Qhimm.com Forums

Final Fantasy 7 => Graphics => Releases => Topic started by: Jeet on 2014-10-04 02:11:11

Title: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Jeet on 2014-10-04 02:11:11
***********************NEW VERSION********************
(http://img4.hostingpics.net/pics/136717sample.png) (http://www.hostingpics.net/viewer.php?id=136717sample.png)
*******************************************************
The mod have been fully updated, every glitches have been fixed, there is new playable characters and new features

This is the ultimate Sephiroth mod, with the real Sephiroth model in field(not cloud's skeleton and animation anymore)

Safer and Bizarro have now their owns dynamic camera

The installation is now a very simple, just patch your NTSC US iso with PPFomatic.

You must own the NTSC US version ( not working with other versions) , only for playstation and psp

Here is the new video and download links of the patch (now V2):

https://www.youtube.com/watch?v=q0utdzX_49U&feature=youtu.be

Direct link

http://www.mediafire.com/download/0b68folrxkfnsjj/sephipatchV2.rar

UPDATE: the V2 is up with new changes:

-sephiroth now have the masamune sound impact/critical for all his weapons
-some weapons of sephiroth have now the ultima weapon's design
-some field animations(jump, climbing) was missing in the midgar chapter, this is fixed
-an unused/useless materia appeared in elena's starting equipement,this is fixed too
-enemies in the junon area  was too stong and have been nerfed(they was able to one shot a player)

This is the changes of this update only, for the main changes of the mod check the readme, I dont think i will make other updates so it will be probably the last version.
Title: Re: Ultimate Sephiroth Mod FF7 PSX & PSP
Post by: vayneruel on 2014-10-04 11:07:36
Wow, really amazing, congrats Jeet
Title: Re: Ultimate Sephiroth Mod FF7 PSX & PSP
Post by: obesebear on 2014-10-04 13:13:49
This is really impressive.  Nice job.
Title: Re: Ultimate Sephiroth Mod FF7 PSX & PSP
Post by: Jeet on 2014-10-04 18:45:24
Thx :)
Title: Re: Ultimate Sephiroth Mod FF7 PSX & PSP
Post by: vayneruel on 2014-10-04 19:02:56
The original Snow model had the physical attack animation or you modded her?
Title: Re: Ultimate Sephiroth Mod FF7 PSX & PSP
Post by: Jeet on 2014-10-04 19:21:46
Yes she have the physical attacks , she dont use it when fighting her? Its been long time since i didnt fight her so i dont remember

Anyway certain bosses have hidden animations, Dyne have an item casting animation and a victory pose, Hojo have an animation where he is eating something , probably an animation for his transformation in hellectic hojo, im not sure anyway all these animations are used in the mod
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: genesis063 on 2014-10-04 21:53:33
Nice Is there anyway someone can give me a guide how to install on the Vita?  Also what animations did you use for the tunnel scenes and clicking down?
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Jeet on 2014-10-05 15:53:08
Dunno if this works on vita, its possible if the pspvita can be downgraded but it wont works with a untouched psp

For the field animation , climbing, jumping etc i have set his runing animation instead, its maybe basic but sephiroth dont have many animations in field, for important cutscenes i gave him customized animations
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: vayneruel on 2014-10-05 16:51:27
Snow don´t use the physical animation because all of her attacks are magic
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: genesis063 on 2014-10-06 04:53:54
for jumping you can use Reno.  He does have a climb animation.  He does one in the reactor in the flashback.
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Jeet on 2014-10-06 05:12:52
haha yes i know that but it would take me considerable time to configurate every BSX when there is jumping/climbing :)
Just modify the field to have sephiroth working with the 3 basics animations took me 3 weeks, i wont spend more time for the field model, i think the battle model and the fact that we play as the real sephiroth is more important, but i give him his original animation for important BSX scenes like aeris death and others, and he have all his "sitting" animations too,maybe in the future i ll complete his set of animation in field, but thats not for now
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: genesis063 on 2014-10-06 15:48:22
Trust me I know how long it gets taking to do the field stuff and it is pretty easy on the pc.  To do it on the psx and psp don't want to try to imagine how hard and time consuming that be.  I hear you on that bro.  Great work btw i'll try to download this at some point.
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Jeet on 2014-10-06 21:31:38
dunno how exactly its set on PC but its seems every animations are contained in the BCX-like file right? i wish it could be like this on psx too, spare me a lot of works
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Jeet on 2014-10-10 11:26:06
I ve made an update, adding some new field animations that was missing in midgar, and other small changes that made the game better, it seems i fixed everything so it will probably be the only update
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Dark_Ansem on 2014-11-01 11:09:10
this is like... wow.
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: dkma841 on 2014-11-01 13:09:13
.
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: nfitc1 on 2014-11-01 17:54:21
Snow don´t use the physical animation because all of her attacks are magic

Snow is a recolored copy of Pollensalta, who does have physical attacks. It's likely that the animation files and scripts were just copied directly and the bones were recolored.
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: genesis063 on 2014-11-07 01:20:32
From my understanding the only battle animations that aren't in said file are limit breaks which are in the magic lgp.
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Zara9 on 2014-12-31 23:19:05
Hey Jeet

the some the text is broken on this mod

and when i picked up a item, it did not get got potion

all it said was, potion

thats it

thanks
Title: Re: [FF7PSX/PSP] Ultimate Sephiroth Mod (2014-10-03)
Post by: Jeet on 2015-01-02 14:58:54
I did this on purpose, to summarize, swaping cloud's animations in field for sephiroth make the file a little bigger than the original,so sometimes ( lets say 10% of the fields file) i erased minor text like " aquired potion" into  " potion" to gain space, in order to insert the new file to the game, since on PSX u cant insert bigger files than original.

This is nothing fatal