:59:19
For those stuck on the Nibelheim flash back you need to use the Black Chocobo because the kernel only applies to starting party data at new game.  For those just starting this issue is fixed.  For those playing it already use the save anywhere feature to save after the bridge then exit and change Barret to Sephiroth then the issue will be resolved.  I am releasing a patch for the issue to correct it.  Also at the basement when you go down to talk to Sephiroth the game will hang for how I initially wanted it to go.  This is fixed as well and you'll need to patch.  For this you can just encode with ulgp or create a patch from lgp tool or just open the lgp and replace it with the file.  The file is sininb2 ID: 303.  For those of you just starting to download and playing a fresh game after the patch is released let me know if your still having the same issue.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-25 02:17:47
Hey genesis063

I have a quick question to ask about this mod

will this mod softlock, if sephiroth replaces cloud in the lifestream scean

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-25 02:30:30
The lifestream scene is implied it will not actually go in there.  The movie will play then it will cut to them being washed up back on top.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-04-29 19:59:28
Hey

How is the final battle fix coming along

are we allowed yet to fight kyte at the final battle

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-04-30 01:59:35
Not currently working on it yet.  I am going to check how the hardcore mod did it.  Right now I am touching up on the text and script execution.  Got the Reactor 5 scene to work how I want.  On the weekend I will probably get to the boss battle.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-05-01 11:02:05
Hey

how do you patch files on this mod

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: cmh175 on 2014-05-01 14:45:09
Hey

how do you patch files on this mod

thanks

Pretty sure a patch is being developed. You should wait for updates to be posted, not ask for them.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-05-03 07:09:33
Hey guys

I have no idea how to patch this mod at all

so is there any youtube videos you guys could upload for me

because i have no idea how to patch mods

thanks
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Hitachis on 2014-05-03 07:21:27
this mod was easier to setup

when it was first made

now its impoissable for me to set it up on my own
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-05-10 02:31:44
Thanks to cmh175 for helping me getting the catalog for this mod to work and outlining the steps for me.  The mod should be a whole lot easier to download now.  Link to the mod is in the first post as well as the steps to install it.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Kaldarasha on 2014-05-23 10:17:43
Where is the link for the exe? Could you please overhaul your first post I have download the mod 2 times one time through the link and the other time through 7H
(it's stated 5/28/2014 :-o )(http://s14.directupload.net/images/140523/p7vex5lq.jpg)
A change log would be better as the undefined 'update'. I have no idea which update represents the current stage. :|
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Kaldarasha on 2014-05-23 14:29:17
Quote
(in that case data\battle)

No 'data\' before battle then it should work. At last the Kernel.bin's work this way if they are only placed in Kernel. I check the mod path thing, I did get it to work once. Are these png and xml files need in the flevel.lgp?

EDIT
The trick to use Aali's mod path is to disable compressed texture and delete the cache folder.
(http://s1.directupload.net/images/140523/ma6xitpo.jpg)

(http://s7.directupload.net/images/140523/kjv85inr.jpg)

OK scene.bin seems to be a tricky one, if not an impossible one.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: cmh175 on 2014-05-23 16:12:26
The kernel should be working, last I recall I'd zipped it in it's own file. Otherwise it just needs to be removed from the data\kernel file from when I was trying to get the scene.bin to work (in data\battle). The scene.bin seems tricky, I think 7H is reading the battle folder as the Aali mod path. To get it to work 7H would probably need direct .bin file support. Otherwise the scene.bin will need to be copied into the games files. Maybe just using the Direct folders, so it still doesn't overwrite the original.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Kaldarasha on 2014-05-23 16:24:11
It would be even better if I could difine a path for a file.
The direct mode is only for lgp files. :cry:
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: cmh175 on 2014-05-23 16:33:28
Damn really? I thought it would work for anything in the data\battle folder. Well, I guess use the original file path and keep a backup of the original scene.bin than. I updated Genesis how to correct the iro, so the catalog update feature will work again as well. You'll just have to download and add the scene.bin separately.

I didn't notice the xml's in the flevel, interesting. Looks like it's for the new dialogue. I didn't know it could work that way, pretty cool.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-05-23 17:35:11
I already responded to cmh about this but I'll post it here as well for other peoples benefit.  I will work on testing this and get the results out.  I am currently at home with family for two weeks so can't guarantee it to be out anytime soon and give an update.   In regards to the exe you can get it off my site easily or search for it here.  The only thing is I haven't replaced the one with the rename but it should still have Sephiroth limits in it.  I found a way to make Cloud's better.  I just renamed Barret's in the kernel bin and then edited the ones themselves through libre.  I will repost a link with the updated exe and kernel bin patch for it here soon if not shortly.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: destroythevoice on 2014-12-08 19:47:03
How exactly do I install this mod...?  I'm new to this.  I want Sephiroth to be the main character like the Scorpicus patch but so many animations are still missing. 
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-12-17 01:58:05
It would be better if you install 7th heaven and copy and paste the catalogue url into the subscription box.  In regards to animations if you are speaking of field ones then some animations he cannot do as he has no support for them.  You can port some of Reno's and Tseng's into his but not all will be compatible.  As a result some that I thought might work at the time just looks weird and very unappealing.  This is why the dolphin and the cpr are taking out completely.  If in regards to battle animations those are very tricky.  I am in the process of copying over Cloud's.  However since Sephiroth has a lot more parts to his Skeleton I need to do a lot of tweaking to the hair and coat tails.  The trick to the hair is finding the best place and way to resize it and make as compatible with other animations as possible.  I have no time table for the battle ones as I am 90% done but had to restart due to misunderstanding what animation went with what.  I will hopefully be able to release something middle of this coming year.  For now you should be able to play it most of the way through.  Some of the final parts are a little messing that I am working on fixing.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: mustangtony8732 on 2014-12-21 13:13:27
Im new to this, I downloaded 7th heaven, not quite sure what to do with this 300+mb .iro file I have... it didnt come with a read me, is there anyway i can open this file or a read me to guide me on how to install this mod?

after doing some more reading, and a little messing around, i got to where i Import the .iro so I went to straight up import that file, seemed to work, i activated the mod and it say actviated, i went to go launch the game from the 7th heaven program and got this error now

edit after edit lol.... now I got rid of the error message I got after I clicked launch game from 7th heaven. but when I click play to start the game nothing happens, no loading, no flicker, nothing shows up... now what could be causing this??
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: mustangtony8732 on 2014-12-21 15:16:52
i just want to play as seph like everyone else lol........ :P

edit....

restarted my computer and tried to re open, i clicked play and it looked like it was going to start, then i got a "cannot open or read(something like that) ff7-en.exe"
tried again after closing and went back to doing nothing, no screen pop up. somebody please help me lol i feel im so close yet so far... i have not done ANY other mods, and I havnt edit or added anything to the game, drivers etc nothing. just 7th heaven.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-12-22 22:42:44
As far as I know this is mostly compatible with the old FF7.  If you are trying to use the new steam version or the like then issues can arise.  I noticed it was the rerelease version when it had the ff7-en.exe which correct me if I am wrong is only seen on the newer ones.  I would run the patch converters found here on the forums and should be in tools section first page I think.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: mustangtony8732 on 2014-12-23 02:47:30
Yes, I am running the newer 2012  re release. So that would explain something's. My apologies I assumed when it said ff7pc, I failed to realize there was a older PC release that most of these mods would be compatible for. I will look into this patch, because the odds of me finding and buying a old ff7 PC release are slim to none. Thank you for the reply.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2014-12-23 08:04:26
No problem yeah it is pretty unstable with the new one.  Also the limits wont work as I set them as the new exe is different from last I heard unless someone changed that.  I am looking to get back to this mod again soon and finish the kinks out.  It seems though for some reason on this comp no matter what I do I get a game over when I pick up the last piece of the Masamune.  Windows 8 is very weird and I need to get a better one for this.  Is windows 10 like windows 7 and better?
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-01-05 22:51:48
hey

does this mod still work on ff7 for steam
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-01-05 23:01:34
I would say the only thing that will not work is the limit one as that is used on the old exe.  Unless the steam exe is the exact same as the old one Libre will not work as far as I know to make it compatible for steam.  If that is possible though let me know and i'll do another one for it.  I'll check the links but they should be up if not let me know.  Also please note the final battle in the last fight is not polished and weird.  I got some feedback on how to fix this just haven't taken the time yet.  I hope to do that soon.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: mustangtony8732 on 2015-01-09 20:35:25
I have been messing about constantly trying to make this work STILL lol. now through 7th Heaven after I import and go to click "activate" i get this error

"System.IO.FileNotFoundException: Could not find file 'C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\f3125386-5cfa-4411-99a2-ff8c20a0cb81_Sephiroth Story Mod.iro'.
File name: 'C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\f3125386-5cfa-4411-99a2-ff8c20a0cb81_Sephiroth Story Mod.iro'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 300
   at Iros._7th.Workshop.fLibrary.CheckAllowedActivate(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 511
   at Iros._7th.Workshop.fLibrary.ToggleActivateMod(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 539
   at Iros._7th.Workshop.fLibrary.DoModBarAction(pMod pm, ModBarAction a) in c:\Iros\7thWorkshop\fLibrary.cs:line 577
   at Iros._7th.Workshop.pMod.bActivate_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\pMod.cs:line 163
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
"

what is this about??
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-01-09 21:03:19
Program Files (x86)
That's the problem right there.  Most people move the ff7 into games folder instead of program folders.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: iloveyou771 on 2015-03-08 07:55:09
genesis is your this sephiroth mod the newest one for the 98 pc version?i see quite complicated to do with the 7th heven
and is it posibble that when i use the sephiroth patch to play as sephiroth as main character the character field model can be change to advent children or crisisi core sephiroth model same goes to his battle model and on worldmap model too?

it seems the final sephiroth patch that gf san make still not yet finish i think? :)
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-22 01:26:30
I am happy to report that the final fight will be reworked to make it playable soon thanks to Sega Chief for making a fightable boss and allowing me to use it after.  I do not have a definite release set yet as I have to figure out that happened to the files I was working with.  Some how when I was backing it up some of it got misplaced.  Worse comes to worse I'll take the files from the current Iro and start from there.  I shouldn't have to much to work with either way as the only thing the current iro is missing is a playable final fight.  Also got to figure out on how to use the One Winged Angel song for the battle.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-03-22 01:41:25
hey

where is the final boss fight going to take place
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-22 05:20:27
Same place as before I'll just have to make a few tweaks.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-03-22 12:41:59
hey

what files do i need to make this mod work

and when i tried your mod today, guard scripon was the first boss at the start of the game insted of red dragon
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-25 17:22:37
Updated the first page of the topic.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-03-26 13:16:49
hey genesis063

is your mod ready to be played on yet

or are you still testing the mod out?
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-26 14:12:28
Still doing the necessary tweaks as the Kyte field model uses a different file name and also changing the variables for the Masamune pieces.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-03-27 21:17:13
hey

yes i saw your latest update to your mod

would someone elses ff7 gamesave break your mod
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-27 22:55:10
Known issues with the items are NT overriding the masamune pieces.  Having issues with the iro to load them right so that is not and issue though the variables need to be active from the mod.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-03-29 12:09:39
hey genesis063

great job on fixing this mod

and will the red dragon dragon boss battle at the start of the game

be fixed soon?
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-29 12:22:22
It should be now also just uninstall the version 8 one then check sub and you should get the new one.  The only one not fixed yet is blue dragon.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-03-29 13:03:20
hey

so is everything fixed now
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-29 13:05:46
I thought it was I'll get back to you on that when I get to sleep.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-03-29 14:40:57
hey

the red dragon battle at the start of the game is still not working

and when you talk to vincent at the sierra HQ to start the next mission

the text is all messed up

and everytime i start your mod up on 7th Heaven, it goes to black screen of death all day
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-03-30 03:14:36
Updated the first post.

Okay so whenever I try to put up the iro some changes do not go through.  Windows 7 works to doing the production process and windows 8 will work when you download the iro.  As of right now Kernel files DO NOT work for 7H Heaven unless converter did not run properly.  Anyone else please let me know if the equipment changes right.  So if not your going to have to use wallmarket.  I will set up a patch soon for that.  So the iro is good to go for now.  Cloud now replaces Barret as limits do not work right when using Cait Sith who is still not in it.  The field stays the same but the battle model is using a different one.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-02 17:57:38
hey

I think i am missing a few files for this mod to work right

because when i update the scean.bin

nothing changes at all

new enemies do not show up on prod clod at all

the enemies stay the same

and i think you forgot to upload the .prc file for this mod to work right
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-02 18:21:26
Hey

got it to work with a old scean.bin file
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-03 19:48:46
hey

what am i spose to do

i can't even get out of midgar with this mod at all
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-04 19:27:31
Hey

I need some help please

i am really having a hard time setting up genesis063 mod on 7th heaven
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Jeet on 2015-04-04 20:57:07
lool , really fun message, but i think your in the wrong thread, this is for release only
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: obesebear on 2015-04-04 21:47:25
Merged the two topics together
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-05 04:33:23
Hey

i got the mod finally working
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-04-07 21:26:51
Got the kernel bin to work so you wont need to patch the kernel files.  I am in the middle of making configuration options for the mod so the models will go with the other ones you are using.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-08 21:02:25
hey

how can i get past the kalm flashback on this mod without it softlocking on me
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-08 22:25:30
i have been stuck at this kalm flashback on this mod for 2 years since i tried this mod
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: EQ2Alyza on 2015-04-09 00:14:38
I had to look up the word "softlock" since I've seen it popping up a bit lately. I don't think we're using it correctly.

http://www.urbandictionary.com/define.php?term=Softlock

If your game crashes due to a mod, it's not a situation of a "softlock." It's either a bug with the mod, or the user didn't install it correctly. All mods should be using Aali's Driver, so it's better to check your APP.log and see what file is causing the crash.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-04-09 02:01:48
I mostly use 7H Heaven as probably most people will as they hate messing with the source files and makes mods co-exist much better and can activate one and deactivate the other and can be setup easier.  I find tool authors seem to have a nasty habit of not implementing a hands on user guide.  I find it hard to make the chest and variables operate how they should.  Yes we have those trouble shooters and scripting sections but those do not persist through time.  A readme or basic users guide pdf would be a God send and I don't believe in god.  I mostly do not support the old way of doing it as most modders create tools and folders to put modifications in and leave the base files alone which produce less headaches.  As you said though you can unpack it and inject the files in where they need to go which I do not advise but it is there if you need to.

Update: found and oversight.  For some reason the change I made when I failed to cut out the book scene all together seem to not been fixed in this iro if I cannot fix the bug then i'll have to remove my attempt.  Well that is unfortunate it wont work.  Taking out the attempt and the rest should go on like it is suppose to.

Update: Kalm Flashback should be back on track.  All that should be left is Cloud tweaks and story tweaks.  Still got to figure how to make the chests work.  Posting the iro soon.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-09 08:16:10
hey

why is this mod so hard to setup 100% for

what does genesis063 mean by this

then use a tool to import the flevel lgp folder files into the flevel you are currently using
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-04-09 13:09:26
Either use lgp tools which is the best option there should be a link somewhere.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-09 13:46:11
Hey

i do not know how to use the lgp tools program at all
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-04-09 14:17:34
Open the lgp and then create a patch with the files going into the lgp.  Then reopen it and apply the patch.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-09 14:28:33
hey

is there anyway you could do the patching for me please

because i have no idea what i am doing
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-04-09 14:32:49
Can't do it got some stuff I am ironing out and testing.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-09 16:54:18
hey genesis063

i am very sorry for always bothering you about your mod okay
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-11 10:12:40
hey

would anyone know how to make a fix patch for the kalm flashback on this mod?
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: Zara9 on 2015-04-11 17:47:38
Hey

Finally got past the kalm flashback

thanks for helping me genesis063
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-03)
Post by: genesis063 on 2015-04-11 23:53:38
No problem now lets keep this topic about release everyone and that means everyone.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-12)
Post by: ssjyasai on 2015-04-12 10:27:17
I really hate to do this but I am still stuck on the Flashback...

Updated everything and even started a new game

I get to the part where Kyte says "My father left soon after" and then the game sits there music is still going but game is unresponsive

if there is a solution or workaround please help
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-12)
Post by: genesis063 on 2015-04-13 01:01:32
Sorry about that I don't know how that fix didn't go through.  I'll be releasing another iro soon and I may throw in the configuration one in there.  I just successfully made a down and dirty Sephiroth swapping over Cloud battle model so I'll probably have it in.  Safer will be ready as a final limit option as well.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-28)
Post by: DeadManInBlack on 2015-06-01 22:23:17
What other Sephiroth projects do have in the pipeline Genesis?
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-28)
Post by: genesis063 on 2015-06-07 23:09:59
Mostly just animations a little before or after my prequel mod.  More details when I start actively working on it.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-04-28)
Post by: genesis063 on 2015-08-31 06:12:22
Not sure how many people still look at this thread so just a quick update here to show that it is not dead.  Just fixed the battle model for Cloud replacing Barret no longer should you see run fire and noise and he attacks appropriately.  Need to make some corrections to the text and sizing which I thought I fixed.  Will update the first post when I decide to release the changes so hang tight.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-09-01)
Post by: Zara9 on 2015-09-04 14:40:00
hey

will this mod work on windows 10 using 7th heaven
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-09-01)
Post by: genesis063 on 2015-09-05 21:25:16
Haven't had any issues yet so it should be good.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-09-01)
Post by: Zara9 on 2015-11-17 20:50:50
how hard is this mod to setup now
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-09-01)
Post by: iloveyou771 on 2015-11-18 11:07:10
i wonder when i am able to play this mod without using 7th heaven? Genesis063 in this mod of urs is sephiroth fully playable? i mean either Sephiroth leaves the party temporary in disc 1 at the shinra building when dealing with Rufus; he ask others to take Aeris and leave, next is a one on one event battle between Barret and Dyne and last one after he gone crazy during disc 2(leaves for quite awhile before he joins back).

In ur mod the story are altered to match Sephiroth right? So maybe Sephiroth will stay in ur party throughout the game, i think?
i can't play ur awesome mod since i don't have the original disc and the steam version of the game..kinda sad i could only play scorpicus sephiroth patch on my pc only while i wanna try ur mod :-[ i know that playing mod on 7th heaven is nicer since it can merge with other cool mods out there but like i said i can't use 7th heaven since i don't have the game disc nor steam ver. one...such a pity for me T.T
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-09-01)
Post by: genesis063 on 2015-11-22 06:21:15
Uploaded a new version.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-11-22)
Post by: Zara9 on 2015-11-22 10:03:38
hey staff

is there anyway to put this mod on a automatic setup for me without using 7th heaven

because this mod is to hard for me to setup on 7th heaven
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2015-11-23)
Post by: genesis063 on 2015-12-10 16:33:06
Gave EQ2 files for my Safer and weapons and battle model swaps.  For now only Sephiroth weapons work right.  I may have to redo Clouds as there are issues with them showing up correctly.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2016-01-08)
Post by: furryshep on 2017-01-08 19:30:22
Please someone, anyone tell me how to set this mod up. I have been sitting here for hours reading everything there is to read and still I cannot figure out how to get this mod to work.
Google yields nothing, there is absolutely no straight forward guide to installing this mod, it does not show up in 7th Heaven, I don't know what to do.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2016-01-08)
Post by: genesis063 on 2017-03-02 08:54:55
Sorry for the late post just a lot going on.  The mod is still being worked on I have not forgotten about it.  Not sure exactly when it will get polished up and released again so hang tight and I'll update when I can.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2016-01-08)
Post by: Crownstrike on 2017-08-31 06:24:30
Hi genesis063, saw a quick play-through on YouTube and the demo for mod looks EPIC! Looking forward to updates on this as I only patch the Steam version outside of 7th Heaven. Had issues in the past with it corrupting files and in-game crashes.
Title: Re: [FF7PC] Sephiroth Story mod with new villian and motive! (2016-01-08)
Post by: genesis063 on 2018-03-30 05:02:03
Quick little update thanks all the interests and wanting to play this as soon as possible.  For more updates watch the 7th Heaven thread as this will be packaged with it.  I see no further need for this thread so if a mod would like to close this thread feel free to do so.  I see no further need since the 7th Heaven is the superior and preferred way to mod now a days.