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Messages - Abashi76

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1
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-11-10 19:50:02 »
The game actually no longer even responded after I clicked on it. I deleted it from my computer, but my computer says it still exists. I am also unable to uninstall the game now from Control Panel. I deleted the entire folder (game comes from Steam). But for some reason my Control Panel says the game still exists. I backed up the folder in another folder that is not a part of any of my installed programs from Steam.

I probably shouldn't have deleted it since it's probably not the kernel.bin file if the game somehow stopped loading up after it used to say there was an 'exception error'.

2
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-11-04 19:14:01 »
Where is the zlib1.dll file? I don't remember ever moving or deleting it.

Should I just replace the Kernal.bin file with a backup (and update)?

BTW, is it okay to put my back up files in an empty folder (such as data/kernel)?

EDIT: Now my computer is not running the game every time I click on either the FF7 icon or even the Steam icon.

Quote
It's not WallMarket's fault. Stop trying to blame it. If creating change patches doesn't work, don't do it.

The problem occur'ed after I was trying to change equipment names and texts. They were already changed before, and I wanted to change them again. For some reason, that is when the game finally broke.

3
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-10-30 14:35:09 »
That’s called artifacting and it can happen for a number of reasons. It’s not likely related either, but it usually indicates a mechanical failure between your video card and monitor like a contact losing connection or a frayed wire.

Yeah, I bet. I currently do not know any programming languages. I don't understand why certain complex old games like this cannot use a better programming language for PC/Steam versions, as they were modified more recently.

But, what do you think is the reason for the error? I have a backup for the .exe. Should I just use replace the file with that one? I havn't edited the .exe file until after the error happened, it's been a long time since I used WhiteChocobo. I never made any changes that cannot be done with in these programs.

I'm going to try that now. If it doesn't work, i'll edit this post to inform someone of the failure. This is sad, it was working so great two days ago that I was actually able to change the stats of the enemies and their attacks while playing the game and even experiencing the changes while playing. Yet, some how, everything went back to hell.

EDIT:
No, it still didn't work. What could be the problem.

I noticed that I am not able to make certain starter weapons sell-able even though the option exists in Wallmarket. Often times, Wallmarket will forget entire saves when it remembered them before. The changes that the program seems to forget are text changes and/or the file will even revert back to the changes I made in the past regardless what save functions I use (such as pieces). Because of that, i'm inclined to think that Wallmarket might have compatibility issues on my Windows 7 64-bit computer.

From Wallmarket every time I try to save:

Quote
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

4
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-10-29 23:29:08 »
It's not WallMarket's fault. Stop trying to blame it. If creating change patches doesn't work, don't do it.

In that case, I had a computer problem this mourning. I got this weird thing with the colors on my screen and it causes a bunch of randomly colored pixels all over the place. I always thought that was the reason.

Is it a computer virus? It's not happening now.

Do I need to backup the .exe?

5
Troubleshooting / Re: FF7 all of sudden won't play game
« on: 2019-10-29 21:54:24 »
I just discovered that I get the same problem after saving with WallMarket.

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 WallMarket.Form1.GUnZip(Byte[]& byteCompressed)
   at WallMarket.Form1.CreateChangesPatchWMToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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: 2.0.50727.8806 (QFE.050727-8800)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.5.0
    Win32 Version: 1.4.5.0
    CodeBase: file:///C:/Import/New%20folder%20(2)/New%20folder%20(2)/WallMarket145/WallMarket.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: 2.0.50727.8806 (QFE.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: 2.0.50727.5491 (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
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.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.

6
Troubleshooting / FF7 all of sudden won't play game
« on: 2019-10-29 15:31:44 »
When I click to start game from the launcher, I get an "exception error". I was able to play yesterday. The only thing I did different was to save "pieces" files from Wallmarket. This should not be happening, random glitches like this shouldn't exist.

7
Just tried it out. I found out the problem was changing my character stats only be switching with other characters.

I was able to hit with normal attacks once I got Barret's second weapon (Assault Gun). I raised all starter weapons to at least 98%.

Problem is, my characters still miss even though I raised their 'hit chance'. Yet for some reason Barret can hit after getting his second weapon.

Was it "Miss if not dead"?

8
Quote
If Bahamut can work without Compatibility Mode, then you do not need Compatibility Mode. Run Bahamut as administrator.

Okay!

Quote
You unpacked scene.bin and after editing made a new scene.bin file using SceneReader?

Yes!

Quote
What version of the scene.bin and kernel.bin you are using, PC or PSX?

PC - Steam Version (2013)

Quote
Maybe your characters have too low stats or enemies have very high stats. Did you changed enemies evade, speed, luck? Because all this stats can increase miss from normal attacks.

No. I didn't increase evasion of starting enemies, only their health and attack power. I switched certain stats between characters, but I didn't give anybody less evade, speed, or luck.

Quote
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and continue. If you click Quit, the application will close immediately.

I get this error. And the details are as follows.

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.EnemyNames_Header(Int16 sceneindex)
   at ProudClod.Form1.Load_Scene_Names()
   at ProudClod.Form1.OpenSCENEBINToolStripMenuItem_Click(Object sender, EventArgs e)
   at ProudClod.Form1.Form1_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.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: 2.0.50727.8806 (QFE.050727-8800)
    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)/Hojo%201.1/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: 2.0.50727.8806 (QFE.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: 2.0.50727.5491 (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.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8773 (QFE.050727-8700)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.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
----------------------------------------

************** 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'll try to continue and update Kernal.bin if I can get the program to work. If I continue, then nothing appears on my Proud Clod page. None of the battle formations are there. Scene.bin also had it's file size decrease to only 8kb rather than 272kb.

Lucky, I made a backup file first.

9
Does it work on Windows 7? Would Compatibility Mode help?

After I tried your program, Proud Clod just crashes.

I didn't do anything wrong? Or did I not wait long enough? Nothing was happening. It starts loading, then the bar stays in one place.

I was going to try this in order to fix my in game bugs from Proud Clod (always miss).

10
Quote
Yuffie Sprite Request : Remove Casts - Symmetry

I have a request involving Yuffie's sprites, both field and battle sprites.

I noticed that one side of her has these ugly casts on both her arm and leg. I noticed that she doesn't wear them while being a news broadcaster.

I was wondering if somebody can make a mod that just gives all her sprites symmetry and removing the casts.

11
The pictures look great!

Is this mod complete? Have all the field sprites been replaced yet (as in people, vehicles, items, etc...)? Are all the field maps replaced? What about battle backdrops?

12
Could the problem be from other programs? Besides Proud Clod?

I know that the miss problem only happened after I updated the Kernal fire with Proud Clod due to the battle scenes being switched around.

I was thinking it could be possible that the problem came from Wallmarket since I changed character stats a little. This shouldn't be the problem, but it's possible.

13
I have not encountered any that do, but there's no reason it couldn't be done.  Several of the programs I use at the office are Java-based, but they're not the kinds of things you're likely to see on an end-user's desktop.

Do you know what programming language they use? By that, I mean the programs that mod FF7 and the programming language of the game itself.
 
Another question is, how did the New Threat & Hardcore mods modify the battles on the world map? Also, the New Threat mod was originally going to add a forest to the world map. This suggests that changing the world map is possible. In that case, it should be possible to bring back certain places such as the Temple of the Ancients and Mideel starting the Disc 3 portion of the game. It should be possible to add new places too, such as the Lifestream sprite (from destroyed Mideel) to new caves and new forests.

I would think it would also be possible to add new maps, since there are plenty of extra black screens (I'm thinking Mako Reactor program).

14
Do the editor programs for FF7 use "Java"?

15
Hello everyone, I'm Darkslayer and i want help in this program. I want a tutorial of how to change enemy locations ou swap the enemies(when is so boring) to have more fun playing. I want modify the enemy ability too, to have enemy skills variety locations.
Sorry of my bad english, i'm BR

I've been asking for help, but I still have trouble. My normal attacks miss, and I've been trying to fix it by updating Kernal.bin files for ages.

16
I tried getting answers to this problem many times. This bug that causes all my normal attacks to miss happened after I updated the kernal.bin file with Proud Clod. Before I did that, I got the wrong battles starting with the boss fight after meeting Red13, and after that the elevator fight didn't work either.

It's kinda sad, because I think I could have made a very good difficulty mod.

17
Update your KERNEL.BIN. Proud Clod prompts you to when you save.

I know I tried that already, i'll try again.

Wait, how do you update Kernal.bin? I never got asked the quest. There is no save option listed on the program. I was able to save by "create changes patch", but it never asked me to update anything.

18
I was told I should make a new thread for this. Last time I tried modding the game, my regular attacks stop working. This happened because I had to do something in order to stop the game from putting me in the wrong battles.

19
The first thing you need to ask is what are you modding. There is a big difference between changing a game's executable, changing its data files, or working from originals. Here's somewhat of a basic overview.

As far as modern engines go...
Unreal Engine 4 uses its Blueprints visual scripting system in-engine, which can be expanded at a lower level using C++.
Unity uses C# for its scripting. It also allows plugins written in C, C++, Objective C, etc., which can be called using C#.
CryEngine uses Lua and C# for scripting, and C++ for lower-level stuff.

Older games, especially from the '90s, are much more likely to have been built in a proprietary engine, which can vary heavily from game to game, particularly by genre, and typically not as publicly available as the popular engines today. Realistically, the best choice for modding will depend on the particular game, and whether it can be decompiled, but the best things you can learn are C, C++, and x86 assembly (the latter of which basically demands a decent understanding of computer science).

If you want an easy language that can interact with files or memory but don't necessarily need to directly change existing software, you might consider Python. It's powerful, extensible, reasonably fast, and all-around a good first choice for beginner programmers.

And Node and Electron and React? I can't strongly enough recommend avoiding them, unless you really want to make a career out of bloated webapps (or worse, bloated webapps as desktop apps). They don't integrate nicely into OS native look and feel UIs, they have really poor performance, and their growing popularity is a pox on the tech industry.

This game uses a really old language, and i've heard it was pretty bad.

For now, I was hoping there would be basic classes to teach universal programming language. I could use this to find out why certain programs don't work on my computer, and learn why this game messes up already just for changing the difficulty balance.

Later, I was hoping to make a perfect mod in a little less than 10 years. Unfortunately, games like these are almost dead, but I might find a few who will play again.

TY everybody!!!

20
Completely unrelated / Considering learning programming
« on: 2018-12-26 02:51:05 »
I was looking up programming classes in my local college; just thought of it today.

I often complain that a combination of the New Threat and Hardcore mods would be perfect with some changes in the ways certain enemies are used. I can't even figure out to make a simple mod myself because i think i need programs that only work on 64-bit and i have a 32-bit. I would think basic programming should be able to help make my computer compatible with modding programs for all sorts of games originally from the 1990s.

I could make a lot of things if i only knew more about programming, especially the random problems that tend to only happen to me.

The classes are at least four hours long based on my research. There are a very limited amount of choices based on my search. They are mostly basic programming classes needed for all programming. I don't know where the specific stuff is taught.

Is there any chance there are still colleges that teach programming needed to mod old video games?

21


Tried that too, still happens. I miss with all my normal attacks.

22
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.

23
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?

24
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?

25


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 ....  :-\

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