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Messages - GameGeeks

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-20 13:25:31 »
Thanks, I can do the send off, but suck at the parade.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-20 09:48:35 »
Can I get an answer about the parade rewards?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-19 22:28:18 »
Did you change the parade rewards?

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 19:07:35 »
Wasn't sure since it affected field too. Guess I'll disable that too. Thanks!

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 19:01:01 »
Manually imported it, any suggestions on where to put it in the load order?

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 18:52:29 »
Yeah, why can't I ever get the fun bugs/glitches when it comes to games? Anyways, thanks for the help!

7
7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 18:47:40 »
Getting an error when trying to download the mod that way. It wont let me download it.

EDIT: Error Downloading Models: NiNoStyle'sModelsThe remote server returned an error: (404) Not Found.

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 18:28:06 »
Shame, was trying to keep things consistent since not everyone has a cmh model. Thanks for the help!

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 18:17:30 »
That did the trick thanks! And the arm socket issue?

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 17:51:04 »
Tried those settings and that's not it. And my card should be able to handle the resizing considering it's only three years old (rx480).

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 16:10:05 »
Tried changing that, uninstalling all the mods and re-downloading them/activating them to see after the change.

EDIT: Not sure if it matters but I had to do the compatibility work around to get the game to launch.

EDIT2: I hear sound effects and see the text box but it's black till I open the menu.

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7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 15:42:26 »
Sadly, still not working.

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7th Heaven / Opening cutscene wont play.
« on: 2019-08-14 13:58:02 »
It just skips it and shows a black screen till after Barret runs off and remains that way till I open and close the menu. A side issue I'm having is in battle. Cloud's arm is out of its socket.

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7th Heaven / Re: Crashing when I download a mod
« on: 2019-08-12 18:31:11 »
Getting this issue too. No recent windows update. Just can't download mods. Been over the guide countless times.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-09 19:41:21 »
I think Silvers are sold in the cosmo shop.
They are, but no reason that it can't be removed, not like you need more then one of a weapon. And in Shinra Mansion the chest containing the platinum m-phone says silver m-phone when you open it. And I'm guessing the gimmick of that weapon is it's a really early eight slot weapon? Now to figure out what weapon I want to steal from Lambda.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-09 13:54:46 »
Yeah, the Seraph Comb is now a triple AP weapon that's given when you go see Bugenhagen on Disc 3 (after completing the Forgotten City/Ancient Key business).
In that case if you can't fix the sell issue of the silver barrette you could give it there and make it unique.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-08 14:49:29 »
might wanna change the model for the masamune which you can forge for the new mod i was pretty dissapointed that it had the same skin as the buster blade :P
I think it uses the default weapon for whoever equips it. And it might be that way intentionally due to every character having their own attack animations. I know in the PS version when messing with GS it worked that way.

EDIT: Did you remove Red getting a weapon at the end of Gi Cave?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-08 02:32:45 »
Oh, were the random encounters on the world map? I don't think it works there because I can't get into whatever script the world map runs on (it has to be refreshed on each screen if I remember right).

I think I put the NPC down at the bottom of the cave because the event makes you walk into the cave before handing back control, but I can see about moving him up to the surface instead.

I'll review Silver Barrette's position if I can't make it sellable.
Yeah, it's the world map. In that case maybe simply make Enemy Away to reduce encounter rate to zero if you can to get around it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-08 02:07:55 »
There should be an NPC in Cosmo Canyon to handle the battles; he even appears during the opening of the cave itself to alert players to him being there. Did he not appear?

Random Encounter disable should be working, I usually use it when running through scripts. Which save points have you tried to use it from? There's disable/enables in the field scripts that might have interfered.

Silver Barrette is part of a glitch that makes several items unsellable for some reason (it's a lesser known problem in the original). Reason I haven't sorted that out is the editor seems to have a problem setting the sellable flag for equipment, seems to revert when the affected weapon is deselected. I could try making a back-up, changing it, and then saving the kernel with the weapon still selected and seeing if that works.
I didn't enter the cave. Maybe move him up the stairs by the weapon shop. I didn't want to risk getting locked into the cave. And the save points I tried where the one in Fort Condor, Junon and Cosmo Canyon. I'm using the 7H version if it makes a difference. And if you can't make it sellable could I suggest making the items like that one off? And maybe replacing the other instances of them with something else.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 22:57:07 »
Nah, this wouldn't be a specific save, though. It'd just be a flag that gets set if you beat the game even once.

When you hit new game, check for the flag. If it's set, you get to pick and choose 1 or 2 benefits or nothing at all if you want a fresh playthrough. Obviously, this wasn't what he was trying. It's just a compromise, if necessary. The "grade" example was just a feature form an existing series that sort of got this idea across. In essence, you can make it much simpler.
Yeah, but like I said the game has no way of telling if a game is beat or not. It can't scan save files, just load them.

EDIT: You may want to put the Fort Condor NPC in Cosmo Canyon as there's a battle right before you enter the cave. And random encounter disable at save points don't work. I'm still getting random encounters. And could you make the silver barrette sellable? I have four of them and would be nice to be able to sell the extras. I'm guessing the item ID used to belong to Red's starting weapon.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 20:37:02 »
Hmm.
Was there no way to save a variable that functions in the same way Grade does for the Tales of series? I'd imagine a "Grade" shop would be pretty appealing for NG+ just because you don't have to worry about manually resetting the game's flags; just making sure the points are kept and that there's a check for those points when you start a new game.
Problem is the Tales of series are built to check for a specific save when starting a new game. FFVII is not built for it and a large chunk of code would have to be re-written for it to do so. That'd be more work then what he was trying.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 16:20:54 »
Thanks, and seems you removed arrange for the time being as it's greyed out.

EDIT: May want to update the item list. I just stole a silver barrette from the griffin enemy by Cosmo Canyon. It just lists a hi potion for his steal.

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