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Messages - Sega Chief

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Hi there, new to this site / this mod and am loving it so far. I had a couple of questions regarding what I've noticed so far:

1) I was using tifa in the battle arena and swapped out the dragon claw (Dex + 30) for the work glove, which I expected to cause her to hit harder, but she actually dealt less damage. Is Dex tied to attack damage in some way?
2) I want to level up some of the material I've been neglecting without over leveling my characters. I'm in disc 1 - are there spots to grind AP that don't give high EXP as well?

Thanks for all your work on the mod, I have had a great time so far.

The 'Ancient' weapons (nail bat, workglove, rocket punch, etc.) use a different damage formula; they use character kills as a modifier and their biggest thing is that they can make Morphing easier as they get past the damage penalty.

There's a new enemy called a Mango Fang on the island where the Temple of the Ancients is situated, that appears on the wasteland parts of the island. They give no exp or gil, but 100AP each.

Might be that disc 3 is still needed; I started a process of making some of these available earlier but maybe I messed that one up; cait sith also needs to be in the party.

This sounds like a good solution to me, personally, don't feel like any of them would be all that missed at all, probably better than taking them away from early game too.

While I'm here, I'd just like to reiterate that thing about is it feasible to have barrier/mbarrier refresh on targets who already have it on them instead of missing? And what do people think of changing that if it is possible to change? I think it's very minor and wouldn't cause any balance issues, just really a quality of life change.

I think DLPB said it would be feasible to do that, and I'd be all for implementing such a change.

Quick question:
Is it possible/feasable to create a new UI for Sense?
I loved how it was handled in FF8 for example - especially from an information perspective.

Probably not to that level of detail.

When using the AI editor, typically the glitches will occur when modifying enemies that appear in formations with other different types of enemies (although not always). On their own, these enemies will generally be fine and behave as expected but it's better to err on the side of caution and leave AI modifications until everything else has been changed and a back-up has been made of the file.

Typically what I do is, I make all the non-AI changes and then I place the enemy file into a folder called 'pre-AI'; then I make the AI changes and test it out. If it works, great. If not, then I have a back-up to revert to.

I want  to  play this again i played it on 1.4, sadly i cant cause it seems that i am not good enough at patching steam FFVII, installer always says something that theres no files to patch i allowed it on firewall and run it as administrator still  cant. there is another thing  that can lead to this error?

The installer was changed as the mod now makes use of .EXE modifications which means it now has to be pointed at the 'Final Fantasy VII' folder rather than the Data folder; should be one level up from original installation location.

Exit in Ancient Forest is working as intended. :mrgreen:

still no ap weapon for Vincent tho

No, way! I'm pretty sure I reactivated the chest in the gelnika with it. Unless I've used that variable elsewhere thinking it was no longer going to be needed? I'd better check.

Edit: Still deactivated, I guess I didn't. But also noticed something; apparently when I deactivated that chest, I must have reused its variable for that annoying perma-locked chest in one of the houses in Kalm. It doesn't have an animation, but it gives an Ether when examined. I'll give the gelnika chest a new variable when I reactivate it.


I agree that Triple AP weapons are mostly redundant with the higher AP yield (particularly of Crater enemies on the left-up path and the bosses leading up to this), double generally does the trick (if needed at all) and Precious Watch can provide triple if it is needed.

Costa-tier weapons are sandwiched between the Icicle tier and Mideel tier. The game itself is also fairly short as far as battles go once the Highwind is acquired and Costa/Mideel tier become available from shops; Corel Train, Underwater Reactor, gauntlet at Rocket Town, and then Midgar Raid before Disc 3 starts.

Reorganising it, could have the two end-game weapons, Mideel-tier, Costa-tier, and Triple-AP weapons be viable choices for different builds 5 weapons to choose from (and to find) for post-Highwind. The mideel-tier will be the most 'standard' ones, and I'll try different effects and things for the Costa & Triple AP ones.

I downloaded this and did the installation and it went alright, unfortunately when i try to launch the game, nothing happens.

Edit: Nvm I got it going can't wait to give this a try, thanks for your hard work!

Hope you enjoy it; let me know if you encounter any issues.

That's the new installers/IRO up:

So for rank ups; on the Highwind there's an NPC wandering around close to the on-board chocobo pen who handles debug scripts. When you talk to him, he'll run through several dialogue choices for different scripts (just select Cancel for the ones you're not interested in. When asked about rank up, you'll be presented with several choices: 1/8, 4/8, and 8/8 (maxed out). What this means is that you can either reset it all back to 1, set it to be midway, or cap it out (no further rank ups possible). Note that this does not affect the sources you have already spent; those are going to stay on your characters regardless. To adjust spent sources, you're going to need to use a save editor (in the future, DLPB's .dll can be used to adjust savemap in-game for more extensive features like respeccing characters and the like but for now need to operate within the original game's capabilities).

It's not an ideal solution, but considering the nature of the issue it would be difficult to accurately determine each character's exact rank at this point on an affected save file. Sorry for the hassle, porting over the system from using bit switches to just a value was done to streamline the script and make it easier to maintain in future. This also means you can reset your ranks repeatedly and max out all character stats (provided you grind out the SP for it), but I leave that up to you.

Rank-up was also altered a bit; before, you'd be forced to spend any unused sources before exiting which under ordinary circumstances wouldn't create a softlock. However, with this bug it's been possible to buy more ranks than was intended + save editors might be used to max out inventory; both situations would prevent the player from progressing the rank up screen as they would be unable to spend the remaining sources. So now, the game will prompt the player if they want to continue if unused sources are detected and will discard them if the player confirms.

I also added some extra stuff; there's now a failsafe handler that will detect if you entered the cave screen from the ancient forest and get the player out of there (preventing a loss of progress) in case for whatever reason the walkmesh chunk for that field isn't present (this is an IRO-only issue). I also put the option to toggle on Arrange Mode at the Corel ropeway station and on the Highwind debug NPC if players are wanting to switch difficulty settings midway; it's a bit awkward because one of the switches is performed during a battle, so you'll get a 'random' fight with some Shinra soldiers when you confirm to swap modes (they set the battle flag with their AI). Also note that swapping to arrange mode is a one-way thing; once it's on, it's on.

On the rank-up system...
Respeccing would be a nice option for the game anyway and would fix the issue for Problem 1 to boot. The identification of current ranks is still a problem there, but if the player could choose how many rank-ups(up to 8) they want, it would be a workaround.
I mean, you could cheat with that - but to each his own, I say.

Edit: Just wondering if you are currently working on placing an NPC to enable arrange mode. I'd rather wait a bit on my playthrough to get to play it on arrange mod at this point, as even bosses have started to become way too simple.

I've set up all the scripts to fix rank up, etc. (and added a failsafe for Ancient Forest). As for Arrange mode, there's two switches for it; one is a field var, the other is an in-battle var. Originally this switch was placed on the Highwind with the rest of the debug scripts but that may be too late through; whereabouts are you in your run?

Yeah I'm on 7h. I opened the chest, got the multi-cut materia, beat Ho-Chu, then walked in to the cave. Is Ozma still in the trap? I really enjoyed stumbling in to that but didn't test it out this time around.

That was an accident; those fight IDs were right next to each other and I was 1 out when setting it. The cave doesn't contain any chests inside it now, it's used as the last screen/exit for the dark cave sidequest.

Edit: I'm testing the rank scripts and gotten it working with a fresh save file; but the problem now is finding a way to fix up current save files as it seems that converting bit switches to values doesn't work properly. There's also a potential issue where players who have went past 8 ranks run the risk of getting soft-locked in the rank menu if they get given sources they can no longer use due to stats maxing out.

So for problem 2, I'm going to set it up so that the game no longer loops you back to menu if sources are still present in your inventory; instead, it'll give a prompt to discard all remaining sources.

Problem 1 is a bit more difficult because it's likely not going to be possible to have the game identify what rank each character is now currently at. Worst-case scenario, I'll need to set up a script to scrub the vars and set ranks to a specified value. I can put that script on the debug NPC on the Highwind temporarily so players with affected games can set it to what they want.

I'm having the same problem as mellow with the rank up system with only Vincent actually having the correct rank (currently 6/8 with everyone else stuck at 3/8 except for Cait who is stuck at 2/8). I tried tallying up the stats of each character to determine which rank they currently are and it actually fits correctly.

I'll try to continue playing the game while taking note of their current rank to avoid overusing the rank up option when my characters reaches 8/8 until a fix comes, perhaps I'll just edit out their stats using Black Chocobo if they do pass the 8/8 mark.

I also played the game on a new game using the June 30th update and patched to July 10th update when I first got to the Chocobo farm right after getting Yuffie.

Also, are the base stats listed on the Readme file of the documentation updated?
I'm seeing different base stats of multiple characters(Cait Sith, Yuffie, Vincent) from the documentation compared to what Black Chocobo shows me. Caith Sith has ridiculously low base stats and seems he actually has the wrong stats employed on him same as Vincent who just has better stats overall.

The stats were tweaked over time so the readme has probably fallen behind; I'll need to update it.

I'm stuck in the last cave of the Ancient Forest. Both exits back in to the forest and to the world map are blocked by invisible walls.

Are you using the 7H IRO? I updated it to use the walkmesh chunk so that the cave isn't accessed through ancient forest (instead exits out to world map, so that cave can be used elsewhere).

No problem. By the way, I ended up patching the game to the July 10th build (had to, otherwise the "Masked Man" fight would hang when he would go to use Transfusion) and I can confirm that the patch doesn't seem to fix anything with the rank-ups...but there is this one little thing:

I'll be sorting out the rank issue tomorrow.

It was from a new game. Fresh download of FF7, too, if that matters.

Also, thanks for the info. :D

Cheers for letting me know, the script logic must be off somewhere.

No worries man! That sounds like a plan. And also good point about Valhalla... But more like a 'what'... exactly? Lol

I was gonna write an old folk's home; I think I stepped away and forgot to finish the sentence s:

Hi. First post here. Love the mod, really brings new life to the game.

I've come across a couple issues though, I'd like to bring them to your attention.

I'm using the June 23rd release, so I'm not playing with all the new patch fixes brought in the July 10th release, but I did download it and look through the patch notes to see if any of my issues were fixed. From what I could tell, they weren't.

So the first issue is sorta/kinda minor, really just a time-waster: In the intermediate hall, I completed each of the Junon Leagues in succession for the first time. Wondering if maybe that unlocks a special fourth league, I talked to the registration soldier again. Seeing only three league options, I chose "Never Mind" or whatever it is that cancels the registration process. When I did that, the game ended up hanging. No text boxes, no functional buttons...nothing works as far as I can tell. I didn't save, so that's a bummer, but now I have strategies for each of the fights and can probably get through them easier next time, so I'll survive.

The second issue is major: I'm having issues with ranking up, but they're...good issues. I like having these issues. For some reason, ranking up (in most situations) doesn't actually result in a rank-up, but I still get all the sources involved with ranking up. For instance, in the story, I'm currently headed to the Underwater Reactor in Junon. At this point, you would reasonably expect each character to be about rank 6-8, right? Well, I've probably ranked up with a few characters--namely Cloud and Tifa--7 to 10 times each, and each time I rank up, it says "Cloud - Rank 3/8" or "Tifa - Rank 3/8". It seems to happen with other characters, too, from what I can tell. It may be happening to Barret, Aeristh and Red XIII, it's definitely happening to Cait Sith, and I dunno about Vincent nor whoever the mystery-character-thing is (no spoilers please! :D), but one thing I do know is that only Cid progresses properly. He's at 8/8, but he just got there, so I don't know if he can go beyond that yet.

It might also be worth noting that when I first obtained each of Cait Sith, Vincent and Cid, they were all able to rank up multiple times immediately. I don't know if that's part of the bug or if that's normal, but considering that it seems like 255 is the max SP you can have at once and it costs 200 to rank up, something may be amiss.

If it matters, I'm playing on the Steam version. Thanks!

Cait, Vince, and Cid get their first 1-2 ranks for free; but it sounds like the new logic for incrementing ranks can be broken. Was your game from June 23rd started from a new game or was it patched midway?

I'll sort out the soft-lock in junon leagues menu.

Quick question: I just got Cid in my party, and I’m curious if I have missed the deathblow materia.  It’s always been one of my favorite skills in the game and I certainly want to throw it on cid, thanks!

Deathblow is found in the Great Glacier, where Added Cut used to be placed (I swapped their locations for the mod).

I just updated to the July 10th IRO and I just realized all of Aerith's weapons have no bonuses. She used to heal if she attacked with the Aurora Rod, now it's just a regular weapon that does damage. Was that on purpose? I also hit my first save point since the update and it's just a regular save point. None of the hotkeys are showing up. :/ I'm running the ff7_bc.exe

Not sure what happened but I uninstalled and reinstalled the mod and it's working fine again. So ignore me. Maybe some hiccup in 7H? Or maybe a classic PEBKAC.

Edit (again): And I'm back. Things appear to be working fine, but my "Next Level" bars look like this:
They even look like that on the battle success screen, too.

Sounds like the flevel + kernel weren't patched. As for the exp gauge thing, that's a visual glitch that should correct itself once the character in question levels up once.

Hey sorry for the late reply... life got in the way and such. So the Level Cap text is definitely removed from the Beginner's Hall section. I didn't see it until I went to the Intermediate Hall in Junon. I had changed from v1.4 to v1.5 since I first started playing and wanted to check and see if there was any new information available. I thought that the level cap was added in v1.5, but looks like maybe the text was just left in the Intermediate Training Hall section. But that is really good to know that there's actually no level cap.

I can't imagine how much you have to keep track of with all the changes between versions, and people constantly asking you questions. You are a stellar person and we really appreciate your hard work. May the gates of Valhalla open for you someday my friend!  8)

I forgot about that other beginner's hall; I'll transfer the text across to it. I think Valhalla is for folk who died in combat; the equivalent for folk like me will probably be more like a

Nice Mod, I'm playing and is really amazing!
But I have some problem here. Cloud is with 250 of Power and if I upgrade the SP level I cannot use the Power Upgrade that is automatic received in the itens and the Mr. Smile don't allow me to leave the screen until I use all the upgrades ( but I cannot because already are with the maximum power ) There's a way to contour this?
Also, how I update the patch? I only install the new version over the old one and it's okay?
Thank you! and sorry my bad english

It shouldn't be possible to reach stat caps with the 8 rank ups, unless the randomiser maybe makes it possible? I think it's about time I updated the script so that unused sources are discarded rather than locking the player in the rank-up screen so that this issue can be avoided in the future. For now, you might need to use a save editor to manually decrease the amount of source points Cloud has in Strength; the Black Chocobo tool should do the job for this but remember to make back-ups of your save files first.

You can install patches over any previous installation and it should work fine.

Edit 2: Currently at Mt. Corel and I feel the game is maybe... too easy. As mentioned above, the only "difficulty", if you wanna call it that, is to morph bosses - which is more arduous than anything else.
So I ask 2 questions: First, does the difficulty spike up significantly at certain points in the game? After all, you can spike the difficulty more and more as the player gains more options of play.
Secondly, can I switch to this mods "hardmode" and retain my safe? It is called "arrange mode", I believe. I heard that it is prone to bugs and glitches, though... Is this still the case?
As a sidenote: I think being able to change difficulty modes on the fly is a very good thing. Many people that do not look for a "hardcore"-mod, but still want a challenge, would be inclined to start with normal mode, yet oftentimes wanna go arrange mode at some point into the playthrough.

I could add a toggle for difficulty mode, but I'm not 100% sure where to place it. I could reinstate it on the Highwind and for pre-highwind place an NPC somewhere that's accessible like Gongaga or Gold Saucer maybe who can do the switch.

Oh, that explains it. Thanks. Btw...sorry to bring this up again, but...did you ever find out where Vincent's Supershot ST weapon was? Is it ACTUALLY in the Gelnika?

Did a text search of the flevel there, and I now know why it's missing. It's in the chest next to the Gelnika save point. Problem is, that chest was set to hidden and I didn't set it back to visible. Whoops.

Alpha was dropped for a new skill called Transfusion, which is learned via Manipulate from Death Dealers in the North Crater. Holy element on enemy skill was moved over to Magic Breath.

Troubleshooting / Re: Cid Broken Limit NEW THREAT MOD!
« on: 2018-07-11 18:42:39 »
Playing threw the game and about mid way threw the disk 2 portion of the game Cids second Level 3 limit brake "Big Brawl" stopped doing damage to enimies. At first i just thought Carry Armor was immune to it for some reason. Then i also tried it on Diamond weapon and it failed there as well. After the Diamond weapon fight i fought a few random encounters to build the limit back up and used it on a basic enemy group and it still does no damage. The enemies still flinch as if there are being hit but there health doesn't change. This is my first play threw in the mod were im actually using cid past the parts he is required to be in or i would have posted it sooner. Also Dragon Dive still works so its not his Level 3 limit brake all together just Big Brawl.

I have not done any Updates for the New threat mod since 1.5 came out so if there has been an issue and was fixed threw an update feel free to let me know but i Didn't find anything thus the topic.

Big Brawl is buggy on the PC version in general and is not related to the mod; as for the bug itself, the damage is being calculated and extracted from enemy HP correctly, but the visual hooks for each hit aren't shown. If enemies are killed by Big Brawl then they'll remain on the field (but inactive) as death animation processing won't be performed.

Hello again.

A little pain point of this mod: Morphing bosses is god damn annoying. Many morph-items you get from bosses(At least early~ish in, just at Junon)  are pretty good accessoires.
Personally, I do not like that. Boss fights are meant to be a test of skill and strategy, but when you really want to morph them, they become super anti-climactic - and that really takes away from gameplay. Having powerful steals is much less annoiyng(Especially if the chance to steal is not abysmally low), as steals are not nearly as limited as morphs.

Maybe this pain point will vanish as the game progresses, but I figured I should just give my thoughts on this regardless.

I would prefer to remove boss morphs but when I started that process I got complaints from players who felt Morph wasn't much use as a result and/or they were attempting to morph bosses and ended up with no reward. What I could do is set Morph to deal standard damage (or something close to it) to take some of that annoyance out; and that would also double up as making Command Counter a bit more useful when it's obtained early.

Ah, the IRO needs an extra bit of script for the exits on that field. I'll add it now.

Edit: This IRO has the walkmesh chunks included for correct exits from final cave field.

Sega chief thank you for responding to my post and i have another question. is the masked man supposed to use white wind to heal back 30K after being attacked. i thought that i might be able to beat him if i spammed limits before he used transfusion and then cause the soft lock? thank you again.

He'll only use it in response to a Limit Break; other attacks shouldn't trigger White Wind.

Already posted on NG+, but maybe it gets seen here a little earlier.

So, the problem is concerning the Enemy Skill Quarry Fuse, buffing the enemy with invincibility, reflect, barrier and m-barrier. I read that it was fixed in the 30th June release, but it does not work with 7th heaven.
Additionally, I noticed the Limits not functioning as intended on the 7th Heaven Iro.

I tested the normal installer and everything works as intended there.

Some information here:
Installed via 7th heaven - already did a complete re-install. The mods I use with it are mainly graphical mods(Models, textures) and the menu overhaul+beacause.

Any information regarding this issue would be appreciated.

I'm going to be updating all the files tonight. Quarry Fuse had some flags missing which meant it was setting all statuses instead of none, I must have missed adding the updated scene.bin to the IRO. I also need to sort out Limits on the .exe files; I think it's missing from the ff7_bc.exe used for menu overhaul compatibility.

Edit: I've updated the installer + IRO link with latest fixes. There's a notepad inside both called patch notes July with the changes.

Awesome, thanks! 
Edit: Out of curiosity, what is the BC EXE missing right now? Anything major? That's the one I'm using (now that you helped me get that situated). Wondering if I should just wait until it's patched up.

It seems to have default Limit Breaks at the moment.

Hey Sega, just wanted to say I'm LOVING your mod! It made a classic even better! Having an issue though, I just got Cait at the Saucer and I'm ranking him up for the 1st time and he got to rank up 3 times. Is this normal?

Yeah, the characters that join later on get 1-2 ranks free so that they aren't behind the other characters.

Does 7H handle these updates automatically? Or do I need to download a new IRO manually?

It's not automatic, when in doubt use the one I've got on this thread.

Definitely sounds like something is wrong, even outside of the sources problem. You really shouldn't have to grind, I've mostly avoided doing more than the bare minimum. What sort of setups are you using?

Actually, that seemed to solve the issues. It made a big difference. Cloud had taken 3 SP upgrades only getting 1 point per Source. I went from +3 to all stats to +15 to all stats. Add that to the individual stat gains from the chosen specs and I go significant impact to dealing and taking damage.

It might have been the Materia as well; part of the exe changes was to alter the bonuses & penalties, but without those changes I think regular magic materia would be sitting with -5% HP on it because I shuffled the 'sets' around.

I could maybe use that in-game in some way to add a verification of some kind to let players know early if the .exe hasn't been patched properly or not. When the other files aren't patched properly it tends to make itself apparent really quickly, but an unpatched .exe can be 'invisible' for a long time.

Hello Sega chief, before i described my bug and wanted to say thank you for making such a incredible mod and reinvigorating my love for ff7.
now i'm doing the dark cave and i'm at the part when you fight the masked man in the church. after a turn or two he uses transfusion and then this camera stays stuck on him as he does nothing. i'm sorry to bother you but I've been stuck on this for two days.

please help.

That's a soft-lock caused by an animation not being set for an attack. I'll check it and update scene hotfix patch (and the IRO) tomorrow to sort it out.

Hmm can't wait to try this new version. I think I'm gonna try for arrange mode and hope for the best, all the cool surprises offset the possible frustrating difficulty. (to a mediocre player like me)
Btw, I noticed a small error in the read me, both Red XIII and Yuffie have the same listed initial stats.

I probably copy-pasted Red's stats to write Yuffies, got distracted, then forgot about it s:

Already posted in discord but also posting here to inform anyone else who notices until its fixed. If you are using the custom ff7_bc.exe that is included with the current june patch your limit breaks will function as if they were vanilla and not as intended in the mod.

I'll apply the Limits to the BC.exe and update the installers, etc.

I think that's just a visual bug; Luck was picked twice making for 25 total on that first option and when the sources are used they'll make for 25. I need to double-check the menus though so I'll sort that out as I go.

Originally posted asking if there was a way to skip a boss because I was literally stuck. Then I realized I was playing modded FF7 and could just turn invincibility on. That said, this leads me to a feature request. I would love a way (maybe at save points?) to strip non-party members of their materia. The main reason I got stuck was because I left all my damage materia on Yuffie and had no way of getting it back for a boss fight (Gi Kattan). Tried about a dozen times and couldn't for the life of me beat it. If only I had access to my crucial damage materia! 
So yeah, any chance of maybe a new Save Point option to get all my materias back?

There used to be an option on save points to unequip all party members, but this proved to be a dangerous thing to do later in the game because it has no check for remaining Materia space which led to a few people at end-game losing unique Materia when unequipping.

As for getting Materia from other party members, there's an Exchange option in the Materia screen that allows you to move/unequip Materia across party members manually.

Hi , "FYI" if u want to use the Spa version of ff7 you can download the FF7 NT version in Spanish. This version dont have the last changes that Sega made in June(Im on it)

Thanks Markul; if you need a hand/have questions then let me know and I'll do my best.

I seem to be getting behind the curve and feel like I have to grind even though the mod claims that's not necessary. I'm about 25 hours into the game and I'm at a point where enemies can nearly 1-shot anyone in my party. I feel like either I'm missing something, am forgetting to do something, or grinding is necessary at times.

I did notice that Sources only give 1 of each stat, not 5. So I think there's something buggy there. I am using the provided .exe. I assume at level 35-40, with 3 SP rank ups under my belt, the extra stats would have made a large difference. My guess is, since I'm progressing through the game without grinding, but have lost at least 12 points in each stat, I'm probably way under geared for the fights.

UPDATE: So I used Black Chocobo to inspect my save file. I can see how many sources I've used on each character. Does New Threat update how much each source gives? Or does it cause the Source items to give 5x? I'm trying to figure out if there's a way to use Black Chocobo to correct any issues I had with the sources giving 1 stat instead of 5.

Sources should be giving +5 to a stat per use; your .EXE isn't patched or has been reverted to default somehow. You can fix this temporarily by x5ing the Source boost each character has in the save editor but it'd be a good idea to have a look at why the .EXE might be getting overriden. If you used the ones from the folder, then it might be that you have to right-click them, select Properties, then click 'Unblock' or similar as Windows can be iffy with executable files distributed from relatively unknown sources; try dropping it in and replacing the old .EXE after doing that.

I'll check the .EXE files used in the installer as well just to be sure.

When it comes to save editing however, be careful if you're playing the Steam version; modified saves can be deleted by the FF7 Launcher when it's started (they added some weird save file verification check). Instead, make the changes while the FF7 Launcher is open, start the game, and then load the altered save file and save the game to make that entire set of files 'safe' for future use. It'd be a good idea to make a back-up of your save files as well, just to be safe.

It could also be to do with the constant array of files embedded in the exe:

I'll have a root around in there and try adding a new one; thanks for the info.

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