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Messages - mr_nygren

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General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-11 16:58:18 »
The whole "feminists ruined Tifa" thing is silly. They've ruined plenty but this isn't one of them.

Has everyone forgotten Final Fantasy 15's Cindy?

And Tifa looks awesome. They don't have to design the character to look like a hooker in order for her to look badass.

I haven't played a FF game since FFXIII and i felt it were underwhelming and i really disliked the linear story. I only really enjoyed 7, 8 and 9 - but 10 is still charming even though i never finished it.

FFXII kept me obsessed the first time i played it for many hours, but after i stoped playing i never got back in. So i thought it were impressive and great but i disliked it's battle-system as i died all the time in a catacomb or whatever. Had to use cheats to get past a part in it. I never had to cheat in the old games. - The problem was that the game had real-time battles. Every enemy could attack and you could never be safe - all your characters got attacked at once.

The new Remake has a pausing-ability and also keeps some of the traditional aspects. That will make it harder for the AI to kill everyone in the party before the player can react.

As for looking like a hooker, i think the Stockings are more  like my picture of one - however, after looking again at Tifa i think she is kind of hot still. Just not in the way i'd expected. But i didn't expect changes to her look, the more i look at her the more used i get to her - it's not bad, just not as good as in the past - i could probably enjoy the game with the new look.

General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-11 15:58:32 »
I fully agree with tifas model being kinda unnecessarily tamed down wtih the long stocking socks; other than that though damn this looks absolutely fantastic im really hyped now combat looks extremely fun and the whole thing is visually absolutely stunning.

Cant wait to get DLPBs explanation on why this combat is all complete crap and am interested in how precisely the original scorpion battle (or rest of combat) is so much more tactical, braincell demanding than this lol (while restressing that the numbers are too flashy) ^^

I did expect the new battle-system to be trash - like in Devil May Cry, a game i hated because of the mechanics.

I have to agree with you that i were pleasantly surprised by it. The only thing the game needs is a "Classic look"-DLC.

General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-11 15:41:19 »

I don't agree. It's your opinion to think so, but hear me out on this. Based upon what you're saying, Advent Children would have also catered to feminists, but almost 15 years ago before the identity politics of today's Western society came into fruition?

Square Enix is a Japanese company first and foremost, and Final Fantasy is their Japanese franchise. I've lived in Japan for long enough now to know that society here functions much differently than the Western world. All the identity representation [nonsense] currently thrown into Western media and's not here. Most Japanese people are ignorant to its existence, and those who may get a whiff of it from the internet, don't care enough to ever talk about it. Another fact is that the majority of the player base is male, and the Japanese gaming industry heavily favors male loving aesthetics. They don't tone down characters because feminist activists [whom don't exist in Japan] demanded it do so. Trust me on this's not a feminist thing.

I personally don't mind the new look they've given, but still enjoy the original the best. The changes themselves at least match pretty well. Barret with sunglasses though? That one will take awhile to grow on me.

This is my take as well. And we know it's a good system seeing how the Hardcore mod and New Threat have shown us what could have been developed instead.

Hello, i never liked the Advent Children look of any character. I thought that compared to FF7 1995 they all looked less cool -  or less sexy in Tifa's case. Also, they no longer had anime-aesthetics that i really liked in the original. To me the Kaldarasha models are a superb representation of how they should look - the FMV-videos.

However, i did accept that style because in the case of Advent Children it took place after FF7. As such they might have changed their style over the years. And not only that, but i get it that they'd want a movie to be more real-life like. Not really a fan that they've taken the remake in that route instead of the anime-route - but at least it's understandable to some degree. As an example, i love the new look of Cloud and the fact that he has gotten his cool pants back. I really disliked how they got too slim in all the modern games. To me Cloud has pants that stretch to the side - doesn't look cool otherwise. I still miss the more pointy hair of the original though.

About feminists, i just thought that because of their bad influende on other games, movies and TV-shows that they caused this change as well. But i also do know that Japan is different - so i am not at all certain as to why they gave Tifa stocking socks/leggins when they could just have kept her the way she is in the original. Wanting a remake doesn't mean "we want you to remake everything in the game" - it could just mean "we want modern graphics but the same game otherwise".

If comparing Advent Children to the Remake, the main difference is that the Remake claims to be Final Fantasy VII - but by changing the style of Tifa it's not looking like FF7. It looks like a "new FF7" and i wanted the old with better graphics. Now, i am not against more story, multiplayer or whatever - i like any "expanded content". But changing the looks of characters is so stupid - why change what isn't broken? The old style of Tifa is Tifa since 22 years ago. I don't like changes that change how characters look.

For example, in the 90's you had Vegeta from DBz as 16bit pixels in snes games, and today you have Vegeta in PS4 games with anime-style graphics - the character still looks the same! They didn't change his hairstyle or his clothes - only the graphics. Why couldn't FF7 Remake do the same?

Advent Children is a continuation, Crisis Core is a prologue, Kingdom Hearts is a mix of Disney/FF - but the Remake is Final Fantasy VII and should have re-used all the original designs unchanged.

General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-11 15:16:49 »
It's also too far-fetched that Zack meets Aerith in the same way as Cloud did. But it happened that way.

There are many hints that the first CD will be play in Midgar. Nomura said that the story will change and that the compilation of FF7 won't fit anymore (it's silly that he thinks that it fits before), which indicates a massive rewrite of the story. They also said that they want to decide the game into episodes, where each episode will be a full game and has its own game play. This means they have to divide the game into separate pieces and have to find a way to tell each story without direct contact of the other stories.
Then there is a very practical reason. SE has to produce the remake with as low cost as possible, but they also want a breath-taking experience, so they can't come with a lifeless small city as in the original. What's clever to do is to keep the story in Midgar and working only on the huge city rather than working on a whole continent. Maybe that's why they hired Cyberconnect2 for the project in the first place, because they had experience with creating big lively cities. (Keep also in mind that SE struggled with creating FFXV open world.)
The last hint is that we have no footage of outside of Midgar. The iconic moment where Sephiroth goes walking through the burning Nibleheim is something I would expect to see, instead we see Sephiroth confronting Cloud in Midgar. Then there are additional bike scenes, which probably means that there is a lot more to be explored than in the original game.

Though, the only argument why I could be wrong is that we have mainly seen scenes from the very beginning of the game, but... well, call it a feeling that I right about that. If you look on some older threads where we discussed the refusing of SE to make a remake of FF7 I predicted that SE will make a remake of it in the middle or to the end of the PS4 lifetime, because they need this money. And I was right about that.

Get me right I hope I'm wrong and FF7-R will blow our minds away. But my concerns started when I saw, which people are responsible for it. Hideo Kojima would have been a welcome surprise to me and a cooperation with Monolith, even though it means that it would have been designed with the switch in mind. But at last I had a guarantee that they focus on a very good game play and story and not on shiny graphical blending mechanics to hide the next uninspired Final Fantasy meets Kingdom Hearts mix.

I think a good comparison is Lufia II to its DS remake. These are very different from each other, but both are great games. A downside of the remake for me was the very linear story, other than this it was pretty entertaining. But, while it is graphical very impressive for a DS game it still stands in the shadow of the original game.
This is what I expect for the FF7 remake, though this would be a disaster for SE because the remake needs to surpass the original.

Just found this

Very well said, i am sad they didn't use the FMV-graphics for the characters like your models.

It can never surpass the original, only if it had stayed true to it in every sense of the word - and only updated graphics.

You see - the original with modern graphics are better than the original with old graphics - but a remake that changes a lot of things will probably fail.

General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-11 03:43:28 »
If you guys ask me i'd say this is the wrong era/time for FF7 to be remade. They are catering to feminists and destroying the style of beloved characters..

While characters like Cloud and Sephiroth do look better than ever - characters like Tifa and Jessie look worse than ever..

What i am saying is that they could have made Tifa look like this:

But because they are catering to feminists she turned out ugly with leggins, a different skirt, black parts on the white shirt and so on.. Man - if i am going to play this game i will have a torture looking at her and being reminded that she would have been much better looking were it not for the feminists and Square catering to them instead of the fans.

General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-06-11 01:35:17 »
They gave Tifa ugly pants.. She looked great otherwise.. But fern those pants.

General discussion / Re: FF7 Remake Teaser
« on: 2019-05-13 08:51:36 »
I'm personally still in the "I don't give a crap about the battle system" train. I want the story to remain fully untouched. 100% the same as the original. If the battles system is different, I don't care. Plenty of games use the ATB system, it's not something I'll cry about but if the story is changed, if parts are removed/added... then I'm gonna be pissed off.

I just suck at action-oriented gameplay, as it has for one failed to keep my interest for long, and second i suck at it - i had to use cheats at a certain point to get forward in Final Fantasy XII. But in V!!-IV i never had to. The reason was because the turn based battle-system is way easier to survive in. I do agree with Kaldarasha that the game would benefit from a unique system as compared to becoming like everything else on the modern market.

Final Fantasy VII with superior graphics, more story etc - doesn't need a new battle system. On the contrary the new battle system could be the cause of the game bombing ending any chances of part 2 and 3.

Let me return to the style again: DragonBall Z has looked the same since the 80's - they still do have 80's clothing. There is no need for FF7 to not have 90's clothing today so to speak. That is part of the charm.

General discussion / Re: FF7 Remake Teaser
« on: 2019-05-13 08:04:27 »
Lol, that would be super funny indeed! Imagine the faces of certain SE staff if such a mod actually manages to become popular, lol! Unlikely, I know, but a hilarious thought nonetheless.

About the character model looks: I've never cared about the details of those super-realistic character models in the various compilation games, but I remember various design choices by Square Enix that just left me shaking my head. When I first saw the Advent Children Sephiroth, I wondered for a moment if that was really him, looking so very different from his in-game counterpart (same with some other AC characters as well). Barret's new sun glasses were another... awkward choice to me, to say the least. Didn't the original Barret look baddass enough already? So why was this necessary? It doesn't add anything whatsoever to his character, and only serves to enhance that pseudo-coolness-factor that Square Enix seems to be so fond of.

And now this new Jessie... makeover? I'm completely with mr_nygren on this one, this woman looks like a completely different person now. If I were to just look at that picture of her, and without knowledge of the rest of the trailer, I'd never be able to identify her as Jessie...

I do agree with DLPB:s answer to my text mostly.

But chibi-models? No, they were great for their time but i want something new. But i would prefer HD-models that tries to look like the PRB/battle/FMV-models in HD. Or like in the  2015 trailer were they at least had a more anime-styled vibe. If they are too real-life like then FF7 will loose a part of it's charm. The unique style of Final fantasy VII made a difference in why it stood out. By making it in the same style as other Final Fantasy games it will no longer stand out from the others.

Edit: I answered this post to fast before reading everything.

Yes, i 100% agree that the characters looked a lot better in the original FMV-movies than  in Advent Children. They should have kept the original style. Even if they made it realistic they should not have changed the clothes, the pants, the weapons etc - because the characters were already bad-ass in the original game. If they weren't we wouldn't have liked it. The style on the contrary was one of the most fascinating and important aspects of the game. Every character with few exceptions looked really cool! But Sephiroth in particular made me obsessive for a few years about him and the game - mostly because of him.

His looks were so bad-ass that i wanted to be him and play as him really badly. President Rufus wasn't far behind. All i am hinting at is that the new style of Advent Children was underwhelming compared to the original FMV's. And of course Tifa went from a 10 to a 6 - if rating her looks. I think most FF7-fans had a crush on her for a particular reason.

Changing the looks of Sephiroth made him look less cool, and especially his hairstyle looked off in all the modern games - in FF7 it looked perfect. Even the chibi-model of Sephiroth looked more bad-ass than the modern representations - especially in the "Temple of the Ancients". It just had a much better hairstyle and cold big eyes. Barret looked way better in the original, he became smaller and less huge in everything that followed.

About Jessie, i am happy we are two thinking like this - She looks like she could be any Japanese woman now. While the original had a much more unique look.

General discussion / Re: FF7 Remake Teaser
« on: 2019-05-11 11:29:44 »
I am actually disappointed in Square-Enix for destroying Jessies face and hairstyle.

The other team did a much better job at keeping the look from the Playstation game that i liked. Her new face is too realistic - and her hair is totally not the charming hairstyle i liked in the original, and that i were pleased had been kept in the 2015 version..

The new Jessie is looking like a different woman dressed in the same clothing..

She has darker hair (not good), her hairstyle is wrong (very bad) and her face is too realistic (also not good - if the hairstyle were fixed i would be fine with her. Cyberconnect2 did a better job on Jessie.)

As for the others i liked the new designs, Wedge might have been too small - i prefer the much larger Wedge from the 2015 trailer as well. I don't like the style-change from the original. I wanted HD-versions of the FF7 characters - not realistic different looking FF7 characters.. They did Aerith perfectly right though.

- I have hated Clouds pants ever since advent children. I loved the German soldier styled pants. I don't like how they removed the coolness about them.

This is the 2015 Jessie:

This is the new:

PS: I kinda always liked Jessie for some reason.. I really disapprove of the new 2019 hairstyle - the 2015 one was spot-on...

I did really love this look:

Why is Square repairing what isn't broken? Do they think that because all their other IP:s are realistic that the anime-style needed to be changed for the FF7 Remake as well? Realistic anime-characters are 100% better than the new real-world style. Jessie is proof  of that - i think they are doing a big mistake changing the original style of the characters. And CyberConnect2 at least understood that the original looks are the best..

Hello guys, i did update a Dyne video a few days after the latest post. It's available at this link:

Also, i've released a new article over at about all my work regarding this project, as i did in-fact release an official demo of the Shinra Overhaul Mod (Play as the Shinra project) where you get to play as Scarlet, Rufus, Dark nation, Elena and Dyne while the NPC's are now Aerith, Cloud, Tifa and Barret.

- I did try to turn Dark Nation in battle into RED XIII but the proportions were off. I gave up the attempt.

It's 0.5 due to still lacking Yuffie/Reno, Cid/Palmer, Vincent/Sephiroth/Tseng and Caith Sith/Rude - with them it will be a 0.9.

1.0 will be when Avalanche and the Shinra has also been swaped, making Heidegger etc Avalanche, and Jessie, Biggs and Wedge main Shinra characters. I would probably use Wedge as President Shinra, Biggs as Reeve and for Jessie maybe Lucretia.

Link to the article:

Link to the download:


"I've just finished my new FF7 character Dyne, replacing Barret Wallace in the field and in the battle - all models are swaped, nine in total.

Credits to Grimmy for making the NPC battle model compatible with the playable character commands last summer of 2017, and to Kaldarasha for the wonderful Barret model used for NPC Dyne in both the field and the battle - he created the base-model.

I've re-riged the Barret-model created by Kaldarasha for Young-Dyne, Boss-Dyne and Field-Dyne.

Then i've riged the Dyne original FF7 model for Young-Barret, Sailor-Barret, Field-Barret, Parachute-Barret andone of the two included battle models of Barret (one is based on the Barret model and i did rig it). Grimmy hex-edited the original NPC-model which is teh other one.

Then i've finished the Dyne-Avatar and added the limit-breaks and Kernels by Grimmy that he did also finish last summer."

Dyne is Barret's childhood bestfriend, who turned mad after he lost his wife and daughter due thanks to the evil Shinra organisation, not knowing that his daughter Marlene actually survived and were adopted by Barret as his daughter - in the original game he just wants to "destroy everything, including himself" - and he can do this due to his arm which carries a gun just like Barret's.

I always loved his story even before i got into strawberries myself, and always wanted to play as Dyne - i've replayed the Corel Prison many times both for the story and for the wonderful music playing. In any case, Dyne isn't really a Shinra character - as he hates "The Shinra" - but he is a boss-character with a great story and as such i thought he fit in the mod. Also, he is a better fit storywise than Hojo as he does have a gun-arm just like Barret.

I started with Dyne's battle model (the one based on Barret and not the NPC model) in march of 2016 - but i decided to finish the character during last saturday. I finished three models that evening, but then on sunday instead of finishing the character i were busy on other real-life matters such as being on a dinner with the AfS (Alternative for Sweden, election time in Sweden - i needed to get my own opinion on the party as i dislike a lot of things in my country) leadership. And as such, i got almost nothing done that day - instead i continued work on the character during the tuesday night and finished the character tuesday morning.

Last updated tuesday the 21 2018.


Video will probably be recorded at a later date. I really like Dyne's story - and Barret is Dyne now and Dyne will be Barret in the story.

Youtube video:

Final Fantasy VII PC: Elena the Turk Mod V 1.1

Final Fantasy VII: The Shinra CHARACTER overhaul MOD - updated two weeks ago!

The original Scarlet of the Shinra models have been updated.

Last updated on aug 2 2018 - includes the other two Scarlet alternate versions as well.


Then i did update the Rufus Shinra models slightly.

Last updated on July 29 2018.


I've also added the new character Dark Nation (replacing RED XIII/Nanaki).

Last updated on july 30 2018.


Then i did add a new alternate version of my Scarlet character being a mix between the original PRB-version and Kaldarasha's Scarlet.

Evil Aerith is now Kaldarasha's Aerith battle model also in the field.

Last updated on july 31 2018:


Then i did the complete Kaldarasha Scarlet as a playable character as well.

Last updated on july 31 2018:


Then finally i finished the new character of Elena the Turk - replacing Tifa Lockhearth and vice versa in both the field and battle. 12 models changed!

Last updated on aug 2 2018:


And i did update the Elena character overhaul mod today, as the battle model for Elena were glitched and would cause a game-lock whenever using Tifa's Limit Breaks - i re-added Grimmy's Elena from his Shinra mod, which is glitched when doing the limit breaks - but now it doesn't lock itself up.

The Elena he sent me with good looking moveset for limits would cause the game-lock after the move had been done. So the Elena mod is now updated to 1.1 - replacing the Elena he sent me last year with the Elena from his mod that doesn't lock the game during limit breaks.

"The models are mostly from Kaldarasha's unshaded updates. The battle models are largely the same, owing to the fact that they already fit in stylistically with the original game."

Unfortunately the unshaded models have lesser quality than that of the battlemodels. I've made Aerith/Aeris exactly like the battlemodel by using the same model in the field - it looks soo much better. Not sure why Kaldarasha didn't use the battlemodels in both places..

They really look HD in an oldschool way.

A shame i can't post pics or anything here.

It has taken me longer than expected to make this Shinra Party swap function properly. Mainly due to the fact that the Kernel is loaded into memory once at startup, so I was unable to make custom limits or item names like in the psx version. But I can no longer keep spinning my wheels trying to trick this mod out and so I am releasing it as is. As stated above it is still based on Jeets mod for the psx found here. and a modded version of Scarlet from mr_nygren's play as shinra project here.

It is a small play through of what events may have occurred at the Temple of the Ancients before Cloud and Company arrived. I included the PHS anywhere mod to allow more playability with the Shinra characters since the event is so short. If you want to play with the battle models as a stand alone mod(outside of the story point swap) just use the Black Chocobo save editor and give your party the "Letter to Daughter" key item. That will swap the battle models, world map models and the avatars, but not the Field models or names. That's just if you want to do it as a stand alone mod, everything is fully swapped in the story point playthrough. Here are the Screenshots and demo video again as a refresher.

One side note. Dyne is shown above, but i pulled that character and added in Tseng. Just made more sense story wise.

The known issue with this mod is the same as the jessie mod. For the avatars to be swapped they have to be .tex files loading from a menu(direct) folder. For some reason a .png file loading from a menu(mod path) folder has a persistence like the 1st avatar to load is held in memory and never reloaded. The solution is still the same as with jessie, run your menu avatars as .tex files and then any avatar swap mods will work without any issues. THis is a 7H exclusive mod like the jessie mod because of the file swapping based on in game variable feature. I also built this using 7H 1.55, so i don't know if it will work properly under older versions. If anyone would like to use the contents of this story addition mod to create a full Shinra mod just unpack the iro using 7H and have at it.!6dJ3HQIa!nnsmIu9vOKX9EGpte0gnoFz24fb6GWyE4WHUWOqg5DU

I'll help with any questions other than "Avatars aren't changing/Shinra Avatars remain after main party returns", because I already spelled out the fix above. Also if you aren't using 7H 1.55 then you will probably have issues.

I am working on the FF7 Shinra mod right now.

I just wanna say that both Dark nation battlemodels have an issue where they stand still when using their basic attack. They do attack the enemy, but they just stand still and move without moving their legs - this goes for both the one you sent in your Shinra Mod package and the one i extracted from your IRC-archive.

All the others work fine i think. So would probably be interesting to find out if it has it's own attack animation when using it's basic attack. The one where it is using the tail. The other ones seem to work fine.

Well, this is crazy, I actually just made a Qhimm account, I didn't even notice that you'd replied here!

I completely understand, thank you for getting back to me! I did want to ask you something, though.

I'm trying to learn more about modding this game, and I've been trying to replace Cloud with Rufus just like you did (your mod is great, I just want to get some practice with model-swapping).

I think I've done most things right, but whenever I get into a battle, Rufus' model starts glitching all over the place as if the game doesn't know where to put him. Do you know what I've done wrong, or how to fix it at all?

Thanks again, for replying and for reading this!!

The battle-model of Rufus was already made compatible with the NPC-animations by Grimmy. So it's the NPC battlemodel but in use as a playable character - Grimmy knows more about how he did manage that, and it has more to do with coding than the actual model i believe.

With Scarlet i had to create a battle-model of Scarlet using her fieldmodel-parts - and doing this i also had to swap the Aerith model with these Scarlet field-model parts. What i can say is that if you are taking a field model and turning it into a battlemodel then it's a lot of small work required in order to get it right. If you on the other hand are using the Rufus battle-model and turning Clouds battle model into Rufus by swaping the parts of the model then i think it's just a matter of copy-pasting the model parts.

Of course by swaping it will still use the Cloud animations and any limit breaks might cause the model to split up into many different parts, because it isn't compatible with those limit break animations.

- The battle-model in my Rufus-mod is the AI NPC model so it already is compatible with NPC Rufus and it's animations - but Grimmy altered some text-files in order to make the model respond to certain commands. Otherwise there would be issues like Rufus doing the wrong move at the wrong command.

Edit: It is also possible to manually change animations of field and battlemodels using Kimera94. But, this is done manually and took me a few days just to manage the victory pose, walking and running animations of Scarlet - i did this frame by frame for many many hours. I believe a six sec animation is many hours of work. So unless you want to do this i believe Grimmy's way of using the NPC battlemodels is the best way to get the correct animations.

A user named JSN2001 (Jalen) wrote to me on moddb, unfortunately i can't answer on moddb PM:s on the internet i am currently using as the "send message" never works and nothing happens when clicking to send the reply.

He wrote:

"Hello, world's biggest Rufus fan here. I was just wondering if you plan to finish the Shinra mod you mentioned on Qhimm. I love that you made Rufus and Dark Nation,

but do you plan to complete the other characters?

Thanks in advance!


I wrote:

"Hello, glad to hear that - i used to love Sephiroth, Rufus and Dyne!

I probably wanted to be Sephiroth as a teenager, Rufus was just so cool and stylish and Dyne had the best backstory. I always loved the good guy turned bad story that he had.

As for Scarlet she was sexy so i wanted her playable.

- To answer your question, well Dark Nation isn't available yet even though he is in the video - i still have to create the RED XIII battle model when fighting it and Rufus-Cloud.

I have finished Rufus and Scarlet only, and Scarlet's battlemodel i actually made from scratch using the field model parts - while Rufus didn't require as much work because he already had a battlemodel. Not to mention the walking and running animations and victory pose of Scarlet took alot of time to do.

I will probably finish the mod at some point, but i need to be at my older computer and i don't have access to it currently - plus there is the issue of Sephiroth and Dyne having the wrong animations when standing, walking and running in the field, and i want them to look good so that needs to be fixed as well. It will probably take alot of time to finish their animations unless i can find a simple way to just switch animations without doing it manually frame by frame. Like if i could just swap the names of the animations in question - that could be possible for the field models.

I guess because of their issues i will do others first, most likely i will do Tifa/Elena, Yuffie/Reno, Cid/Palmer and Caith Sith/Rude - plus additional Tseng/Hojo alternatives before attempting the two that require new animations.

Vincent will be Sephiroth and Barret will obviously be Dyne.
I am not sure exactly when i will be done, but the battlemodels are ready for the Shinra characters so it's just a matter of replacing their old NPC-models with heroes and adding all their field models for different versions of the characters."

Go ahead and check your PM. I just sent them to you.

Yep, did awhile ago - great job!  ;D

Gonna add everything soon and test them out in game.

Then of course i will need to do the field-models etc for each character after that.

Also, i will upload each character as a separate overhaul package first - but in the end i plan on releasing a Shinra Mod at moddb.

Is it hard to create an installer when i have the mod ready on my end? I am using the Bootleg-configuration and it's too big for uploading. So i am just wondering how that would be done. Like an installer installing everything so people won't have to download individual files. It would be a complete mod just like that Turks-mod but better.

That is incorrect all the limits can be reassigned and changed. It is all controlled by the ab files and kernel(and the exe on pc). You could have up to 6 party members that each have a transform(7 if you eliminate the vincent character slot). In my Shinra mod Hojo does transform into heletic, and if you watch Jeets vids you will see Seph transform into safer and bizarro.

I'll be waiting for you to finish those animation files before continuing with this mod. Just post here and i'll be sure to see it when  it's done and i'll take over from there.

Well one day when you ot this all worked out i could very well help you advance this to make an actual new story. It's something i've wanted to do for some time now.

The 1 thing that i know of that cannot be changed are limits. So in that case if Hojo is going to be in the party then make him vincent. His limit to transform suits Hojo perfectly

Could be interesting but i don' think i will have the amount of free time.. :/

Just putting my 2 cents here but would Rude not make a better Tifa?

EDIT: Wait never mind, animations are changed too so it's fine.
         Dyne i don't think should be here though, he doesn't fit in.
         He hates Shinra, he wouldn't work with them.
         If animations don't matter because of switching Reno and Rude should be
         Barret and Tifa as they are your starting gang.
Just putting my 2 cents here but would Rude not make a better Tifa?

EDIT: Wait never mind, animations are changed too so it's fine.
         Dyne i don't think should be here though, he doesn't fit in.
         He hates Shinra, he wouldn't work with them.
         If animations don't matter because of switching Reno and Rude should be
         Barret and Tifa as they are your starting gang.

You are quite right if it was only about the Shinra/Turks - but i make some exceptions for bad-ass enemies like Sephiroth and Dyne.

Sephiroth shouldn't be a Shinra-character neither -  at least not in this timeline. Plus their stories are swaped with Clouds and team. I am not gonna create a new story and change all the text in the game. Therefore Dyne is basically Barret and Barret will be Dyne who hates the Shinra. The Shinra will basically be Avalance.

Truth be told i mostly want Dyne because i always wanted to play as Dyne. I think the Corel Prison part of the game is one of the best - and the music there always was good to my ears. Dyne's character was always sad but in a understandable way. Victim turned terrorist against the evil Shinra.

Yes, he won't fit in the company of the others based on his original story - but as Barret will be Dyne in the story i think it's fine. The mod is not about the story of these characters - it's about playing as them instead of Cloud etc.

I'm getting started on this, but want to make sure you are happy with these. I'm going to do

Dyne as Barret
Rufus as Cloud
Elena as Tifa
Dark Nation as Red XIII
Palmer as Cid
Reno as Yuffie
Rude as Cait Sith
Seph as Vincent

Including your Scarlet as Aeris that is a full set and cuts out Hojo, Tseng and Jenova. The only way to include more than the nine would be to do party swapping using 7H's variable swapping mechanic. In my personal mod I have 27 playable characters, 5 playable guest characters and 9 limit transformations, so having more characters is just a matter of flevel scripting and 7H modding. Regardless of that I'm going to move forward with the above list. If you have any changes just let me know. 

Hello, sorry for not being active for a day or so - i gladly switch out Rude for Hojo though. Palmer would probably work better as replacement for Cait Sith (fat and all that).

So basically Palmer - caith Sith.

Hojo - Cid

That i think would fit better as Hojo is a scientist and maybe a "rocket scientist". :P

I gladly have the animation files for the others though - especially that Jemnezmy unit.

But otherwise i think those will do =).

Sure. Give me some time and I'll get you a nice set of shinra battle models. After that I will look into the heroes as enemies with hero animations. I think Jeet did a hero Jemnezmy.

-To use the original enemy field models with animations you have to edit the flevel to replace the hrc files of the original party with the enemy hrc files and then edit the enemy animations list to have enough animations. Not enough animation will cause a soft lock, but since your mod is a full replacement you should just swap models. I only had to edit about 20 fields of the flevel and it takes along time to test every model and animation.

Sure. Just write here or PM me when it's done and i'll be sure to check in regularly. Gonna finish this mod whenever the battle-models are ready =). It will make the experience that much better with the real animations of the characters in battle.

Yes - but i think Jeet turned Aerith into Jemnezmy. I would prefer Tifa as otherwise Scarlet would be cut.

It seems very complex and time consuming making the field model compatible in that way in all the games fields. So yes you are right - i'll be doing the field models the same way i did with my Scarlet-character. Not sure about adding animations for all of them though as that is very time consuming adding them in frame by frame.

To correct the limit animations you need to make a kernel.bin like the one jeet had in his psx mod. Then all the limit animations will work properly. I couldn't include the kernel in my party swap mod because the kernel loads into memory only once when the game starts and then it cannot be swapped. Yes you have to hex edit the ab files(just copying and pasting won't work every ab file is unique), but that isn't how a new animation would be created. That is how you assign already existing animations to an action. So Jeet had to assign animations to actions that didn't always match because no animation existed.

After thinking about it if you will tell me which shinra characters you want to replace which hero characters I will make you a set in that order with a matching kernel.bin. I'll pretty much only have to rewrite elena's AB file and make the new kernel to fix the limit animations.

I see, i am a total noob when it comes to the kernel.bin and hex-editing though. But am quite good with the Kimera program as well as the game itself =).

Okay thanks, that would be great if you could help me out by doing that! :).

I think the following:

Barret - Dyne

Vincent - Sephiroth

Cloud - Rufus (Done - but not sure about limit breaks).

Aerith - Scarlet (Done - but i saw you managed to also use the NPC field model with all it's animations and bones intact? How did you manage that?)

Tifa - Elena

The rest of the characters you are using used by those you replaced them with - Palmer, Hojo, Reno and Rude.

Red XII - Dark Nation (Done).

Not sure about Tseng, i could possibly use both Dyne and Tseng in a submod and let people chose which ones to use.

Finally i wanted those Jemnezmy animations (sexy female villain) in order - possibly one could use that model for Jenova? In the PSX-mod it's already done in that way.

But how did you manage to make field models use all their bones etc? Is it a similar process? Thanks for your help as it will help me to finish a Shinra Mod. I may add Tseng and the Jemnezmy/Jenova as alternatives.

Tifa - Jemnezmy/Jenova.

By the way, would it be possible to also give Rufus-Cloud etc their animations? So that enemy NPC Cloud is using the sword and not a gun?

Look at the wiki if you want to change the battle animation. There are some information about them. If I remember right **ab contains the pointer where to find the animations and **da contains the 'normal' battle animations while the limt animations are stored in the magic.lgp
So far we have no tool to edit the **ab files. Though you can use a hex editor to modify them.

Yes, what Grimmy did was modify the **AB-file to make the game load the right enemy animations in the right order. If that file isn't modified they will be out of order.  The guy who created the PSX-mod had already done the groundwork - so one would just need to open up the file and add the same changes to it as made on the other characters. At least that is what i have understood.

I have no knowledge about hex-editing though but would it be easy to copy/paste the stuff already included in one ''AB-file to another?

All the enemy animations are the same i would guess. If i could like open up the Rufus **ab-file and copy/paste the coding from there to let's say Dyne's **AB-file? That may or may not give Dyne the proper commands when using his model with his animations also - or anyone else.

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