Author Topic: [FF7PC] Turks Mod Complete (1.1)  (Read 29796 times)

burnloungaz

  • Cool newbie
  • *
  • Posts: 64
  • Karma: 0
  • www.burnloungaz.synthasite.com
    • View Profile
    • Burnloungaz's site
Re: [Release version 1.0] FF7 Turks Mod
« Reply #25 on: 2008-12-18 19:16:47 »
i feel ignored, so does it?

http://burnloungaz.forums-free.com

Jonnylossus

  • Crazy poster
  • *
  • Posts: 115
  • Karma: 0
    • View Profile
Re: [Release version 1.0] FF7 Turks Mod
« Reply #26 on: 2008-12-19 00:53:05 »
i feel ignored, so does it?

http://burnloungaz.*-free.com

Please stop spamming.

If there are no back ups, just back up your folders by yourself.. Thats better anyway.

NameSpoofer

  • Guest
Re: [Release version 1.0] FF7 Turks Mod
« Reply #27 on: 2008-12-19 18:37:17 »
Hey ultima espio thanks for the comment. What I did was that i changed the cloud model with rufus model but i used vincent battle skeleton. Then in kernel.bin i had to swap the default weapons and changed the limit AI ( Bringhate did this for me ). Im kind of bad at explaining but this was what i did.

And with some kind of hex editing, i was able to force barret skeleton to do only the melee attack, thus made it possible to swap barret with rude. I will include this the next version  8-)








ultima espio

  • No life
  • *
  • Posts: 1359
  • Karma: 20
    • View Profile
Re: [Release version 1.0] FF7 Turks Mod
« Reply #28 on: 2008-12-20 12:16:38 »


Haha sorry that picture just looks wrong haha. Thanks for letting me know that, it might come in handy with other people too. Good luck :-)

NameSpoofer

  • Guest
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #29 on: 2008-12-21 18:53:29 »
Haha yea Rude looks kinda weird but the thing is he is using barret's skeleton xD

Anyway version 1.1 is out! You can download it in the first post!

New features:
-Rude replaces Barret
-Add new Elena models: 7 years old, 15 years old, etc...

I also update new screenshots as well as two videos I made on youtube.

DragRopes

  • Freak
  • *
  • Posts: 878
  • Karma: -22
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #30 on: 2008-12-21 19:14:37 »
Well done, good sir, I'm definitely installing this on my next play-through.

Bluegrass79

  • Fast newbie
  • *
  • Posts: 21
  • Karma: 0
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #31 on: 2008-12-29 08:01:19 »
Man I'm glad I just bought this game off Ebay http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&ssPageName=STRK:MEWNX:IT&item=290283124048                Thank you sir for taking the time to make such a expansive mod. Its like a brand new game in some ways. Really nice work. Mods like this are what make the prices to buy this game over 100 dollars.

EDIT: THE best mod Ive came across.  I been playing it with the Reasonable Difficulty Mod, Updated music, Yamp, the high rez mod, and every graphic card setting possible. Looks great, plays great. Makes a new play through so much fun! This mod deserves more praise and front page of the forums.


EDIT: You missed some text changes in a few places especially the fight between Dyne and Barret that you switched around. I'll try to let ya know if I catch anymore bad ones.
« Last Edit: 2009-01-23 19:09:48 by Bluegrass79 »

Bluegrass79

  • Fast newbie
  • *
  • Posts: 21
  • Karma: 0
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #32 on: 2009-01-23 19:16:58 »
 :-o

Furzball

  • Freak
  • *
  • Posts: 602
  • Karma: 0
  • Furzball happens...
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #33 on: 2009-01-24 01:04:13 »
Just curious spoofer, when I get to a certain point with the zack project mind if I borrow your yuffie model to make Cissnei. I'm trying to figure out how I can bring her in the game. I'm thinking of moving tifa's model onto another character's position and replacing her with Cissnei. Would fix a hole in my story that I've been having trouble with for awhile.

NameSpoofer

  • Guest
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #34 on: 2009-01-24 05:34:25 »
thanks for reminding me bluegrass, I will fix the text in a near future, currently im pretty busy and if i have free time i would likely spend on kingdom hearts models

and furzball, just do anything as you wish, you can use any models in my mod. if you have questions about modding just ask me

Insight

  • Crazy poster
  • *
  • Posts: 125
  • Karma: 23
  • Nothing special here...
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #35 on: 2009-01-31 12:54:48 »
in the credits,you named some sort of programs,are those the programs you have used?
what are my options to create an individual mod? what tools are necessary?

NameSpoofer

  • Guest
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #36 on: 2009-03-16 15:43:29 »
im gonna upgrade this mod because now turks models from CC are availabe

this mod is gonna pawn everything soon :p

Bluegrass79

  • Fast newbie
  • *
  • Posts: 21
  • Karma: 0
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #37 on: 2009-03-17 14:50:49 »
It already does :-D   I cant wait

Great Sephiroth

  • Crazy poster
  • *
  • Posts: 106
  • Karma: 0
  • I Will never be ........ a memory
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #38 on: 2009-07-07 18:53:47 »
i was wondering how did you give the vincent limit break to rufus(Cloud) and vice-versa i was trying to do it myself to give Clouds limit to my Vincent(Switched to Sephiroth)

Great Sephiroth

  • Crazy poster
  • *
  • Posts: 106
  • Karma: 0
  • I Will never be ........ a memory
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #39 on: 2009-07-12 04:48:09 »
i have another problem, when im attacking a flying enemy with rufus i can't reach, i don't know what the problem is ,  i checked the weapon data on wallmarket and everything is alright there

can someone help me

Xelane

  • Insane poster
  • *
  • Posts: 477
  • Karma: 0
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #40 on: 2009-07-12 05:07:47 »
flying enemies have to be attacked with a long range weapon or someone with the long range materia equipped

Great Sephiroth

  • Crazy poster
  • *
  • Posts: 106
  • Karma: 0
  • I Will never be ........ a memory
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #41 on: 2009-07-12 05:17:57 »
I know but in this mod like you know rufus have guns and his weapon are replaced by Vincent Guns,  but i just found out why it didnt work,  its because the guns in the kernel.bin was set to cut instead of shoot

thanks anyway , if someone who use this patch have problem like that go into wallmarket editing the guns of vincent to shoot instead of cut

Great Sephiroth

  • Crazy poster
  • *
  • Posts: 106
  • Karma: 0
  • I Will never be ........ a memory
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #42 on: 2009-07-13 02:32:43 »
Sorry for dbl post but i hat another bug,  the Turks Cloud model head is all white how can i "repair" that

death_gigas

  • Cool newbie
  • *
  • Posts: 70
  • Karma: 0
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #43 on: 2009-10-22 23:18:28 »
it's awesome ...,,,, very good... do u have a mod of AC style on pc,,,, is it ok to u to give it to me thnx.....,, more power...

drfeelgud88

  • No life
  • *
  • Posts: 1355
  • Karma: 0
  • da DOC iz here!
    • View Profile
    • My YouTube
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #44 on: 2009-10-23 00:47:46 »
it's awesome ...,,,, very good... do u have a mod of AC style on pc,,,, is it ok to u to give it to me thnx.....,, more power...
Oo. Bad. No-no! (Necro'd). Ahem. Anyways, sorry, but the AC mod is no longer to be distribute due to the ripped models not belonging in the game.  :|

sl1982

  • Administrator
  • No life
  • *
  • Posts: 3608
  • Karma: 32
  • GUI Master :P
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #45 on: 2009-10-23 03:59:52 »
it's awesome ...,,,, very good... do u have a mod of AC style on pc,,,, is it ok to u to give it to me thnx.....,, more power...

... you need to go read the rules, because you break at least one almost every time you post. And changing your name doesnt mean we dont know what your old one was.

death_gigas

  • Cool newbie
  • *
  • Posts: 70
  • Karma: 0
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #46 on: 2009-10-23 04:27:49 »
ok sorry.....

mhoja1234

  • Guest
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #47 on: 2010-04-05 05:28:06 »
it said invalid directory what should i do

Tekkie.X

  • Freak
  • *
  • Posts: 896
  • Karma: 21
  • Formerly known as DragonNinja
    • View Profile
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #48 on: 2010-04-05 12:34:09 »
The mod contains illegal content (clouds head from Kingdom Hearts) so you won't get any help with it.

drfeelgud88

  • No life
  • *
  • Posts: 1355
  • Karma: 0
  • da DOC iz here!
    • View Profile
    • My YouTube
Re: [Release v1.1] FF7 Turks Mod Complete
« Reply #49 on: 2010-04-05 18:08:58 »
it said invalid directory what should i do
Geez, nice Necro.  >:(