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Messages - UpRisen

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1
What is it you want done? I can't do full custom models but I can take pieces that already exist in-game and put them on any skeleton and do a bit of shaping and recoloring of them.

2
Releases / Re: [FF7PC] The Barret Mod
« on: 2021-09-25 19:09:08 »
After a long break an update is upon us!

Patch notes:
Various bug fixes
Added missing models
Added Choco/mog Ifrit and KOTR models

check back every couple of weeks for more summon model updates as i wont be making new post for them.

3
This mod doesn't touch FMVs at all, it contains only the battle field textures.

4
Been just over a year since i finished my first playthough of this, and now seeing your 1.4 version out I am going to be starting another playthough in the next couple of days so we can see how far its come.

5
Ok, so a few things

1. "Credit to the original authors" is not giving credit.
2. Do you have permission from the authors to redistribute the mods? Even if a mod is available in a catalogue doesnt give you the right to package and redistribute it.
3. Beacause and everything related from the reunion has been requested to be removed from all Catalogues and redistributes and is only available on the Reunion site.

This mod breaks several of the forum rules and you should take it down and release it the proper way

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-25 15:31:34 »
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?


It is possible to put it as a button press combination but that requires it to be placed on EVERY field (there are over 700). Adjusting the materia and giving it early is much faster and more stable since some fields will renable the battle flag after a fight, Guard scorpion and Scitzo are the 2 that come to mind. But with the materia you will always have the effect

7
I agree with the proposed layout. Qhimm can be a little tricky to navigate for people unfamiliar and a new layout will help alot.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-13 21:22:29 »
All draining abilities in FF7 will only take as much as the opponent has. so even if you osmose for 999 if the enemy only has 1 MP you will only gain 1 MP. Same for Red and Cids draining limit breaks.

9
ff7 doesnt use a pallet swap for the models. instead every version of a model are poly painted and that information is stored in the p files. So there is no way to have AI change an enemies color. You would need extract the battle.lgp and use kimera to edit the color of the files. but i do not know if thats possible on the psx version.

10
Releases / AVALANCHE Arisen Alt Enemy Battle Models
« on: 2020-05-18 20:47:23 »
Not much to say about this one. After seeing the alt models SegaChief added into New Threat I decided to make some of the notable enemies have alternate models.

Currently only the Turks are done, but over time more will get edited. These will work with New Threat, and Tseng will ONLY work with New Threat.

To install download the IRO below and place it into your 7th heaven mods folder then activate the mod and place it above any other model or gameplay mod.

Post Apocalypse Turks ( Fist of the North Star is my Favorite anime btw  :wink: )


https://drive.google.com/file/d/1ob822YkLUhZMneeoLOOFbjpBzcupHGEr/view?usp=sharing

11
By clicking the STEAM VERSION link in the main post it will take you to my steam guide that has all the tools and steps needed to play it through steam directly and not have to use 7th heaven

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-03 02:52:33 »
Arrange mode applies a level increase to all of the enemies which will make it harder overall. Arrange also has a different set of many bosses than Normal mode. Most are harder but some are easier in Arrange compared to Normal.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-01 20:30:05 »
I'm trying to collect all the equipments and I couldn't find the Dragoon Lance anywhere in the game. It's not in the Junon shop like in vanilla

Dragoon Lance is found in the cave on Mt Da Chao.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 17:36:40 »
Will it be possible to use 1.5 saves with the 2.0 version or have we to start a new party?

You are going to want to start over with 2.0 as it changes quite alot, the first reactor for example is going to be different than current NT.

15
There is no way to get sources in NT outside of the rank up system. There is also no way to reset the rankups you choose normally. But you can use the save editor Black Chocobo and remove "bonus" stats from characters (bonus stats are stats from sources and equipment) and reapply the numbers to your liking.

16
General Discussion / Re: So FF7 Remake Music is fantasic
« on: 2020-04-19 14:05:15 »
The problem with the remake ost is that all of the songs are really good songs in their own right. but there is no flow or cohesion betweeen the songs, its just a random assortment of different musical styles all played in a row. The juke box is fire though, especially since the past 9 months or so ive been really into neo jazz and electroswing

17
Troubleshooting / Re: [FF7] Mod for camera in battle
« on: 2020-04-16 16:59:32 »
you can set the camera to "fixed" in the menu and it will allieviate some of the camera issues, but it adds some aswell. There is no mod that changes jsut the camera angles but if you want you can download the tool Proud Clod and use it to adjust the angle of the camera in a fight per fight basis

18
Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-04-06 23:01:39 »
thats in New Threat. Not Godo. But no the cap was removed around the start of 1.4 release i think

19
Support / Re: FF7 always have specific battle team mod
« on: 2020-04-06 19:15:22 »
it would take longer, but be less complicated to just disable the PHS through the flevel then have the party be set to the desired party trhough flevel script. for scenes requiring specific actors in the party you would just need to have a party switch in the script at the start and again at the end. You could also code every character to stand in every event so the party selection could  be skipped. but those are both 100+ hour projects that are really pointless since the game only has a few forced party member locations after you leave midgar, and for all of those only 1 person is required leaving you the choice of your 3rd.

20
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.2
« on: 2020-03-18 12:42:33 »
Found a major issue. After the Iguion fight in Deiling City you receive an HP Up item. Using this item will instantly start an encounter vs a single Galb Soldier in Dollet, after the fight every time you attempt to press Menu it will start another fight instantly.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-17 11:32:28 »
After you reach the bottom of the north crater a new npc will appear in the cockpit of the highwind. he will tell you about all the character NT quest, one of those will lead you to the broken machine eventually.

All chocobo encounters should be the same as vanilla. Every encounter has a fixed chocobo level. so 1 rolly guy or the bugs will always be a poor choco. you want 2 rolly guys and a choco outside of mideel for a great choco.

You cant get on the highwind with a chocobo you have just captured. you have to send it back to the stables first and ride it out from there.

and yes that fight has a mechanic where you cannot revive. And 1m xp isnt that much to worry about. in the north crater the enemies give a ton of xp and AP so it wont take you long to max her out.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-15 15:42:39 »
I searched a few different things including this thread and youtube videos. Is Chekhov not morphable still? Proud Clod shows she has a Wizard Bracelet to morph and I'm starting to think this is a tease. Also, pagoda is hard. Should I not be approaching this before the Temple of the Ancients?

Chekhov used to be morphable before some changes. Now shes immune to physical damage so you cannot morph her. SC just didnt remove the morph from the list because its a redundant change really. And the pagoda is really meant for around after TotA or even at the start of the huge materia quest. But it is beatable on first visit. Farm yuffies limit to Doom of the Living and go into fights with that + hp-mp swap and you will win pretty easy.

23
Releases / Re: [FF7PC] The Barret Mod
« on: 2020-03-14 14:59:02 »
It is about 5 months old or so. This summer after my stream is all caught up ( got a huge list of games on my backlog) the gameplay and difficulty portion of this will begin.

24
Qhimm does not allow nor condone use or talk of ripped content as mods, and unfortunately 99% of dissidia mods fall into that category so chances are not alot of people here will know how to do what you want. but the general steps should follow some pattern like this

1. find what you need to open up the mods into an editable format
2. find the part in the mod that is the weapon you want and clouds default weapon
3. copy paste the new weapon over the old
4. save, reformat and play.

25
Unfortunately it is impossible. Because and NT both edit the flevel.lgp so only one can be active at any time.

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