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Messages - KohryuZX

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Aaah i wasn't aware it was still up in the air like that, i mean if asking if there's an eta equals it at being a trap i apologise, i'm incredibly thankful for the work that has been done on 7th, I would have NEVER been able to mod FF7 to the level that 7th Heaven lets me.

On top of that I think I remember you mentioning working on this in your free time which is a huge sacrifice in my opinion for everyone who uses 7th heaven.

I hope my question didn't cause any bad feelings.

Any chance of an ETA for the 3.0 catalog?

Im assuming you're using the npc models from the catalog?
that wont work, you have to go on the nexus page of ninostyle, the compatible version of that mod is given with the ninostyle npc mod.
But here's a better solution.

Go on Kaldarasha's nexus page for his Chaos NPC overhaul (the version in the catalog is incredibly old) and use that mod instead of the catalog's they are perfectly compatible and work well together.

Im still trying to see how well the latest updated dynamic weapon mod of Kaldarasha works with Nino models so if I were you i'd just stick to Nino's dynamic weapons instead of Kaldarasha's for compatibility's sake.

For the mod list order you should use, just put Kaldarasha's updated models where the normal catalog's npc mod should be.
Same thing goes for Nino's models as they should be put in place of the catalog's version of mc battle models and MC Field models.

But really the most important thing you should do when installing these mods is reading the READ ME file beforehand as they give instructions on how to correctly install their mods more often than not.

FF7 Graphical Releases / Re: [FF7PC] Mike's custom models
« on: 2019-11-06 17:39:36 »
I know im necroing but if you look carefully you can find Mike's deviant art where they posted the Death Penality and the link's there should still be active, I have the zip myself if it really becomes lost data.

7thHeaven / Re: New 7th heaven version?
« on: 2019-08-24 23:21:50 »
If I use the built in updater will it update to the correct version?

7thHeaven / Re: New 7th heaven version?
« on: 2019-08-23 19:25:03 »
Guess I'll keep sticking with 1.54 then, with how many false starts happen before the game actually runs having to go in settings to delete the new music and direct folders with every new false start, which at times can be more than 5 for me, is a pain i rather not deal with. DX

7thHeaven / New 7th heaven version?
« on: 2019-08-23 18:45:56 »
I noticed there was a update on the 7th heaven tutorial thread, has the 1.56 version been updated and bugs fixed?

mh ok then, how do i delete the cache? Where is it stored?
I tried using the option yesterday but it caused horrible slowdowns.

EDIT: Forget it I found it

I know there's an explanation but I dont really get it, how does it work and what does it do?
What it means that compression is not lossless? or that it does not update automatically?

7thHeaven / Re: Mouthless mod for 7th heaven?
« on: 2019-07-17 16:33:16 »
Hi! I cannot seem to get this to work. It is active in 7th Heaven. I have tried both options. The only other mod I use is Remako. Any insight into what I may be doing wrong?

Have you put the mouth mod over the Mako mod?

7thHeaven / Re: FF7 Converter not working
« on: 2019-07-17 03:32:45 »
I used both the ff7 registry cleaner and CCleaner and it fixed the issue, thanks for the help.

7thHeaven / Re: FF7 Converter not working
« on: 2019-07-17 02:29:05 »
Are we talking a regular registry cleaning tool or something FF7 specific? i just re uninstalled FF7 to do a clean install.

I'm mostly convinced its the fault of some shitty windows update the computer did between last time i used the converter on this computer and now.
No idea how to fix this issue though.

7thHeaven / Re: FF7 Converter not working
« on: 2019-07-17 02:05:54 »
No, I have only the C drive.

7thHeaven / Re: FF7 Converter not working
« on: 2019-07-16 20:00:44 »
I did play it and it worked without an itch
Also by unzipping the converter like a zip file, I got this after I tried to use the FF7_GameConverter_7H.bat directly.
The FF7_CG.log

FF7 GameConverter, Version 7th Heaven
Creator: Kompass63
Editor: EQ2Alyza

Start running at    Date: 16/07/2019    Time: 14:25:53,04
Tabella codici attiva: 850
ActualPath C:\Users\Stefano\Desktop\FF7_GameConverter_7H

You are running "Windows 7 Home Premium" on a 32 Bit Operating System (x86)

Real Management 32Bit NATIV

This patch is not yet applied.

Steam is installed in "C:\Games\Steam\steamapps\common\FINAL FANTASY VII"

7thHeaven / FF7 Converter not working
« on: 2019-07-16 10:46:51 »
I've been trying to reinstall 7th Heaven on my older computer, something that I had done already years past, but when I try to run the converter on a clean installation, the cmd prompt runs so fast I cant tell what its saying before it closes on its own.

I somehow managed to get a screenshot from the very brief instant before it closes.

For those who don't speak Italian, at the end it's saying "Impossible to find the system's Registry key or specified value"
Anyone know what the hell's going on?

Edit - The game is installed on "C:\Games\Steam\steamapps\common\FINAL FANTASY VII"

I went and tried installing Kaldarasha's latest version of his Character Overhaul mod (Chaos) in place of the catalog's own npc mod and it worked perfectly without breaking the animation on Cloud on top of having that one amazing feature that resizes all of the models so that they dont look out of place anymore in the fields.

Though some other features i dont know what they do, like Cloud's "Prepare to fight" option.

For some reason when i activate the Kaldarasha version of the npc mod Cloud stops using the breathing animation from the animation mod.
Am i the only one with that issue?

Edit - Animation is on top the mod list.

Edit Edit - after extensive trial and error i can 100% confirm using any of Kaldarasha npc models somehow breaks the animation mod from working on main characters and i have no idea why or how.
Even using an entirely different base and using Kaldarasha only on Wedge somehow breaks the animation from working on Cloud and the rest of Avalanche too.

Edit Edit Edit - I write this here in case anyone else searches for this same issue, if you want the animation mod to work correctly on Cloud then don't use the Kaldarasha NPCs, not even on any of the Avalanche members, which is a shame cause I find those the more visually appealing NPC of the lot.
Weirdly enough though, using the Kaldarasha field models for Cloud and the other party members doesn't break the animation mod, this is literally something that only happens by picking Kaldarasha NPC models in the NPC models pack of 7th Heaven, hopefully it will be fixed with the 3.0 update.

7thHeaven / Re: 7th Heaven 1.56 R6 Extra folder bug
« on: 2019-07-09 20:01:00 »
If thats the case, why even keep it as the main download?
Does it cause long loading times only for people with low spec computers like me? Its just seems weird to me keeping on the tutorial page with such a glaring bug when the 154 version was way more stable.

7thHeaven / 7th Heaven 1.56 R6 Extra folder bug
« on: 2019-07-09 01:45:54 »
Has anyone figured out a fix for this bug yet or where one would have to look to fix it?
Im talking of the bug that spawns a new pair of direct and music folders in the extra folder window every time you start the game.

I want to test it out too but would using the 1.54 version of 7th heaven cause issues?

Just for information but will the new catalog have the ninostyle battle and field models?

Oh, it is, Nino overrides them always unless on alt_face, and if I want Nino's I just use the other two settings. Kal's Dynamic is above that even, at the very top, and only overrides the field weapons, not world or battle..

As I said, it's a tricky setup, but it all works when setup just right, I just turn on Nino's dynamics and it all works together without issues, with only world working from Nino, since nothing else does show up with world at all, and the other two, battle and field, being overridden by Mike + Millenia.

Wait, you actually managed to combine the dynamic mod of Kal and Nino?
Cause i've tried too but on Nino's field model it always only shows his weapons not those of mike and millenia.

I have done a lot of tests with the various weapon models and i honestly have no idea why this is but the Ninostyle battle models (those that are drawn over with the original artworks of the game) don't seem to show any of those issues.
As far as i can see with just Cloud at least, I'm not sure why.

This conflict didn't happen in the original mod from the catalog, I wonder if it has anything to do with some of the other files.
 "rtae" "rtaf" "rtck"

7thHeaven / Re: Speedup Loadtimes Upscale Mods
« on: 2019-05-20 11:06:30 »
i didn't realize the bug had been noticed but seeing as Leo reported having reached Nibel then his settings could have possibly accumulated a vast amount of this bug and made his computer slowdown like mine did.
It may not even be noticeable on a computer with a good and fast cpu but for people like me that only have low spec computers that suck ass this is a issue that ends up making the game unplayable in the long run.

I never realized all this because im using ninostyle's battle models and i never noticed anything wrong.

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