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Messages - eXistenZe

Pages: [1] 2 3 ... 11
1
Use 1.54 and search the error. It's an easy fix.

Also make sure that if you have some onboard gpu, you select the 1070 to open.

2
7thHeaven / Re: 77th heaven and steam
« on: 2019-05-14 18:41:58 »
Converter works fine in the steam folder. Just make sure the steam library is not on the programs folder or other access restricted places.

3
General discussion / Re: FF7 Remake Teaser
« on: 2019-05-12 12:48:27 »
Looks like crisis core sll over. Hate it.

4
Hey. Are there still plans for v2.0?

5
Just open the settings and enter the correct link to the exe.

6
7thHeaven / Re: 7th Heaven installation: no sound
« on: 2019-02-05 07:35:45 »
Check the uninstall tut and try running the converter again. In ff7config step check if sound works. There should be no need to change those settings.

8
Start with no mods activated and see if the error is still there.

9
http://forums.qhimm.com/index.php?topic=18450.0

@PoisonJohnny
I think I may have found a fix if you could give it a try and let us know please.

Right click the 7thheaven and set and set the compatibility to run as as administrator. apply and close.
Then find the FF7 exe you are using eg.. ff7_bc right click and set compatibility to run in 640x480. Don't worry the opengl plugin will override this anyway.
Next go back into 7thheaven and try launching the game.
This seems to have worked for me going to test on my tab that had same problem.

10
http://forums.qhimm.com/index.php?topic=18450.0

@PoisonJohnny
I think I may have found a fix if you could give it a try and let us know please.

Right click the 7thheaven and set and set the compatibility to run as as administrator. apply and close.
Then find the FF7 exe you are using eg.. ff7_bc right click and set compatibility to run in 640x480. Don't worry the opengl plugin will override this anyway.
Next go back into 7thheaven and try launching the game.
This seems to have worked for me going to test on my tab that had same problem.

11
Hey. Do you have a descriotion on the differences between normal and arranged modes?
Also, did anyone make a mini faq with an ordered "get this, get that" with equipment abailable in NT through the story?

12
Did you improve Vincent' limits somehow in your mod? If I remember correctly, he was horrible to use since you would loose control over him.
The first time I used him I got game over from using the first form in a fire absorbing enemy.

13
Hey there.
How is this mod compatibility wise?
7th heaven seems to be way outdated now. Is it better to use the sandalone install?
Is it compatible with because and menu overhaul (without the stats bug)?
I seem to recall seeing some talk about 2.0 version. Is it still on the works?

14
Sounds nice.

15
Doesn't jet engine allow some nice refines early on?

16
Jet engine from tri point?

17
I got doomtrain on disk two due to item import on boko (just for testing though).
Also accessed holy and some other nice spells. And  stats items.
Item importing is just sort of cheating, and can be abused, but I guess it's mostly a player choice to cheat or not. I don't think people play chocobo world for the fun of it. The same way people can use hyne to cheat stuff in.

Other than that, in my normal playthrough, speed seems to be the most unbalanced stat. Even before auto-haste. It's like str before and after tornado. Huge bump.

I liked the idea of diferent stats for diferent chars. You can actually see the differences in game (spd, str and mag mostly). But magic join makes the diferences be minimal. Perhaps reducing the increase value from join could benefit overall game balance and make chars more unique. Make it impossible to achive 255 for example.

18
Using latest Raw.
FINAL FANTASY VIII\RaW\GLOBAL\Hext
FF8_CapBreak_EN does not work.
FF8_KeepMagic_EN works fine.

19
Finished disk 2.
Too much access to high level magic...
Card mod could be moved to after ragnarok (bahamut or eden).
Speed is way overpowered still. After spd j it's just not fun anymore. Auto haste will just make it borring.
Can you delay access to chocobo forests to after ragnarok too?

20
Don't use the installer. Download the folder from the github.

21
From some point you have break, stop and death on each status attack. Very few enemies are resistant to all.

22
Sorry... my mistake. It's Elvoret card that refines to windmills.
Death is not from draw point. It's from some monster I can't quite remember... Vysage? Or perhaps latter esthar cyborg? It's before Deling for sure.
Also break from iguion is extremely effective against 90% of enemies (including sub-bosses like balamb garden norg vs cid battles). Perhaps adding some resistances would be nice.
Mug also seems to appear to soon in the game (makes item collecting from enemies too easy). Perhaps moving it to alexander would balance it.
Overall, I'm loving the mod. Great work.

23
Just finished the prison.

Before Deling city there's already access to Death magic on world map. Perhaps overkill for disk 1?
Another unbalanced magic is Tornado, by converting Abyss Worm cads into windmills. Makes str go way high.
Armadodo and T-Rexaur also give access to Dino Bone which gives access to Quake.

Loved the new battle on winhill. You could add a few dozen more :) it would give more new content. There are quite a few monsters you will only see once in the game (like some castle bosses). Perhaps add a low level version here and there :)

In the prision, the human guards do only one attack (stop). Is this intended? With 3 members its easy, but that screen with only zell it's a coin flip.

24
Just got killed by Diablos. Graviga + 3 fast stabs did not allow me to even blink :(
Bad luck I guess.
Second time was a charm.
Stop is an interesting concept, but then ultra cure always removes it (intended?).

25
What optional battles? The GFs and weapons?

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