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Messages - Abashi76

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26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-11-21 18:56:14 »
There's been a misunderstanding here, I didn't make both mods. I made New Threat, Gjoerulv made Hardcore. You can use models from New Threat, but you'd need to ask Gjoerulv if you want to use Hardcore models.

Oh, but Gjoerulv made some nice enemies also, the same way you did. Do you think you can contact him? I've been thinking about combining content from both mods to my own mod, some time in the distant future like with in 10 years. How hard is to make new recolored models? Also, your mod changed encounters on the world map and you even added a new forest before ; how did you do that? I heard it's very hard to modify the world map.

As for Kimera, I posted the steps in your old thread; there's no way around it, dependency files need to be registered via the Command Line to get it to work on modern PCs: http://forums.qhimm.com/index.php?topic=17957.25

Last time i tried, it didn't work, i'll try again. Ty!

As for making the kernel.bin work, open the game's scene.bin using proud clod tool (PrC) and when saving, it'll prompt to check the kernel. Click yes (direct it to the kernel location if it can't find it) and then confirm again if it finds the kernel's look-up tables require adjustment. It checks the 1998 PC location by default which is data/kernel, whereas the Steam version's kernel is in data/lang-en/kernel so keep that in mind.

I tried that, but my attacks still miss. There are like four save options in that program. Which of the four do i choose? I've successfully did three of them, never figured out how to do the other one.

If i don't have 64-bit, would i need a new operating system? I have Windows 7, which i heard is the right one.

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-11-17 15:03:06 »
I think it's better that the two mods stay separate; if the enemies appear in both, then it makes the experience of playing through one of them a little less unique. Mashing them together wouldn't be a good idea anyway; hardcore enemies would need downtuned to go into NT, and NT enemies would need tuned up to go into hardcore. Not just the stats, but the attacks and AI.

But, some of them would be perfect for the New Threat Mod. You know which ones i listed right? I don't understand why certain enemies in the Hardcore Mod shouldn't be in the New Threat Mod instead! I was actually suggesting you switch some of the content. The Hardcore Mod was originally supposed to be a difficulty mod while New Threat Mod was supposed to be about new enemies. Because of that, it makes perfect sense to add custom enemies from Hardcore Mod to be in New Threat mod instead while moving difficulty settings in New Threat Mod for enemies in the original game to the Hardcore Mod. I was actually suggesting you switch certain content from the Hardcore Mod to be in the New Threat Mod instead in a newer version. Why would some of these examples such as yellow bugs & red gargoyles & etc.... from the Hardcore Mod and the blue mantis & red hungrys etc.... for the New Threat Mod any different? They belong together, i just don't get it.

Also, it would be also important to actually use certain recolored enemies, (in which i have only two examples for,) to be normal enemy encounters rather than being a part of a boss. I was suggesting you would switch the rainbow colored squids/octopi with the new color scheme in the Hojo fight and add the blue Octopi that appeared with Jenova as a new encounter to be either a boss in a materia cave or a new enemy encounter.


Only thing I'd change about hardcore mod is maybe lowering the number of pincer formations in random encounter lists. That one in Ancient Forest with the spectres is deadly.

I'm pretty sure at least the Hardcore mod added them. I tried to do that myself before, but it turned out to be a failure. It would be a perfect idea to add them to the 'Ancient Forest' in both mods.

My response in purple and blue, i'll bold the most important parts. I'm going to argue about this, because it makes no sense why you would choose to put certain custom enemies that would be perfect in the New Threat Mod into the Hardcore Mod instead. Is it because those enemies were rejected from the original game?; if that's why then your decision would make sense.

Also, it would make sense to use certain recolored enemies as new enemy encounters rather than just be a part of a boss, and i had only two examples that combine to three different recolored enemy sprites. Switching the sunken airship rainbow colored enemies with the new colors should be simple to understand, while the ones that appear with Jenova could have appeared as regular enemies or their own boss battle somewhere else.

Get it? I was suggesting you switch content for new enemies from the Hardcore Mod to the New Threat Mod, and difficulty mods from the New Threat Mod to the Hardcore Mod.

Oh, i almost forgot to ask:

Unfortunately, i was unable the FF7 model program known as Kimera to work. Can you help me get it to work? Would i need a different computer (i can give you the error message if you ask me to, i just don't want to waste my time if you cant help)? If i got it to work ....

Would i have your permission to use certain content (mostly new enemies) from your two mods for my own mod to make it what i think it should be? If so ....

I have made a difficulty mod before on my laptop, but my current attempt is not working even after i replace the Kernal.bin file; and this happened because i used Proud Clod this time, and Hojo the last time.


My simple difficulty mod would be:

-New ability names rather than "2" or "3" for stronger magic abilities such as "Mega" or "Giga"
-Increase MP costs for a few earlier abilities by '1'
-Make the 'Enemy Skills' materia give -10% to HP and MP because it's overpowered
-Certain summons, which would be; Shiva, Ramuh, & Titan require a level up before being usable
-The summon 'Nights of the Round' requires a 1000 MP so you'll need the HP/MP switch materia
-Sources can no longer be morphed from common enemy encounters other than in the sunken airship
-Rename "Mind Source" to "Spirit Source" because the two names "Magic" and "Mind" are confusing
-Rename "Full Cure" to "Recover"
-Increase power for under-powered enemies such as the Shinra Soldiers by a large amount
-Make certain annoying enemy encounters less common than better ones
-Switch the prize "Omnislash" with the price "Final Attack"
-Change certain accessory abilities so that none of them either become obsolete or overpowered
-New items, and modified item abilities; including double healing in battles from potions
-Much harder boss fights for the last two fights before the final boss
-Add some of the difficulty modding from the "Hardcore Mod" to my difficulty mod

All of that, i can do myself as long as somebody tells me how to fix the Kernal.bin file to make all the battles work.

My hope for a perfect mod would be:

-Most of the custom enemies from both the "Hardcore" and "New Threat" mods appear as new encounters
-Most of the custom attacks from both the "Hardcore" and "New Threat" mods
-Add new areas to the game, especially replace all the extra black screens with new maps
-Change enemy encounters on the world map, and add more places in the world map to enter
-Bring Medeel back once you get to the Disc3 part of the game
-Remove the Areis' Death CGI scene if you get to keep her in your party (would it be possible to have it as a second variable?)
-Expand the game by adding certain maps more than once like they do in the "Great Glacier"
-Change certain sprite usage in the Chocobo races, player replaces the pink rather than the green chocobo
-Replace the Gold Chocobo with the White Chocobo, and add new colors red and purple
-New abilities split between the two materia : Ultima and Full-Cure
-Make it possible to escape the crater just before the final boss and only fight the final boss after you jump down again

..... it actually should be possible because of all the other weird stuff you did.


....., should i explain it differently?

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-11-16 16:10:32 »
Do you think you can add the custom enemies from "Hardcore Mod" to "New Threat Mod"? They perfectly belong in this one rather than the other one. There really should be switching content between "Hardcore" and "New Threat".

I'll give some examples of 'Hardcore Mod' enemies that should have been in 'New Threat Mod':

-The yellow flying bugs that are recolored from the ones in Wutai, they appear in Corel
-The red gargoyles (are the red version of the monster around the city of the ancients in there too?)(what about the red balls?)
-The green spider in the ancient forest, and i think the green sweeper in the jungle/reactor area as well
-A weird version of that 'mace guy' enemy around the Nibel area, has a strange head
-Is the blue turtle in "Hardcore" or "New Threat"?
-The new black card guys up in the great glacier, are the new ones in the crater in 'Hardcore' too?
-A recolored version of that plant enemy that has three forms
-A gold version of the dog type enemy at Wutai, appears in the materia cave
-Are the purple magnet enemies in 'Hardcore' or 'New Threat'?
-The yellow spiders are in 'New Threat' right?, were there ever red spiders?
-The stronger red crabs with the giant bird
-The green version of the armored guy with the sword
-The yellow battery guys rather than just the gray ones up in the crater, i thought this was in "New Threat", no it's "Hardcore"
-The bees in the sewers, i thought this was "New Threat" too, but i didn't see them the last time i checked
-Fix the texture-less large elephant model up in the northern continent, make it a large white elephant

All of those i would like to see put in the 'New Threat' from the 'Hardcore', everything except for that large elephant model that unfortunately does not work.

Changes i would like to see in 'New Threat', because it seems to be a waste of new enemies:

-Make the blue octopus enemies appear as regular enemies rather than just with Jenova I
-Make the recolored enemies including both the octopus and the squid enemies with Hojo (they were recolored too)
-Swap the models of the two octopus/squid enemies with the ones in the sunken airship
-Make the red golem guys with the big swords appear as regular enemies, (nothing to do with either mod)

New enemies (color schemes) i would like to see:

-Another color variation for the 'Spencer' enemy
-Another color variation for the propeller guys, preferably a new stronger enemy
-More higher level ghosts in the lost jungle reactor area
-A new area on the path in Corel that leads to nothing, just re-use another map the way they do in great glacier
-A new area in Mideel, on the path on the other side of the hospital that leads to nothing, (would require a patch)
-Remove the 'Aeris Death Scene' if you get her back in your party
-Add the Ho-chu enemy (the one that was left out and only appears at Battle Square) if you havn't already, i'm sure you did


That is all i can think of. Did i miss enemies from the 'Hardcore Mod' that did not appear in the 'New Threat' mod?

29


Okay.

I did it with Hojo, but now i have a new problem : all my regular attacks miss, while only magic and limits hit. I don't get why all these bugs would exist ....

EDIT : It's still not working, all my regular attacks miss!

PS : be nice if it was possible to skip the intro movie ....  :-\

30
Your KERNEL.BIN needs to be updated. Both Hojo and Proud Clod are capable of doing this. Proud Clod should offer to do it automatically when you create a scene.bin, but it works best if you're using the vanilla KERNEL.BIN (not a mod that may have it in a different place).

Okay, thanks. I did it with 'Hojo'. How would i do it with "Proud Clod" in case i have to do it with that one?

I'm going to have to test the game again, it's going to take hours.

31
All i did was edit enemy stats, enemy encounters, and some other irrelevant things.

I encountered this problem twice. The room after i get RED 13 i fought a zombie dog instead of the boss. When i go to the elevator battle, i get that same boss instead. I did not edit those maps when i was changing encounters. Why did that happen? I'm going to check Hojo, because there is a tool in there to change battle backgrounds ; i checked and it's still the same as original. Also, both the boss and the two elevator enemies still exist on Proud Clod.

Why would this happen?

32
It bothers me that the "Hardcore Mod" has a lot of new enemies in which belongs in "New Threat Mod" and "New Threat Mod" has a lot of difficulty changes that belongs in "Hardcore Mod".

PS:
https://www.youtube.com/watch?v=bM5xa2r6ZU4&t=0s&list=PLGKrtevu-xqZF1GHW-QX5xyrk6H19C-SB&index=95

my comment, it's a good idea (Sylka Chan)

33
You can change attack names in Proud Clod and you can change the spell names in Wallmarket. PrC checks itself vs your Kernel2 file so change names in WM first then in PrC.

I know how to change attack names that the player uses. For some reason, when i try to change the attack names in "Proud Clod" the name won't change (is this a bug?). I know how i am supposed to do it. Do i have to use another program first?

As for using the recolored models thats a bit trickier. For the boss enemies they use the same texture ids as vanilla so all you need is the p and texture files from the battle folder of the mods. For enemies that are completely new or replace another enemy in the scene.bin then you will also have to have the scene inplace too. its gets real tricky and finnickey at that point. But before you take updated models or code from another mod ask the mod developer first for permission.

If i have to contact them anyway, could i give them advice on how to use those custom enemies better while combining "Hardcore" and "New Threat" mods?

So, do i have to register a Windows program to use "Kimera"?

Do you think anybody would be willing to combine the two best mods for the game for me based on what i say is the best way to do it? I mean, by adding all the custom enemies from both "New Threat" and "Hardcore" mods, except changing where they are placed and put them in more ideal places (can't give any good examples because i don't know how to describe it)? If not, i would have to learn how to do it myself, and then ask them. Where do i ask them?

Also, it's possible to add new maps right (the ones you see in the 'Makou Reactor' program)? I was thinking the game could be expanded by flipping some existing maps horizontally (since it isn't possible vertically and the reason for that is obvious). This would be useful to make new areas (outside the world map) by flipping a cave or a pathway that is not a part of a city, or by flipping certain junkyard paths in Midgar. There are a lot of maps that are just flips in Great Glacier as well as maps used more than once in Midgar.

If not possible, is it possible to combine the two (Hardcore & New Threat) mods together? They seem to make a perfect mod if combined together the right way.

34
The sysWOW64 folder is a windows folder; it's located in:
C:\Windows\SysWOW64

If you don't have a 64-bit operating system then this folder likely won't exist. If it's a 32-bit operating system you have, then refer to that in the guide I linked. You can check what kind of OS you have by going to the control panel, going to System & Security, and then System to get an overview.
https://imgur.com/a/DizCRyS

***

I still get the error : "Component 'Mscomct2.ocx' or one of its dependencies not correctly registered: a file is missing or invalid"! What else do i have to do? I must have a 64-bit if i have the folder; i imported all the files (except for the .exe) from the "Kimera" folder to the right system folder.

The minigames are their own separate modules, and chocobo models aren't coloured until they're loaded into the game (at which point, the grey chocobo model is given a hue). It'll likely require some kind of .exe modification and I haven't looked into that minigame.

Okay, i guess it wouldn't be possible to add new chocobo or increase the max number of stables yet.

There are a lot of recolored enemies from "Hardcore" and "New Threat" mods that would like to import to my own mod. Is that possible? It should be possible. Some mods actually do change enemy encounters on the world map, and someone was almost going to add a forest near Kalm to find Yuffie, but decided no to for some reason. If somebody managed to add a forest on the world map and change enemy encounters such as around "Fort Condor", shouldn't that mean there is a program out there that can edit the world map?

Also, how do i change attack names? Mods do it all the time .......

35
The item list should be populated with the game's kernel; if you open the tool and click Settings (at the top) then Configuration, you should be see some addresses which point the tool toward the game's files; it can then use these files to show things like field models, item names, etc.

Omnislash is item ID 87.

***

Kimera: 3D Model Editor/Viewer
There is a tool to view/edit 3D Models but there's some steps involved and it's trickier to get running than the Wall Market tool. I'm a little hazy on the steps, but it'll involve installing some dependencies using the command line (administrator version).

First, the tool thread:
http://forums.qhimm.com/index.php?topic=4194.0

Next, download and install Visual Basic Power Packs 3.0 if you don't already have it; this can help with getting old visual basic tools to run, like Wall Market.

For Kimera, you'll need to register some dependency files to get it working, specifically: MSCOMCT2.OCX, MSSTDFMT.DLL, msvbvm60.dll, and COMDLG32.OCX. If these aren't in the Kimera download, then I can get them to you instead; some sites provide old files like these but exercise caution about downloading such files from unknown sources.

I have all of those.

I've only installed these via Windows 7, but a guide going through different OS can be found here: http://www.ctimls.com/Support/KB/How%20To/Register_dll.htm

Once you've got the files, drop a copy of each into the Kimera tool folder. Next, go into the folder called Windows on your C drive and go to sysWOW64 folder. We're going to drop another copy of the four files into here, registering them via CMD one at a time. So drop those four files into this sysWOW64 folder.

Where is the "sysWOW64" folder? I just have the Kamira folder.

Click Start and in the search bar type cmd; you'll see cmd appear above in search results; right-click this and select 'run as administrator'. On the command line, type:

cd\Windows\sysWOW64
and then press Enter. This gets us to the directory address where we're going to register our four files to the system.

The search engine found no matches. "sys"

Next, type:
regSvr32{filename.extension}
and press enter.

Where is that?

A success message of some sort should appear. Do this for each of the four files listed above. What this does is, it takes 32bit dependencies and gets them registered with the PC so that the tool can make use of them when running. These files used to be part of the system, but changes to the .NET Framework meant that old files got ditched which leaves older tools high and dry.

***

ULGP: .lgp Archive Manager
While that should get Kimera working, you'll need to take some steps to actually view models as FF7 has the 3D models tied up in archives with a .lgp format. We use a tool like Luksy's ULGP tool to decompile these archives into their individual files: http://forums.qhimm.com/index.php?topic=12831.0

When an archive has been decompiled, you can then open the models inside using their 'master' file (.hrc extension for field models from char.lgp, or files ending in 'AA' for battle models from battle.lgp; note that battle model files have no visible file extension). You can also open individual model parts too.

When edits have been made, we recompile the archive using ULGP again and it (should) be ready to go.

Okay, i'll try it.

REPLY IN BLUE

Is there any way to switch Green with Pink on the Chocobo races so player replaces the pink one instead of the green one? The field editor actually has the ability to edit model placement.

36
Using makou reactor tool, open the game's flevel in the data/field folder (or the disc image if it's a PSX ISO).

Go to field ID 500 (coloin1).

[To swap Omnislash with Final Attack]
Click Script Group 18 (lent1), then click on S1 - OK in the column next to the group listing. Then click expand tree to show entire script. Go to line 707.

Right click line 707 and select edit text, change it from Omnislash to Final Attack. Double click line 706 and adjust the size of the text box using automatic sizing.

Line 708, double click and change the 'add item' drop down to add materia instead and select final attack from the Materia argument (ID: 32, but it lists the materia names when clicking it).

Go up to line 276, right-click and edit text. Change omnislash to final attack. Then double-click line 275 to adjust text box.

[To swap Final Attack with Omnislash]
In group #0, dic: go to S0 - Main script and click expand tree to show the whole script.
Line 24, change this to add item and select Omnislash.

Right-click line 27 and select edit text, change it from final attack to omnislash
Delete Line 25 (this is an 'if check' for free space when adding materia, no longer needed here).

THX

What was the id for Omnislash again? I don't know how to get the names, i double click it or right click it and it doesn't show me what item each id gives.

Also, i heard there was a tool for the models in the game, especially enemies .... is that true?

37
If you own the digital version the fastest way to get back up and running is copy every file you modified and paste to the side. then if steam rightclick the game in the steam client and verify gamefile/integrity of game cache. this will compare your game to a baseline state and replace any modded/missing files. then just paste your modded files and boom good to go.

As for working with PrC save often, dont run in compatibility mode, and test your changes a few times before completing to make sure they are taking effect.

I tried that, but after i switch to another battle formation after changing any stats i get an error. The program completely crashes if i go back to the formation in which i changed the stats.


That's what i do now.

How can i get "Proud Clod" to work? I need to change the power of enemy attacks and add more attacks to certain enemies.

PS: I heard that somebody edited the world map for the "New Threat" mod, except they got rid of it. Somebody added a forest near Kalm in order to find Yuffie, but unfortunately, they decided not to change the world map. I also just noticed that there are new enemies by Fort Condor on the beaches as opposed to meeting more "Heat Wigs". I would love to do something like that, can anybody help?

READ THIS:
Quote
1)
Error Occured:

Unable to load DLL 'zlib1.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
2)
Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Buffer cannot be null. Parameter name: buffer.

Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentNullException: Buffer cannot be null.
Parameter name: buffer
   at System.IO.MemoryStream..ctor(Byte[] buffer, Boolean writable)
   at System.IO.MemoryStream..ctor(Byte[] buffer)
   at ProudClod.Form1.GUnZip(Byte[]& byteCompressed)
   at ProudClod.Form1.SceneName_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ComboBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8793 (QFE.050727-8700)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ProudClod
    Assembly Version: 1.5.0.2
    Win32 Version: 1.5.0.2
    CodeBase: file:///C:/Import/New%20folder%20(2)/New%20folder%20(2)/ProudClod.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.5483 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8791 (QFE.050727-8700)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5495 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8771 (QFE.050727-8700)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



My PM :

Quote
http://forums.qhimm.com/index.php?topic=18395.msg259266#msg259266

I have two computers, a small new desktop and a laptop. My laptop had "Windows 10" and the one i am currently using has "Windows 7" which is already the ideal operating system for this modding program.

It will delete me scene.bin if i run "compatibility" for "Windows Vista". I assumed it would be for that OS because the mod is old and was made in 2009 according to the website i downloaded it from. I think Windows Vista was make in 2008 because that was when i discovered it.

I need Proud Clod for the following : (Because Hojo is not advanced enough to do it)

1) Change the strength of enemy attacks in order to complete re-balancing the game
2) Add new attacks to certain enemies, mostly just "Jenova Death" because it's too easy to get immunity to fire
3) Create new encounters for different sectors to make the game less repetitive, only by doing new mixes of enemies

.... that is all i can do now based on what everybody says is possible by now :(
I wish i could add certain stuff from "New Threat Mod" which were perfect ideas, but i can't figure out how to do that if i can't even figure out why a certain modding program won't work on my computer. Like i mentioned, there have been changes to the world map in the "New Threat Mod", unfortunately they decided not to add a new forest to the world map; they still added new enemy encounters on the beach by "Fort Condor" though (and that is the most simple change i want to make that is not possible according to this particular message board).

38
Proud Clod deleted my scene.bin file! (i used compatibility for Windows Vista)

Most of my scene.bin was deleted.

I need somebody to post me a download for the original scene.bin because it does not exist right now.

I don't think i can install only the scene.bin file, i would have to start all over again.

I took hours modding, including Hojo.

It shouldn't be hard to mod with Hojo again, but i need somebody to provide me a new scene.bin.

Why wouldn't there be a download for it?

39
How would i switch the "Final Attack Materia" with "Omnislash"? I would like to make it easier to get Final Attack and i don't really care about Omnislash.

Quote
Understanding Makou reactor can be quite complicated at first. First off, you need to locate the correct field, which is 'crcin_1' in this case (field ID 511).
In the middle column you see a list of all elements that are active in the current field, including field models, lightning animaions and such. The list usually starts with a Main Directory, followed by models for Cloud, Tifa, Cid, and others. By clicking on one of these entries, you can see all field scripts that are executed from this entry under certain conditions.
Next you need to find the script that hands out the rewards after winning a chocobo race. In this case, it is script 4 in Cloud's entry. By clicking on 'Expand the tree' you can see all sections of this rather long script.
It contains a variety of 'If' conditions to determine the item and GP amount of your prize. Now chose an entry with an item that you want to change, and double-click on the line that says 'Add 1 item(s) No. to the inventory'. Then you can change the item and the quantity that you get by selecting a new item ID. It's easier if you have a list of item IDs available so that you know which ID corresponds to your item of choice.
Also, you'll need to change the dialogue text of the received item by going to Tools -> Texts, and find the text box that belongs to your changes item, and change the text accordingly.

40
Proud Clod still doesn't work on my computer even after i install the required programs.

It gives an error message :

Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentNullException: Buffer cannot be null.
Parameter name: buffer
   at System.IO.MemoryStream..ctor(Byte[] buffer, Boolean writable)
   at System.IO.MemoryStream..ctor(Byte[] buffer)
   at ProudClod.Form1.GUnZip(Byte[]& byteCompressed)
   at ProudClod.Form1.SceneName_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ComboBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8794 (WinRelRS2.050727-8700)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ProudClod
    Assembly Version: 1.5.0.2
    Win32 Version: 1.5.0.2
    CodeBase: file:///C:/Users/John/Downloads/New%20folder%20(2)/New%20folder%20(2)/ProudClod.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8800 (WinRelRS2.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8801 (WinRelRS2.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I posted this problem in the Gameplay Mod forum.

41
Yep, 795 is the Ho-Chu battle that was (presumably) originally intended to be in the Ancient Forest, but didn't make it into the final game for whatever reason. Now you just have to find the various ancient forest fields in Makou Reactor, go to Tools -> Encounters, and add the Battle 795 into one of the free slots (and change the propabilities accordingly).

For your second question: the World Map encounters are also there in Proud Clod (the first 70 or so scenes contain enemies from the world map, and their respective battle formations), and you can change which enemies are present in which battle.

But how do i get Proud Clod to work? I posted the error message earlier.

42
In Makou Reactor, go to Tools -> Tutorials/Sounds, there you see a list of the Musics that are enabled for the current field. You can either change an existing one or click the green + to add an additional music entry, then assign it the track you want from the list on the right.

That's easily done with Wall Market. Go to the Materia section and select the Green Materia you want to edit. The 6 fields called "Materia type modifier" do different things depending on what type of materia it is. For Green Materia, it contains the IDs of the magic spells that are learned, in that order. You can see all magic IDs in the Attack section right next to the list (called Attack ID), e.g. Cure is 0, Cure2 is 1, Cure3 is 2 and so on. You'll see that Freeze has ID 47 and Tornado is ID 49. Now select the Contain Materia in the Materia section and simply switch those numbers in the Materia Type Modifier fields.

Wait, you're mixing up something here. The individual scenes are not the battle formations. Also, Hojo doesn't show any battle formations, only Proud Clod can do that. Each scene contains up to 3 different enemies and 4 possible formations, but each formation can only contain enemies from the current scene (so no more than 3 different enemies can be present in a battle, ever).

In Proud Clod, select a scene and go to Scene Data Management -> Animations/Formations. 4 entries will appear, the first 3 containing informations about the body animations executed by the enemies when performing certain attacks. Select the last entry called Formation. In the new window, you'll see lots of info that might be confusing at first,  including camera positions, the background used in the battle, and of course the enemies present in the battle. (You can add additional enemies to each battle via the bottom table, by entering the enemy's corresponding ID and coordinates on the battlefield. And you can preview your changes by clicking one of the preview buttons nex to the camera table.)

But anyway, the Battle IDs that you seek are the 4 boxes at the top of this window. The catch is that while Makou Reactor uses decimal numbers, those in Proud Clod are in Hex, so you have to convert them (either use a tool, or in your head if you're really good at math). For example, when a Battle ID in Makou Reactor is 380, you'll have to search in Proud Clod for the Battle ID 017C, as that's 380 in Hex.

Thx :)

What is the ID for Ho-Chu? The online calculator for Hex vs Decimal doesn't seem right.

Is 795 right for Ho-Chu?

This one seems to work:
http://www.rapidtables.com/convert/number/hex-to-decimal.htm

PS : Can Proud Clod change battle encounters on the world map or does that need a new yet to be made program?

43
The music can be changed with Makoureactor it is called by the script. You can skip the destruction but you need to rewrite a lot of the script to by pass it. Also, the WM model of Mideel will be destroyed no matter what you do and it will always load the destructed Mideel when you enter it. So you have to jump from it immediately to the undestroyed map.

If I had the necessary coding skills, I would probably replace the WM engine with a custom-made one which mimics the behavior of the original. This solves many problems at ones. No stressful reverse engineering (though it good to have as much information as possible about the original engine), you are not bound at the limits of the current engine and you can make much easier a pretty robust editor for it. And at last the WM is probably one of the easier modules to recreate.

Still, it needs people who are ready to do that and have the necessary skills and know how and that's something which lacks here so much. People are more interested in moding modern games and SE had in the past a very unpleasant position to moding their games. And we should not forget that there is still a remake which actually should replace the original (at last that's why you make a remake). This makes moding the game further for some people pointless.

1: But the music scripts that i found all say either 0 or 1? How do i assign certain tracks?

2: What does the term Jump mean? You can take out the long Lifestream cut scene right?

3: What about making Contain Materia skill order : #1 Tornado and #3 Freeze instead?

4: Is it possible to add characters by making more models or do they have to be replaced?

5: How do i find out Battle IDs? They are completely different in Proud Clod than Makou Reactor!

6: Why can't you change encounters (Battle IDs) on the world map? (Makou Reactor)

7: New Threat mod has some kool enemy designs and kool new attacks. Any way to add only some of them?

44
Troubleshooting / Re: Yuffie's theme in Yuffie's scene
« on: 2017-11-08 17:30:11 »
On the northern continent you get both poor (often) and wonderful (rare).

Okay, thx.

Also, i forgot : Ruby Weapon doesn't appear at all on my game, not even during Part 3. I always found him by the time i get the Highwind on the Playstation version.

Does the CPR part really require that i click it really fast once the bar is on top?

45
The world map can't be edited at the moment. If we had a tool to edit the WM files we could create dungeons and other locations. I personally would make the world map bigger and make it like a real planet. But that won't happen without the proper tools and understanding what every bit in these files are doing.

Good idea, but they should work on that.

Where can i find enemy encounter number ids? There are only about ~250 in Proud Cloud and Hojo, and i see #300s.

Also, shouldn't it be easy to take out certain parts of the game such as Mideel being destroyed and the Lifestream cut scene? Shouldn't it also be easy to change the music?

What about changing the order of skills that are learned with materia, such as Contain > Tornado?

46
Archive / Re: Mod Request : Lego-shaped Hand Mod
« on: 2017-11-08 15:11:45 »
Would it be possible to add more Chocobos for the Chocobo breeding minigame including passable terrains? Would it be at least possible to switch Chocobo numbers on the races to switch Green and Pink?

Is it possible to have more than 9 characters with 1 replacing Aeris after she dies?

47
Troubleshooting / Re: Yuffie's theme in Yuffie's scene
« on: 2017-11-08 15:08:38 »
CPR minigame is normal.

I need a time index for the texture.  I have not mastered mind reading,.   :-D

The texture is not really a big deal.

The minigame seems to randomly not work, the last time it did i clicked "Switch" the moment the bar hits the top : is that why? I remember it being easier on the Playstation.

Do you know why the Yuffie's Theme stops playing and plays Condor theme instead? This happens to other people also such as Altima Mantoid.

Also, this is important : I find poor chocobos where i should be finding wonderful ones up in the Northern Continent.

48
It's the guy that requests you to get him a drink from the vending machine from the Inn in exchange for a tiara. If you talk to him again later he should offer to sell some Materia (nothing special though).

The encounters can be modified with Makou Reactor. Open the flevel file and choose a field where you want to change encounters or encounter rates. Then go to Tools -> Encounters. You'll see a list of Battles that are possible for this field, each time a random encounter occurs, one of the battles in this list is chosen at random. You can change both the encounters themselves and the propability for each encounter (note that the sum of all propabilities cannot exceed 64 for each block of 5 battles).

The encounter IDs are the same that you can view in Proud Clod, so if you want to know which enemies are in a certain formation, look at the corresponding enemy formation in Proud Clod. The only catch is that Makou Reactor displays the Battle IDs in decimal, while Proud Clod displays them in Hex, so you should keep that in mind. Most Hex editors should allow you to display decimal numbers as hex numbers and vice verca. Anyway, once you found the enemy formation that you want in Proud Clod, enter that formation's Battle ID in the field you want via Makou Reactor.

About your request for skipping the destruction of Mideel... well, this would require some MAJOR changes not just to field scripts but also to the world map script (preventing the change from regular Mideel to destroyed Mideel on the overworld). Also, as NFITC1 already stated, hardly anything is known about the workings of the world map as of now. Unless someone is already working on something similar, I'm afraid a change like this is not gonna happen anytime soon.

But the program says the ID are really high numbers such as 380 and 381. Proud Clod says its only 95.

Also, on both Hojo and Proud Clod they don't give me the exact battle formations that are in the game.

Also, there was one enemy i wanted to add to the Ancient Forest in which the developers forgot to do.

I would also like to take out unnecessary sectors crossing empty snow 3 or more times because i hate that.

So its not possible to remove events from the game such as the destruction of Mideel or the Lifestream cut scene? What about adding more Chocobos and things like that? Or new characters? Or new animations? New Islands? New Materia? New Magic? New Attacks? New Enemy Formations?

Would it be possible to add more Chocobos for the Chocobo breeding minigame including passable terrains? Would it be at least possible to switch Chocobo numbers on the races to switch Green and Pink?

Is it possible to have more than 9 characters with 1 replacing Aeris after she dies?

I don't get why it would be so hard to change the World Map script, as long as it doesn't require adding new maps. Also what about music scripts?

PS : Did anybody respond to my problems with bugs in the game in the Troubleshooting forum?

49
Take a look here: http://steamcommunity.com/sharedfiles/filedetails/?id=838174965

There is a working link for White Chocobo.

I got it.

Why did it quit when i clicked on load ff7.exe?

Where is the Wall Market Materia shop? I couldn't find it in game.

EDIT : I did it.

What about changing where certain battles are encountered, and how rare certain enemy encounters are? Also, what about my request for Mideel?

50
I see, too bad that neither Proud Clod nor Wall Market seem to be working for you, as these 2 are really among the best editors for FF7. I guess you could ask NFITC1 for help. Since he is the creator of both Proud Clod and Wall Market, maybe he can help you find out what the problem is.

For enemy stats, you can use Hojo instead, and learning how to use Makou Reactor is very time-consuming at first.

I got Wall Market to work, just not Proud Clod. I also got Makou Reactor to work.

Problem is, the White Chocobo program's site has been removed and nobody added a re-upload for it. Can you email it to me?

EDIT : I'm going to try the game again. The last time i tried the game was like perfect up until the first boss. Then i made the 2nd boss too hard while all the enemies after it too easy again because i didn't power them up enough.

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