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Messages - UpRisen

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I got a question Sega Chief: you get summon materia master level, however, you can only do one summon per battle with them, is this intended or?

Yes that is intended. Summons have a high base damage and apply status effect 100% of the time assuming the enemy can be affected. They are very powerful 1 per battle moves. You can still pair them with quad cast though.

A new WR has been obtained for the full run by Calebhart42.

A major route change will be taking place over the next week or so and with more running the mod now it is going to get exciting.

there is no 1.57. I think that was put in as a test to make sure the update system worked and it was never removed.

The game was "marketed" for teenagers back in the late 90's. Most mod users today are going to be those same people who want to relive the experience and enhance it to where it should have been on release. Dumbing down or simplifying the dialogue because you are trying to meet a "target audiance" is a disservice to yourself and the game.

The subtle nuansces between what you and DLBP have is enough to destroy the information that the scene is portraying. The purpose of that line in particular is to hammer home the fact that above the plate is so much better than under it that its nearly impossible to "move up in the world"

7thHeaven / Re: 7th Heaven and DS4 D-Pad
« on: 2019-05-01 13:02:31 »
you only need to use Ds4windows with a DS4, no reason to use Jtk. Ive been using a DS4 with DS4windows for a few years now in FF7 .I just set my buttons to the default button config in game and it works perfectly.

Gameplay Modding / Re: Final Fantasy VII Limit Breaks Mod
« on: 2019-04-29 00:07:41 »
The old Nightmare 7 mod had a 3rd limit added per level. It all fits perfectly into game and just requires usage of previous limits to learn it. I think that its any limit in the level and not just the normal 2nd. so if you put blade be under cross slash for 20 uses and you used braver 20 times it would still unlock blade beam, but Im not 100% on that. Caits level 1 limit slots can have 3 put in, but level 2 will always slots, same with tifa. she always slots based on the normal limit attacks. I tried rearranging her limits and it just crashed when I tried to use them. and vincent will SOMETIMES perform a limit attack but then transform based on the limit level and his Ai will be broken. I put big shot as his level 1 limit and half the time it would deal damage and half it would not but always his AI breaks. the transform will move half way across the field and just stop and be a dummy AI for the rest of the fight

Gameplay Modding / Re: Final Fantasy VII Limit Breaks Mod
« on: 2019-04-28 00:11:47 »
you can use WM to add a third limit to levels 1-2 for everyone except tifa, cait, and vincent. So you could stay at level 3 and have their normal level 4 limit be learnable by either a certain number of uses or kills. But you cannot force it to be learned by the item so it would be entirely possible to obtain omnislash in the first reactor with this method.

The most fluent way to get what you want would be to just add the first limit of the next level to the bottom of the list.
so for cloud it would look like

blade beam

blade beam

finishing touch


You can also rearrage when the character obtains the limits and you can even adjust some things like base damage and effects caused by using a program called Libre, but its very finniky and the only time i tried I failed to make it work.

Level 4 only has 1 working limit slot and is hard coded to be learned by the characters specific item so its impossible to add with our current tool set (sister ray will probably change this) Vincent, cait, and tifas effects are pulled based on the limit level selected so you cant edit them around or give them extra limits ( you can give cait an extra limit in level 1 but its janky at best)


I did intend for all the builds to be viable but I don't think the mod's end-game was designed tightly enough to make it true in every case. But there's a lot of other factors like how the party is set up, the bosses themselves, etc. You can definitely beat all of them regardless of build/party but some will make it tougher than others.

Considering I have beaten Arrange with 0 rank ups and only 2 materia per character at any given time, with no w-item glitch and no using KOTR and still managed to beat everything except the Gold saucer extra battles and Ozma I'd say that pretty much every fight is balanced properly for any player to beat. If you are just trying standard vanilla strats or you refuse to switch up your equipment or party when you get to a hard part then you need to take a closer look at your playstyle. A "good" FF7 player who can critically think and adapt will find very little things in the mod that provide a challenge.

7thHeaven / Re: Found some awesome mods
« on: 2019-04-03 00:52:18 »
these models contain ripped content from other games and are against ToS of the forums. I would recommend you remove the link and ask this as a general question.

Now to answer your actual question: If you have a set of loose files that are in the p and tex format (they will appear as no file type in windows) you place them in a folder with the correct name "battle , World_us , Magic , etc" then place them all inside a folder.
Then in 7th heaven go to workshop -> pack/unpack IRO -> pack IRO from source folder. select the folder and pack it. then go to library -> import -> import from IRO library and select the new IRO you created. Refresh your library tab and place the new IRO in the correct spot on the load order. For a mod file group that contains multiple areas like battle, world, char etc i would make a differnt IRO for every category to allow for more customization.
once you have the IRO set like that go into your ff7 root folder and open your ff7open_gl.cfg and near the bottom you will find direct mode = off. change that off to say on. (if using 1.56 7h you can toggle direct on in the openGL settings)

Remove any other IRO that edits the same models and launch and enjoy.

Form is generally used to reference shape or layout "form the clay, THIS ISN'T EVEN MY FINAL FORM, Form up maggots!"

Combine that with critical thinking of "there is no way that this option makes me fill out paper work in the menu" and the use of Form naturally makes sense from a language choice. It means exactly what the option does in game.
Formation would be more clear, but that would stretch the size of the menu box which would mess up other part and thinking about, or just pressing the button, would instantly allow you to understand what the option does.

And before anyone tries to use the "first time player" counter argument for clarity it is irrelevant in this case as they would not know the actual function of it in either case and therefore have no impact on their play experience.

Graphical Modding / Re: Game Crash Issue
« on: 2019-03-24 14:43:31 »
The reason they have multiple models is because they have different basic attacking animations. Barret has normal, heavy, upsidedown, and melee. Because the "attack" function is shared between all characters it always pulls animation ID "X" so characters with different attack styles have multiple models.

7thHeaven / Re: Apparent issue unpacking downloaded mods
« on: 2019-03-18 14:13:02 »
Go to the settings part of 7th heaven and refresh the catalogue. If that doesnt work delete your 7thWorkshop folder located in your 7th heaven folder and in %appdata%, relaunch 7th heaven and refresh the catalogue and try again.

7thHeaven / Re: Menu overhaul issues
« on: 2019-03-18 14:10:58 »
you should never use mo.exe . The materia stat values in it are different than vanilla/mods. bc.exe can and will run every mod in the catalogue with 0 issues and all that is required is the menu overhaul part of The Reunion, Beacause being on or off doesnt effect using bc.exe.


I think those materia values are in that .exe by default which I don't understand.

the materia values in mo.exe are different than vanilla and the exe should be removed from the list. bc.exe can and will run every mod available that does not require an exe edit. With or without using Beacause alongside it.

if a game updates on steam for any reason it also automatically verifies game files and replaces any modded file with vanilla. If you are using 7th heaven you need to run the game converter again and grab another copy of the NT exe. If you are using the NT installer you need to re run it and grab a copy of the NT exe.

7thHeaven / Re: How to convert a mod to .iro?
« on: 2019-02-23 17:05:04 »
without knowin the mod or its layout i cant give you an exact answers.

but the general answer is that you need to make sure the mod pieces are organized into correct folders, battle/field/magic/etc then in 7h heaven go to workshop pack/unpack IRO then pack from folder and select the fold with the mod files in it. then after it packs import it, activate it and play.

NT is compatible with every purely graphical mod. The only mods it is NOT compatible with are modsthat adjust the kernel, scene, or flevel.

Gameplay Modding / Re: FF7 Kimera texture problem
« on: 2019-02-12 17:24:39 »
Advertising ripped content (even if you are not sharing it) is against Qhimm ToS so you should probably just remove the images and make your question more general.

But as for the question. In Pcreator you need to select "flip polys" and flip your Y axis UVs

Beacause is a field script overhaul. NT also HEAVILY adjust field scripts. The amount of work to make them compatible is astronomical if not impossible.

the newest NT iro for use with 7th heaven is the "best" overall since it allows you to use graphical and music mods of your choice. NT IS compatible with the menu overhaul, but NOT with beacause. To use the menu overhaul you need to use the ff7_bc.exe that is included in the newest NT 1.5 download on the initial post of this thread.

NT can be used with any music, movie, sfx, texture, or model mod free of conflicts as long as NT is loaded below them all. I recommend putting NT at the very bottom of your load order.

there have been many changes and updates between the 7th heaven base version and the newest version via this post. The original 7h version is playable, and can be completed but you are really missing out on how the mod is "meant" to be.

My recommendation would be to restart using the most recent version.

Gameplay Modding / Re: FF7 personal mod for upload
« on: 2019-01-11 01:21:12 »
Ok heres how you install a mod via 7th heaven

1. organize your mod in a folder and inside that folder make the following folders
   battle for your scene.bin
   flevel for your flevel.lgp or flevelchunks
   kernel for your kernel and kernel2
   and any other of the folders that would be in direct mode for any other changes.

2. in 7th heaven -> workshop -> pack/unpack IRO -> pack iro -> browse for your mod folder and pack it

3. go to your library tab and import -> import from iro library .> browse for your new iro and import it.

4. refresh your list and the iro will be at the bottom of the list. activate and test to make sure it works

5. upload to a file hosting service like mega, mediashare, Nexus, etc.

6. make a thread about your mod, including what it does, the link to get it, and install instructions (for iro it will be just download the iro and either place in your ff7/mods/7th heaven folder or import from iro library)

There are more steps that can be done to add a thumbnail to your iro, give it config options in 7th heaven, and a few other things. If you need any of those just unpack another similar IRO and look at how they organized the mod.xml

Gameplay Modding / Re: FF7 personal mod for upload
« on: 2019-01-10 20:05:49 »
what kind of mod is it?
Are you trying to release it for 7th heaven?

Their knife attack also applies the Resist status. Which prevents status toggle. It can be removed by using dispel or a holy torch item.

Graphical Modding / Re: Which Field Textures Do I Use?
« on: 2018-12-31 20:15:56 »
They are all just different upscales of the vanilla fields. You only need to use one. Satsuki is what I would recommend as both Omzy and yarlson packs have issues with the light layers.

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