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Messages - Tetra

Pages: [1]
1
It doesn't replace files. It uses memory injection on original game files, which are applied in real time as the game runs and accesses the files. When you exit the game, the memory injections are cleared and your original game files are still intact. If you were to use Proud Clod, you would need to use the unpack tool in 7H to unpack the IRO file that contains the scene.bin, modify the scene.bin, then repack the IRO file to use with 7H.

You don't have to do any research or testing. Files used for the memory injection are not modified. They are taken straight from the download links found in the mod OPs. You would be wasting your spare time trying to check on issues that are almost always a simple user error with the 7H setup (e.g. load order or mod incompatibilities).

So in other words: 7H is a memory modder. You did not change any files, you did not make any new rules, you just inject the mods in the given order and only packed files will be overridden, not whole packages. So there must be an incompatibility between Hardcore mod and Reunion if you did not change any files at all.

I tested applying this mod and Reunion (without Weapon) and was unable to reproduce the error. Everything went smoothly in Mt. Nibel, and other areas I tested (didn't test everywhere).

For people who are only interested in the story mod and this mod, I suggest patching R05c [...]

7H does not use the latest files of the mods. The latest catalog is using R03c and maybe even an older version of your mod. Since Alyza is telling us those files in the IRO catalog are not changed for compatibility, I think the incompatibility is already fixed, because your test has succeed.


If you don't care about item/spell/equipment name and descriptions being retranslated, you should use my patch WITH kernel2.bin checked. This way the names and descriptions will match the effect they have but not match how they are named in the field (for example when picking up a retranslated item from a treasure chest).

And this, my friend, is the exact reason why mod injection is our seventh heaven (now I understand why you called it after Tifa's bar, Alyza). It would be a strong limitation to define any patched package for one mod only and patching by hand would be a real mess.

Sometimes I don't get people complaining this takes long on other platforms such as YouTube. I remember when I was getting into GTA San Andreas modding, it had its tools, but most things had to be done by hand.

2
I never found a solution but it does look like the exact same error.  Looks like it is a known bug at least.  Any luck?
It's the exact same issue for sure. Nah, luck won't help. I'm not very into it, so I bypassed the scene by using "No random encounters" and "Save/PHS everywhere". Got past the screen and saved, later I still encountered the same monsters on other scenes, so the issue has nothing to do with the monster, but rather with the exact scene 581.

I searched up all the threads with some customized Google Searches but found nothing that would help. Eventually, I just accept it for now and hope it will be fixed on the next 7H catalog update, so future player can enjoy all scenes without issues.

3
Eventually, I disabled random encounters and skipped the scene in the affected field. I just run through it, picking up the two items and saving before the Materia Keeper boss to turn the tweak off and get random encounters, again. So please, take your time you need for the fix.


Thank you anyways.

4
Hi DLPB,

there is an incompatibility between your mod and gjoerulv's hardcore mod in 7H. http://forums.qhimm.com/index.php?topic=17612
I know, this is none of your business, your mod works properly without gjoerulv's hardcore mod, I just wonder if you know about the fix or post EQ2Alyza is talking about in the thread?


Thank you!

6
Back in the days, when Bootleg Configurator was used to install all the mods on these forums together, it had a fix for for that scene that made Beacause ReTranslation (a section of The Reunion) + Hardcore mod work together. I'll need to look into that and see what I can do, but please don't expect it until the next Catalog update (TBA). I'm really busy with work, family, and now a fractured foot *cries* and we're still waiting for NT 1.5 and Reunion R06 releases.
Thanks for clarifying this. I wish you to get well soon and the work as well as family goes first, of course. Unfortunately, this means I cannot continue playing, I don't get past that screen. I think I could bypass the situation with the tweak to disable random encounters, but this is considered cheating in my eyes, I want to beat it without cheats and glitches.

You can browse through this thread to find the fix. If you supply me with the information I need, it can make the process to fix a lot easier. I know it's in this thread somewhere, and it's a post by PitBrat: http://forums.qhimm.com/index.php?topic=12008.0
111 pages are a lot. I used Google to try to find the post you are talking about by using Google's more intelligent function keywords:
https://www.google.com/search?q=inurl%3Ahttp%3A%2F%2Fforums.qhimm.com%2Findex.php%3Ftopic%3D12008+581+OR+nibel+OR+kyu+OR+0x01EA

I used the INURL key as well as boolean OR terms. All I found was a post with a nibel.rar file and the reply #581. Maybe I missed any keys. Did you remember any words from the post to be able to search for it, effectively? Maybe you can modify the Google search so you find the post or can tell me some hints to find it. If you don't have time for it, it's fine. Maybe anybody else can help to find it or got any ideas.


Thank you!

7
Gjoerulv, I've encountered an issue with the Kyuvilduns enemy in Mt. Nibel.  When battle scene #581 (three Kyuvilduns) tries to load, FF7 crashes.  I have mods installed via 7th Heaven (including Hardcore mod), however I've tested multiple scenarios and narrowed it down to either The Reunion R03e or the Hardcore mod as the culprit.  Has anybody else reported this issue?  Thank you for the hard work!  Loving the changes in Hardcore mod!

EDIT:  It's an issue with The Reunion - Beacause + Hardcore mod together.  After testing with Hardcore mod and no Beacause, I was able to enter battle with scene #581.


Oh it seems we share the same issue, did you find any solution to this? EQ2Alyza gave me a hint on how we could fix the problem here: http://forums.qhimm.com/index.php?topic=17612.0

8
Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.

In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.

EDIT:
There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.


Thank you for looking this up. I just reported it to: http://forums.qhimm.com/index.php?topic=17612.msg250291#msg250291


The Story mod is the IRO package that contains any story mods like your Hardcore mod or New Threat together with base mod combinations like The Reunion. Basically, this is where you select your mod in combination with The Reunion or not.


As of your self test, I was sure you would not find any issue if you test only your mod, since I believe it's a conflict between your mod and The Reunion. Indeed, it is better to report this to the creator of 7H, I just thought you were teaming up with the creators of The Reunion to make it compatible in the first place.

9
The following quote is a copy from my post in gjoerulv's Hardcore mod thread:

Hey gjoerulv,

today I just continued playing your mod again, but I don't get further. When I enter Mount Nibelheim and going to encounter Kyuvilduns enemies, the game freezes and I have to crash it.

After the swirl the black screen persists, music is playing. APP.LOG:

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: ATI Technologies Inc. AMD Radeon (TM) R9 200 Series 4.5.13447 Compatibility Profile Context 16.300.2311.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 2560x1080, output resolution 1440x1080, internal resolution 2560x1080
[00000000] INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Program Files (x86)\SQUARE ENIX\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
[00000016] set music volume trans: 127->0, step=60
[00000081] END OF CREDITS!!!
[00000081] Entering MAIN
[00000081] set music volume: 127
[00000081] Exiting MAIN
[00000081] START OF MENU SYSTEM!!!
[00000213] END OF MENU SYSTEM!!!
[00000213] Entering MAIN
[00000215] Exiting MAIN
[00000215] -=-=[START OF WORLD MAP!!!]=-=-
[00000215] stop_sound
[00000215] cross play music: 0
[00000215] set music volume trans: 127->0, step=4
[00000218] set music volume: 127
[00000220] stop_sound
[00000221] -=-=[END OF WORLD MAP!!!]=-=-
[00000221] Entering MAIN
[00000223] Exiting MAIN
[00000223] Field Start
[00000511] Field Quit
[00000511] Entering MAIN
[00000511] Exiting MAIN
[00000511] Entering FRAME_INITIALIZE SWIRL
[00000511] Exitting FRAME_INITIALIZE SWIRL
[00000514] Swirl sound_effect1
[00000514] stop_sound
[00000514] End of Swirl sound_effect1
[00000593] Entering FRAME_QUIT SWIRL
[00000593] Exitting FRAME_QUIT SWIRL
[00000593] Entering MAIN
[00000595] Exiting MAIN
[00000595] [BATTLE] Entering FRAME_INITIALIZE
[00000595] [BATTLE] Scene# 583
[00000595] [BATTLE] Exitting FRAME_INITIALIZE
[00000657] [BATTLE] Begin main battle loop
[00000980] [BATTLE] End of current battle
[00000980] [BATTLE] Begin end battle stuff
[00001047] stop_sound
[00001048] [BATTLE] Entering FRAME_QUIT
[00001048] [BATTLE] endof battle.
[00001048] [BATTLE] Exitting FRAME_QUIT
[00001048] Entering MAIN
[00001048] Exiting MAIN
[00001048] START OF MENU SYSTEM!!!
[00001232] END OF MENU SYSTEM!!!
[00001232] Entering MAIN
[00001234] Exiting MAIN
[00001234] Field Start
[00001234] cross play music: 0
[00001234] set music volume trans: 127->0, step=4
[00001237] set music volume: 127
[00001674] Field Quit
[00001674] Entering MAIN
[00001674] Exiting MAIN
[00001674] Entering FRAME_INITIALIZE SWIRL
[00001674] Exitting FRAME_INITIALIZE SWIRL
[00001677] Swirl sound_effect1
[00001677] stop_sound
[00001677] End of Swirl sound_effect1
[00001756] Entering FRAME_QUIT SWIRL
[00001756] Exitting FRAME_QUIT SWIRL
[00001756] Entering MAIN
[00001758] Exiting MAIN
[00001758] [BATTLE] Entering FRAME_INITIALIZE
[00001758] [BATTLE] Scene# 581
[00001758] [BATTLE] Exitting FRAME_INITIALIZE
[00001758] ERROR: unhandled exception


I use your mod in 7H, together with The Reunion. I minimized my 7H config to this:

Spoiler: show
Gameplay - Difficulty and Story
   ID: af709876-588e-4865-84e3-0ac0bd662fb2
   Version: 2.391
   gameplay = 10
Gameplay - Tweaks and Cheats
   ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
   Version: 2.2
   ar = 1
   cf = 1
   dm = 0
   isl = 1
   i = 0
   li = 0
   lcs = 0
   lt = 0
   nrb = 0
   spa = 0
   sc = 0
   sbo = 1
Media - Music and Sound
   ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
   Version: 2.1
   music = 3
   sound = 2
The Reunion - Beacause and Menu Overhaul
   ID: 3ee8d570-ac8b-471e-ad3f-53de21248652
   Version: 2.1
   beacause = 1
   menu = 1
   break = 1
   hand = 1
   nbb = 0
   ncb = 0


If I disable the Gameplay Difficulty and Story mod, thus disabling your Hardcore mod, the game can load all encounters. I don't want to disable your mod for Nibelheim, since many things would cause unexpected results, like early limit levels.

What can I do?

gjoerulv answered:

Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.

In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.

EDIT:
There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.

So I post it here, again.


Can you reproduce the issue? I'm using 7H 1.54.

10
Hey gjoerulv,

today I just continued playing your mod again, but I don't get further. When I enter Mount Nibelheim and going to encounter Kyuvilduns enemies, the game freezes and I have to crash it.

After the swirl the black screen persists, music is playing. APP.LOG:

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: ATI Technologies Inc. AMD Radeon (TM) R9 200 Series 4.5.13447 Compatibility Profile Context 16.300.2311.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 2560x1080, output resolution 1440x1080, internal resolution 2560x1080
[00000000] INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Program Files (x86)\SQUARE ENIX\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
[00000016] set music volume trans: 127->0, step=60
[00000081] END OF CREDITS!!!
[00000081] Entering MAIN
[00000081] set music volume: 127
[00000081] Exiting MAIN
[00000081] START OF MENU SYSTEM!!!
[00000213] END OF MENU SYSTEM!!!
[00000213] Entering MAIN
[00000215] Exiting MAIN
[00000215] -=-=[START OF WORLD MAP!!!]=-=-
[00000215] stop_sound
[00000215] cross play music: 0
[00000215] set music volume trans: 127->0, step=4
[00000218] set music volume: 127
[00000220] stop_sound
[00000221] -=-=[END OF WORLD MAP!!!]=-=-
[00000221] Entering MAIN
[00000223] Exiting MAIN
[00000223] Field Start
[00000511] Field Quit
[00000511] Entering MAIN
[00000511] Exiting MAIN
[00000511] Entering FRAME_INITIALIZE SWIRL
[00000511] Exitting FRAME_INITIALIZE SWIRL
[00000514] Swirl sound_effect1
[00000514] stop_sound
[00000514] End of Swirl sound_effect1
[00000593] Entering FRAME_QUIT SWIRL
[00000593] Exitting FRAME_QUIT SWIRL
[00000593] Entering MAIN
[00000595] Exiting MAIN
[00000595] [BATTLE] Entering FRAME_INITIALIZE
[00000595] [BATTLE] Scene# 583
[00000595] [BATTLE] Exitting FRAME_INITIALIZE
[00000657] [BATTLE] Begin main battle loop
[00000980] [BATTLE] End of current battle
[00000980] [BATTLE] Begin end battle stuff
[00001047] stop_sound
[00001048] [BATTLE] Entering FRAME_QUIT
[00001048] [BATTLE] endof battle.
[00001048] [BATTLE] Exitting FRAME_QUIT
[00001048] Entering MAIN
[00001048] Exiting MAIN
[00001048] START OF MENU SYSTEM!!!
[00001232] END OF MENU SYSTEM!!!
[00001232] Entering MAIN
[00001234] Exiting MAIN
[00001234] Field Start
[00001234] cross play music: 0
[00001234] set music volume trans: 127->0, step=4
[00001237] set music volume: 127
[00001674] Field Quit
[00001674] Entering MAIN
[00001674] Exiting MAIN
[00001674] Entering FRAME_INITIALIZE SWIRL
[00001674] Exitting FRAME_INITIALIZE SWIRL
[00001677] Swirl sound_effect1
[00001677] stop_sound
[00001677] End of Swirl sound_effect1
[00001756] Entering FRAME_QUIT SWIRL
[00001756] Exitting FRAME_QUIT SWIRL
[00001756] Entering MAIN
[00001758] Exiting MAIN
[00001758] [BATTLE] Entering FRAME_INITIALIZE
[00001758] [BATTLE] Scene# 581
[00001758] [BATTLE] Exitting FRAME_INITIALIZE
[00001758] ERROR: unhandled exception


I use your mod in 7H, together with The Reunion. I minimized my 7H config to this:

Spoiler: show
Gameplay - Difficulty and Story
   ID: af709876-588e-4865-84e3-0ac0bd662fb2
   Version: 2.391
   gameplay = 10
Gameplay - Tweaks and Cheats
   ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
   Version: 2.2
   ar = 1
   cf = 1
   dm = 0
   isl = 1
   i = 0
   li = 0
   lcs = 0
   lt = 0
   nrb = 0
   spa = 0
   sc = 0
   sbo = 1
Media - Music and Sound
   ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
   Version: 2.1
   music = 3
   sound = 2
The Reunion - Beacause and Menu Overhaul
   ID: 3ee8d570-ac8b-471e-ad3f-53de21248652
   Version: 2.1
   beacause = 1
   menu = 1
   break = 1
   hand = 1
   nbb = 0
   ncb = 0


If I disable the Gameplay Difficulty and Story mod, thus disabling your Hardcore mod, the game can load all encounters. I don't want to disable your mod for Nibelheim, since many things would cause unexpected results, like early limit levels.

What can I do?

11
Demara has nothing to do with this project.  No such word exists. You've likely used another mod on top of this one, which you are not meant to do.  Or you are using 7th Heaven, which is, again, not the installer from here and uses a mix of mods which will likely conflict.

Demara, as far as I can tell, is from gjoerulv's Hardcore mod, and is Demi3 in FF7 standard, or Gravira in most other FF games as well as Beacause.



Thank you for the info and this is all correct, I'm using 7H with many mods combined. I didn't know gjoerulv's Hardcore mod translated names, too. So I thought it was a translation by Beacause. Sorry for the inconvenience.

12
Hi, such a great mod, but I have an item here I don't find in the net.


Spacetime bomb - Uses "Demara" against one opponent


What is Demara?

13
Very interesting. Too sad the 3D Artist could not do more on the PC port.

14
7thHeaven / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-04-25 18:11:40 »

I can't put those models in anyways. There's no telling what is original and what is ripped. I don't normally give my opinion on what is good or not, but I honestly don't like them simply because they break any consistent look you get out of the game. I personally prefer to use all satsuki textures alongside Kaldarasha models. They blend together the best with the original game models that haven't been modded yet (most enemies and summons).

That makes sense, but for me I wanted to have at least my party with very detailed models on battle, because I see them for so long and they are close to the cam. So I use Kaldarasha models on field to match the environment and then I use more detailed models on battle, like whitERaven's Cloud / Aerith, cmh175's Cid or Bloodshot's new Tifa. So great. I'm enjoying it.

However, Yuffie has only one other option besides Kaldarasha's edition on battle. It's whiteERaven's Yuffie and I don't like it. Her proportions look so weird, her face looks not nice, idk.

Please, check this mod (click to play):




Her look is way better in this Graphical Overhaul. I'd like to see this field and battle model in 7H.
Post: https://steamcommunity.com//sharedfiles/filedetails/?id=158899751
Download: https://mega.nz/#!dkkx0ZJB!Kl2AMaOw3TqC7w4jEyn9qlIMWnof5L2pFn96rhqLzs4


The poster stopped working on it and I don't know from who this model is, but I really want to see her in the game.


I'd even like to go along building my own IRO, if this cannot be implemented, so just for me. But then I'm totally inexperienced about the files, don't know what belongs to Yuffie. If this cannot be implemented officially, anybody has interest to get this model into the game, privily?

15
Hurray, I managed to learn Beta from Midgardsormr (Midgar Zolom) early on. Without Fire Ring, but with weak stats and a portion of luck. Tried it around 10-20 times ...


https://www.youtube.com/watch?v=v8qChWmTcEU


Thanks for the great mod, it's super fun. :D

16
Completely unrelated / Re: Tommy Tallarico Forever
« on: 2017-04-20 10:04:17 »
Thanks for sharing the house tour, just awesome.  :-D

17
From https://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903

Code: [Select]
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then
{
     Choose Chocobo's Last Attacker (General)
     Use Chocobuckle on Target
}
I checked with the AI; the pseudocode above seems to be correct.
Its HP was 130 - 126 = 4.
The condition 4 <= 130 / 32 + 1  is true. If you used a Mimett before it should have triggered.
Thank you for investigating it, you are right. By mistake I was assuming to fight a Lvl 13 Chocobo, but instead I was fighting a Lvl 16 one with 160 HP. I found a Lvl 13 one, did my 126 HP damage and it used the skill, finally.

Thank you very much! :)

18
7thHeaven / Re: New Threat + The Reunion?
« on: 2017-04-18 13:06:21 »
You can have Reunion with beacause AND MO working together with Gjoerulv's hardecore mod in a 7H install ??
Yes you can. It's compatible and supported by 7H. Just select "Hardcore + The Reunion" in gameplay and story IRO :)

19
7thHeaven / Re: New Threat + The Reunion?
« on: 2017-04-17 22:25:26 »
This is the chat. Its just 1-2 pages back from the last one.
Thank you for finding this for me. I really appreciate that.

We still have to wait for R06. Because get some typo fixes, but moreover it offers a new way to mod the game. After its release we can make a plan how to patch NT with Beacause. And don't forget that NT needs to be almost finished. I'm sure that there are plenty of helpers out there (around 600 scenes needs a look through).
Okay, guess then we shall wait then. I decided to play FF7 with gjoerulv's hardcore mod + The Reunion, now. I'm also satisfied with this setup, since it's many years since I played FF7 the last time. Both mods are great, specially with all the graphic mods that come with 7H, too.

20
Gameplay Releases / Re: gjoerulv's "Hardcore" mod
« on: 2017-04-17 22:18:43 »
Hi gjoerulv, I'm currently playing your hardcore mod and I've to admit, it's great and makes fun to figure out strategies for those various bosses. Now, I have to quote an old post here regarding getting Chocobuckle:

Spoiler: show

You don't need L4 to get chocobuckle. Any chocobo will counter with chocobuckle if you deal enough damage without killing it. Remember to feed it mimett greens 1st.


So this is what I did:
Spoiler: show

I encountered a Chocobo at Chocobo Farm at level 13 in front row, Sense told me it has 130 HP, I used the Mimett Green, the most expensive one I get from Chocobo Farm and attacked it with Cloud's sword, it did 126 HP damage and it simply run away not casting Chocobuckle on Cloud. What's wrong here?

How can I get the skill now?

21
7thHeaven / Re: New Threat + The Reunion?
« on: 2017-04-14 16:15:34 »
Go to nt thread, chief just talked about it there.

Sent from my Xperia ZR using Tapatalk
I just found this so far: http://forums.qhimm.com/index.php?topic=14938.msg249184#msg249184
GilgameshGG is testing NT with MO. That's a step forward.

Sega has to add Because to his mod and then send the text files created by toughscript to Dan as compatibility patch for NT. Though it's necessary that NT is almost in its final stage flevel-wise. But Sega doesn't need to do it all by himself, other users could help him. They only need add the text from Beacause to a set of scenes and send Sega the changed text files. The more the easier and faster the job is done.
This would be awesome, but why not otherwise? Since BC is done, Sega could offer a patch for using NT with BC. I doubt there will be many changes in BC anymore.

(btw, I love the models from you, great work!)

22
7thHeaven / New Threat + The Reunion?
« on: 2017-04-14 00:00:21 »
I just registered to ask you.

Is it possible? I tried to install the NT mod before adding BC and MO via 7H, but when I start the game NT gets unloaded. Could it be, because NT uses an own FF7.exe? If so, why there is no collap? I want to enjoy fancy menus with a great exotic challenge rounded with some neat correct translations.

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