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Messages - UpRisen

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151
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-21 13:09:01 »
Thats a very old version and alot of the bugs in it have been fixed, just try the newest version available on the initial post of this thread. Download the IRO package and open the zip file up and place the ff7 and ff7_bc.exe if you want Menu overhaul in your FF7 directory (make copies of your originals just in case) Then place the IRO included in the zip in your ff7/mods/7th heaven folder and launch 7th heaven. go to your library tab and hit search and at the bottom of the list will be the new NT. just activate it and leave it at the bottom of your load order, then just turn off the original Gameplay and Story iro

152
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-20 17:19:13 »
big shot, mindblow, braver, and cross slash done. Tifas lvl 1 limits tomorrow then working my way from start of game till air buster in prep for the Echo-S demo.

153
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-19 23:56:00 »
Magic channel aura and summon ball



cure type spells

154
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-18 01:25:39 »
Vincents limits will now always do 2 physical attacks the 1 magical attack so you can have a good grasp on what his DPS is going to be instead of hoping that RNG favors you.

155
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-17 20:02:24 »
If the model can be extracted and converted into a 3ds or obj file then it can be changed.

156
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-17 16:58:10 »
I dont know how the pngs ended up no 32 bit but after re exporting them in gimp it fixed it. The balls are actually their own pre textured model. The ice 1 spell is the same thing. The model itself has a texture but in kimera you cannot change or add a texture. Tsuna and myself found a way to assign textures to them though so theres literally nothing in game that we cant put a new texture on now.

157
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-16 21:08:05 »



158
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-16 16:06:14 »
edit: found a solution, can just make the models with the texture baked on and it works in game. no texture file needed.

159
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-16 14:39:40 »
[00000749] [BATTLE] Begin main battle loop
[00000776] ERROR: invalid bitdepth
[00000776] INFO: tried to load D:\Games\steamapps\common\FINAL FANTASY VII/mods/Textures/SEFFECT3_25.png, falling back to palette 0
[00000776] ERROR: invalid bitdepth
this is my app log when trying to remake magic textures. does anyone know what exactly it means by invalid bitdepth?

anyone have a clue what exactly this means? I got this just from putting satsukis seffects in my texture folder to help narrow down what files im missing.

Also the little balls for Fire 3 + all dont show a missing texture in the app log so i geuss theres no way to change them with aalis driver.

160
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-16 02:07:30 »
thanks guys i found the option in opengl.cfg

161
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-15 02:25:23 »
All that NT replaces is textures for a few things. As long as NT is below any model replacing IRO you have then you are fine and the models you chose will show up.

162
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-15 00:30:01 »
Sorry about all the question! I think this is my last one. :) With regard to 7H load order. Right now, I have New Threat in the same place 7H recommends the "Gameplay - Difficulty and Story" mods be. It seems to be working fine, but I'm curious if there's a more appropriate place in terms of load order. Or if I'm accidentally overwriting something from New Threat by having it in the middle of the load order.

Thanks!  :)

NT replaces some character textures so it needs to go below any field model iro you have. you can put it at the bottom of your load order and you shouldnt have any issues.

163
WIP / Re: [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-14 19:25:10 »






Fire 1 2 and 3 done. I cant find the little balls for fire 3 all so if anyone knows the texture id for that i would be very grateful.

164
WIP / [FF7PC] AVALANCHE ARISEN Magic Textures
« on: 2018-07-13 18:55:48 »


Are you using upscaled magic textures? Do you always wish that they were just a tiny bit better? Well look no further as I am now in the process of re-texturing the magic and effects. This will be a mostly complete retex of all the magic textures (some ill just waifu and smooth out for ease / they are already good textures) And will also include several different limit break textures, coming in a variety of color variants as well.


Ill be updating every couple of days with some new screenshots or general update news. I don't expect this to take more than a month or so but we'll see. You can come watch me work on these almost daily at https://www.twitch.tv/uprisen


Official Start Date: 7/14/2018

Current progress : EVERYTHING worth editing from start of game till Airbuster is finished.

165
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-08 04:02:57 »
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.

166
7th Heaven / Re: Catalog does not Download.
« on: 2018-07-04 14:22:52 »
Did you post the catalogue link in the workshop/settings menu of 7th heaven?

167
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-26 15:34:53 »
So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!

1: Cloud should get it on first limit used and it should not happen again until cloud takes 6 actions. Verify that you are using the most up to date version of the mod and the most up to date exe file.

2. You can choose the option every time

3. limit unlocking is the same as vanilla. support materia (the blue one) only work when paired in a linked slot with another materia. For elemental it will either give your attack damage or your armor defence vs the element of the materia it is paired with. You can see the materias element when you select it in the materia menu, it will be the element in yellow under the name on the stats tab.


Slum Drunk: +15 STR, +10 VIT/LCK<----------srsly..... aeris being a mage get str??? O_o can ya change with 15 vit10luck/5 spr :D

Half of her weapons and her innate make her an ideal tank when picking this option , the str option is better for her here, and its really fun to beat things to death with one of her staffs.

168
7th Heaven / Re: Final Heaven and Achievements
« on: 2018-06-24 23:15:32 »
Once you run the game converter it changes the exe and removes the ability to gain mods, and theres nothing we can do about that unfortunately. But there are some mods available for the steam version that allows you to keep achievements. The Reunion, Kaldasharas character models, and my Avalanche Arisen battle textures all allow you to keep achievements.

169
Derek has the right solution. When your pc restarts or updates sometimes it causes your audio to be set to "default" instead of what ever you have it set to. The game will crash if the audio isnt proper so you have to rerun the converter to set your audio device again. This wont affect any of your mods or 7th heaven or your saves. The only thing to take note of is if you are using a custom ff7.exe like segachiefs NT exe the converter will overwrite that if its in the main directory and youll have to put a new version in.

170
7th Heaven / Re: activate 7th heaven - already installed
« on: 2018-06-14 02:23:01 »
Did you run the game converter provided in the thread?
in your workshop / setting tab in 7h set your exe location to ff7_fr.exe
make sure the rest of your settings are set exactly how stated in the 7h tutorial thread.

171
WIP / Re: [FF7PC] Post bug reports here
« on: 2018-04-15 18:11:20 »
 field uttmpin2 theres a "hidden" rotating door at the bottom of the screen and you can soft lock it by spamming "ok" when going through it.

shpin_3 is another bugged field.  There is a body next to the ladder and if you position correctly you can interact with both at the same time. This will lets you move with the txt bubble up, you can then start the trigger with sephi, end the first conversation which will restore your movement and you can attempt to leave the field during sephi talking, this can lead to a soft lock.

172
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-15 18:04:25 »


And Mr smiles only gave me a max of 3 sources, for instance I did clouds mercenary and got 3 power sources and 2 for the rest.

Because of the custom exe sources give +5 each instead of +1.

173
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-10 19:49:33 »
Not sure if its been pointed out but when you obtain Aeris her innate explanation it says that she absorbs poison damage, but then it says that Poison is not covered in the next text bubble. I think that you mean to say that damage from poison ticks are not covered but I just want to verify.

174
those bricks were the first thing i did in gimp and didnt know how to make them 100% seemless. in game the cam is so zoomed it that you cant tell, and the way we are rendering it in blender makes the lines stand out alot more than in game so i wasnt to concerned with smoothing it out, but if you want to heres the texture


175


Colab with Tsunamix to get the stages fully 3d. hes doing the modeling and im wrapping the uv and textures.

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