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Messages - Kaldarasha

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There is no need for a backup because the reunion doesn't have these files.

Yes you should look what's going on on discord. Quantumpencil is working on a tool which also allows new battle animations for the characters.

Found 2 other bug:

With your flevel the ancient's key in dio showroom is a save "?" icon (the model used in flevel is not the good one)
With your models i can't get the dialogs to show up in this game's part (dialogs are ok with the same flevel and with regular models, if i edit the char.lgp to put regular models for this field, the dialogs show again but i cant spot out why):

So if you have any solution for those dialogs ^^
Thanks !

Not sure what is causing the bug in the temple but someone has reported it a while ago in connection with NT.

General discussion / Re: FF7 Remake Teaser
« on: 2019-05-13 08:16:17 »
I'm personally still in the "I don't give a crap about the battle system" train. I want the story to remain fully untouched. 100% the same as the original. If the battles system is different, I don't care. Plenty of games use the ATB system, it's not something I'll cry about but if the story is changed, if parts are removed/added... then I'm gonna be pissed off.

As close as possible would be the best. The story has a strong base but technically it has many plot holes, isn't logical in some places and sometimes there could be more information and explanation (like the relationship between Tseng and Aerith and way he hasn't captured her when she was young). The big thing of to be a Soldier is also only important at the beginning, the rest of the game doesn't even care about Soldier or Cloud's Soldier-dress. But with my experience of the games from Nomura and Kitase I have high doubts that something really intelligent will be presented to us. I still think that the happenings of the first CD will be happened in Midgar only. Maybe there will be some location swaps like in CC, but I don't believe that we get to see a real WM like in the original. But my hope is still not lost at all.
Regarding the battle system: I can live with ARPG system or with an ATB system. However, I hope we don't get a single action button smasher game a la KH. I also think that an ARPG will put the game in direct competition with God of WAR, Spiderman, etc, while a refined ATB system would make the game unique and more outstanding from the rest of the current game generation. Divinity Original Sins has proven that it doesn't need fast actions for a good game.

FFVII isn't perfect and that's the only reason why moding the game makes sense to me, unlike FFIX which is perfect in my opinion (on PSX at last. For the PC port they could have overhauled every character at last and not only a handful. Same with FFX).

PS MGS3 had a theater mode where you could see the vids with Snake from MGS1 and it was pretty cool. A fun mod with the original chibi models might look awkward but I  guarantee you that this mod will be one of the most famous mods. Mostly because many wants a nostalgic kick.

General discussion / Re: FF7 Remake Teaser
« on: 2019-05-12 08:53:53 »
There eventually being mods available for the remake doesn't make me any happier, regardless of how easy or difficult it will be to mod this remake.
Though, it would be funny to replace the models with the original chibi models. Probably the best mod ever for the remake.

Steam has its own controller mapper DS4 isn't needed if you lunch the game through Steam

General discussion / Re: FF7 Remake Teaser
« on: 2019-05-11 01:58:37 »
It uses Unreal Engine 4 so tools should be there. But it's not trivial to switch an action game to a turnbased game. I mean a lot of people is working on the balancing. For a turnbased mode you have to re-balance the whole thing. But it might be that they give us tools to modify the game, as they had tried it for FF XV.

General discussion / Limit Brake - A gameplay overhaul
« on: 2019-05-04 19:58:46 »
I just have to write down my ideas on how to re-balance the game without to break the actual feeling of it. The main part of my idea is to work out a MP charge system. With this system you will generate MP over time in battle. The materia will have an heavy impact to said system, be its generation speed, max MP or start MP.
I had this idea long time ago but didn't thought that it is feasible but with the development of Sister Ray I think it could be done. I will write down in future what I think this mod needs like a rework of the limit system or making a few characters more special. Red XIII as example won't be able to use materia but I would lock enemyskills on him (and only him) so he would come with his own system. Though I'm unsure of how I deal with Cait Sith, because he doesn't really fit into my explanation of the new MP system (stress will activate it but he's a robot) so either I write him out and replace him (lots of options) or he gets his own system as Red.

But the meaning is: no matter how long you live in the slums, you won't get enough money for a good life. In other words it's a bad place to get rich.

The files doesn't go into the flevel.lgp. it needs the texture replacement of Aali's DLL, hence why there is a recommendation for the Steam game to downgrade it.

I looked on Crisis Core and there Sephiroth does sound more like "He, he, he,...", but looking on other games translations there does lough even the great Fou-Lu with "Ha,ha... ha, ha,ha,". Things would be easier, if the font would allow cursive characters just to indicate a connection between Sephiroth and Cloud.
Sure it's a shame that this can't be transported into the English translation, it is on the other hand not a huge lost since there enough other obvious connections.

The bib sound is normal and indicates that the mod is working.

Know I remember, I replaced the infantry models with the armed versions of them and fixed the disappearance bug of one of the infantry by editing the script.

General discussion / Re: [FF8PC-00] Anything out there?
« on: 2019-04-27 09:55:12 »
It does matter because directx9 has a lot of texture injectors already and Omzy seems to know how those injectors do work. And since Aali hasn't added support for external textures and hadn't released the source code for a long time the people decided to go with the lesser complicated way.

Though, Maki is working on an Open FFVIII which rebuilds the engine of the game (I pretty sure when this thing is done SE will use it to port FFVIII to PS5, Switch and the other minor devices).

General discussion / Re: [FF8PC-00] Anything out there?
« on: 2019-04-26 19:19:12 »
No directX9.

Event is 7H only. It fixes the feet of some models when they use Cid's or Barrett's animations, like the fat crew member in the Highwind. You need to rename these animations, pack them into the char.lgp and add them manually to the model with model loader.

Yes, you  can replace the animations with the ones from this folder.

The animation folder contains the new animations. I outsourced it just for maintenance reasons. I actually have a few more but they are hight corrected, which means that the models don't go through the walkmesh. Though, this doesn't fully work in game because the models can be bigger or smaller depending on the scales they have for a field, but it looks much better this way.

7H is opened sourced so actually could make in theory a version specific for your mod without the mod loader stuff. Just an idea.
While I looked a the flevel.lgp I have seen that my Young Cloud mod is also in there and this one is mainly enabled through the model loader. You should check if there are problems with Clouds flashback scenes.

BTW. is there any real reason why you avoid 7H for your SYW mod? 7H has an also launch option which can run necessary  executables like DLPB's launcher.

This isn't my mod it's from ninostyle. He focus on making only battle models, if you want to use them as field models then you should look into the discussion thread of the mod there is one which want to maintain the field models.

FF7 Tools / Re: IroCreator - .iro packer and unpacker
« on: 2019-04-25 07:09:06 »
What do you want to do?
(p)ack folder to iro /(u)npack iro to folder:u

System.IO.FileNotFoundException: Could not find file 'C:\Users\User\Documents\MEGAsync Downloads\Iro_Mods\Packed\[Tsunamods]'.
   en System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   en System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   en System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   en _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) en C:\Users\TurBoss\Projetcs\7h\7thWrapperLib\IrosArc.cs:line 305
   en IrosArc.Program.Main(String[] args) en C:\Users\TurBoss\Projetcs\7h\IrosArc\Program.cs:line 68

The script don't like spaces. The temporal fix is to remove spaces from the mods name. Sorry, I usually use _ instead of spaces for file names.

Use this one if you need textured models:

Sadly it seems not so easy anymore to patch the files with the new MR version, because it has set the PSX dat files as default for the import.
Here is a patched flevel.lgp:!mVMxDKYa!1bj-mE2CsBT1uxGL4ePIXA

If I remember it right, I did a full mass export, then I opened the flevel.lgp I desired to patch, used the key combo strg+i to open the import window, select the field (which was usually set so you could hit enter) and then I deselect everything except the model loader. Once the correct folder with the exported files is set, MR will use this as default folder, so you can move on with only using the keyboard.
MR 1.5 was probably the version I used.

I'm pretty sure they made a deal with him, because the regular updates suddenly stopped and a few promised feature of the next version were then present in the re-release. Like the ogg support. So they had access to code nobody else except Aali had his hands on. Well the past is the past and now is now, this is no excuse that 7H doesn't work with the re-release, because the driver isn't a real dependency for it, only for the texture replacement. Well, actually the re-release can be moded with umod (the last version of textmod) or even Kaladiens tools. But the texture output is full with garbage. So I didn't look further into these tools.

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