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Messages - Idubaren

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1
WIP / Re: Two Mod sugestions for OG VII
« on: 2022-06-23 00:32:39 »
I think this is in the wrong section . its not a WIP its a request for a mod.

Well I could not find an "ask for mod" subforum anywhere so this was the best second.

Yeah agreeing on wrong section to request mods.

First off I will recommend downloading the Seventh Heaven mod loader. It’s a good and easiest start to modding FF7. I don’t know of any mod turning Red into a party leader but I think New Threat has Cobalt and Indigo as enemies. There’s also a mod to turn Red into a werewolf but it may require some jerry rigging you’re nit ready for.

As for your Behamut idea, some of the field and battle stuff can be done but it would take quite a bit and effort that probably only you would want to do.

Modding FF7 is not like Minecraft, Skyrim/Fallout, or other games with modding capabilities. The folks on here had to craft their own tools and figure out the things they can tinker and jerry rig to work. Think of FF7 as a college level course with a hands off professor. You want something you have to put in some effort and research. Play with the tools, look through the threads, etc. We’ll help but we’re all working on our own class projects.

Again... didn't see an "ask for mod" subforum on the FFVII section, maybe I am blind...

About 7thH yes i know of it, I do use it and love being able to mod this game ^^. that's actually where these ideas came from. I know I'm being nitpicky wanting both Bahamuth Zero and the Red Submarine, or even wanting to follow the story from Red's PoV but hey... i doubt Square wil ever allow us to play as RedXIII in overworld, not even i the Remakes so this is my only other hope. And, as I said, I'm not a modder nor have the knowledge to mod, and there's not tutorials anywhere so I'm pretty much screwed into hoping that someone that knows what they are doing picks this up and works on it u.u

2
WIP / Two Mod sugestions for OG VII
« on: 2022-06-20 18:03:42 »
Heeeeeyyyy everybody! I'm just here to drop this idea for whomever feels like picking it up, as I'm no modder of FFVII and don't know if this would be too hard to do or not. Also I hope posting this in this subforum is not wrong, I just didn't know where else to put it.

I'm a big fan of RedXIII as I'm sure others are too. And as of now in Final Fantasy VII Remake he's a non controlable character, and it seems like they are not introducing out of battle party lider swapping :/.

So the idea is basically, making a mod that allows the player have RedXIII as the main character of the original game, making him the party leader and unmovable character from the team.

Once again I'm no modder myself so I don't know if this'd be easy or not to be done, so yeah I decided I'll just put the idea up in dome modding forum and see if someone gets interested in it and picks it up, who knows? Maybe someone will ^^

Anyways, that was all, thanks beforehand and for reasing this suggestion. Have a nice time.

Byeeeeeeeeeeeeeeeeeee~!

PS: Also if this mod is easy and possible, adding events like fighting with Cobalt XIV and Inigo XV, who ambush RedXIII when he's alone, as you progress through the game and they follow Nanaky it would be cool too, that would be a mod I'd fall in love with.


Edit 1:

I've decided that while I think on more things for this mod as addons to it since the main idea is above, I'll be editing this post. So here's a few more ideas I've thought of:

I've got tow ideas as of why Cobalt and Indigo would be pursuing and ambushing Red alone. I came up with two ideas. 1 They are his clones and Shin-ra has sent them to either capture Red or kill and collect his body and bring him back to the building for more experimentation, which doesn't make sense as the whole of Shinra changes after the death of the president and the ascend of Rufus to the throne of the company. Other idea is that these two are Gi (which would take the numbers out of their names and probably give them more tribal ones like Aukyn for Cobalt and Yakun for Indigo) that want revenge for their clan's loss at Cosmo Cannyon and since Seto is dead they go for his son instead.

Their fighting style is similar to Nanaky's they both use magic and physical attacks with limit break abilities at random but of course, one would be stronger than the other on a different type of damage Magic or Physical. The Player could steal gear for Nanaky from them (already existing RedXIII's weapons or armors according to the area) and when the player defeats them instead of disappearing they run away from battle.

I've come up with few places for them to attack Red as examples:

- One would be Kalm, after Cloud's flashback, that night Red goes out as he hears the planet crying and this reinforces his plan to get to Cosmo Canyon, but when he's about to leave town these two ambush him and after a bit of conversation a battle happens in the outskirts of Kalm to not cause troubles to the denizens of the town (and as to avoid having to make up a Kalm battle scene xD) and after the battle he goes back to rest (perhaps some comment from someone in the morning about him looking tired as if he has had a bad sleep or something).

- Other moment Red gets ambushed could be while the party is trapped in Corel Prison, when one of the humans in the party is sent up to participate in the Chocobo races to earn the party the right to leave the prison, Red goes on his own to have a stroll and wait, being ambushed by these two in the middle of the desert, after passing one or two screens of the desert the dialog of the ambush pops up, these two appear and attack him. and once the battle is over, Red returns to the town (teleported back to the town's desert exit) and to the party to know the race was won and they are free to leave.

- Another place could be at the Gi cave, when the party leaves Nanaky and Bugenhagen alone at Seto's grave right after Gi-Natak fight, taking advantage of their objective being weakened for the fight through the cave and the Gi ghost. Red fighting to protect his Granpa.

- Other place could be at the Gold Saucer around the same time the date scene would play, instead we find Red having a stroll and ends up in the battle square and runs into the arena when these two ambush him, where the fight goes on.

- Yet another place could be while the party is held captive at Junon, while Cid tries to get the Airship he stays outside guarding that no one approaches and buying time for Cid to get the crew on his side and the bloody ship to work, at this moment the two could attack Red once again. (This probably could be set when Tifa is left starting to get gassed and after Barrett is freed by Cait... Caith... by Reeve with his robot cat)

- Only other place i can think for another battle would be on the return to Midgar. After beating Scarlet and Heidegger the party is ready to go stop Hojo, but Cobalt and Indigo jump in their way. Red tells the party to go forwards since they only want him and thus starts what could be the final battle against these two, where they are finally fully defeated, then we gotta rush to the party to fight Hojo and stop him from shooting the Sister Ray again.

Yeah that's pretty much all the places I've got thought out so far, and I think those are enough and far enough from one another as to not make fighting with them a nuisance. Also I know some scenes I've described for Red to be ambushed at are too many and might require a lot of work to do. Of course the party doesn't know anything of these two ambushing Red until the last battle with them and after that event that's when Red explains what's been happening with those two, briefly at least. Thing is I would love the addon to be made as well, but I'll be happy with the main mod and no more as said above. I'm just sorry putting so much work on modders that might be busy with their own projects and wouldn't want to ad more on top of them. I can only hope you like the idea, and as said. I'm not a mod maker myself so... yeah I'm in no hurry for this to be a thing ^^

//---------------------------//

So the second mod idea is just to change how to obtain Bahamuth Zero. I'd like it if it could be that, to get this Summon you gotta go through a Dragon's Lair. A Cave of sorts. My idea is that the entrance is at the unnused Cave in Ancient Forest, that cave leads into the tree fields from Northren Crater but the encoutners are changed and all of the encounter there are dragon enemies from all over the game. When you manage to cross the cave you get to the KOTR cave field, which is the chamber where Bahamuth Zero would be. As you interact with the materia to get it you get a promt that says "The Materia pulses like the beating heart of a mighty beast." And throws you into a boss battle with a dragon. As the battle progresses, the boss will cast the three Flare's from this. Not summons, they'll be his own version of these attacks. To utterly destroy you, with Tera Flare being the one he uses when you beat the bopss in a last ditch attempt at killing you. If you survive this attack you win and, as things pop back to field, you get the message. "May the might of the dragons serve you true.", and then you get the summon materia.

Of course this leaves the question where and how to get KOTR, maybe put it somehwere in a locked chest. In some post midgard area, and you can only get the key to the chest from somewhere you can onlly access on disc 2.



//----------------------------------//


Well those are my two mod ideas that  I've had in my head for a long time and I've got no time nor the knowledge to get them done u.u. here's to hoping someone gets interested in this enough to give it a try or soemthing. Even then, thanks for taking your time to read all this and I hope you like 'em all the same.

3
Do not add hext files unless you know what you're doing.  You're asking for trouble.

This ^^^^^^ So true!

That's why I am unable to get it to work with the Main Menu of the game, because unless you change the main menu it won't be affected by the thin bars or any png modifications you put in the "texture/menu" folder, and this will only work on dialog and battle boxes. And I did say I'm not good with manual modding, well I rephrase it, I'm not even a noob on it, always install mods with mod managers

4
Solved. Updated the post.

honestly. Only partially solved. We got it to work for both dialog and battle boxes. However, the limit break box still draws outside of the thin borders. Then for it to work on the main menu outside of battle I had to use the option of "Enhanced stock" from Enhanced Menu extracted from the Iro. However, this caused a lot of problems like misalignment with the font, and the menu boxes weren't where they're supposed to be and as I don't know manual modding I could not fix these issues that 7h seems to have no problem with on its own.

I'm sorry to say I give up on this as much as I love the idea of playing a properly translated game, even if it's not on my birth language, which I don't mind, and with the battle feels of the psx game. I guess I got too used to the thin bars from Menu Overhaul and the minimalist battle menu it had that allowed me to see the whole battle scene, too bad that mod is dead now and that I can't get this to work as I wanted. Keep up the great work tho, guys, you're doing an awesome mod pack and everything worked perfectly together, just my tweaks and customization were worthless. Have a good day and I'll keep checking on this posts to see how it develops ^^

5
read the post i quoted, the original post is on page 220, I was in the same boat as you a few hours ago, most of the files go in a subdirectory of Custom, and when extracted the files are usually in a folder with the same name of the folder it needs to be in under Custom, just make sure you dont double stack folders I.E.  .../Custom/battle/battle/<mod files>  there should only be 1 battle, not 2 in a row

I'm trying to do that, is just that I just can't find the folder I have to put the thin bars and the option of shiny materia and colored icons into :/

6
Ok i have unpacked the iro, but from there i don't know what to do since I've tried putting the files in the direct hext and menu folders on the Global folder, but it doesn't seem to be working :/ I'm not good with modding the game manualy realy so I'm a bit lost. I also would like to keep the shiny materia and colored item icons if possible... Sorry if I'm being a bother u.u

7
Hello there! I recently downloaded your mod ad I've previously managed to get my hands on an old Enhanced Menu mod through Seventh Heaven and I've seen that it had an option to chose very thin window borders. I was wondering if there is a way to tell The Reunion to use that border instead of the vanilla one? So far I've not found any bugs in all I've played ^^

8
Hello there! I seem to be having a problem with 7th Haeven, I don't know if I should post this here, been long since I came to this forum so, I guess I'll say it here. I seem to be having problems to boot up Final Fantasy VII through 7th heaven mod manager, it shows up the black screen and the little sound but then it just closes. I launched the ISO and everything but... that happens. I got some mods like New Threat and Because and Menu Overhaul, but with the mo exe it just gives me a crash error and with the bc exe it shows up the black screen but then it crashes off


EDIT: Fixed, it was a thing about the sound driver i had to change on the "RunFFVIIConfig.exe"

9
I got a question: is there any way to mix the colors with the grids? I really like the Squal themed grid and the high tech, but i would like to use the color I've chosen together with those grids :/

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-13 15:28:04 »
the info on that txt is heavily outdated scroll through a couple pages backwards from this one and you'll find that Sega Chief put up a link to a slightly updated where is the thing txt

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-10 13:14:02 »
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?

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-09 16:23:48 »
I think I'll start a new run of the game, I don't mind since I'm loving the mod so far and starting again is not a big deal :)

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-07 22:08:22 »
I tested the game with and without IRO, and the dialogue boxes are appearing for me:


You mentioned Reunion 03; is Reunion installed through 7H or its own installer, and which .exe are you using? Is it the ff7_mo.exe?

I'm using reunion from 7th heaven catalog, this happened earlier with the _bc.exe and it also happens with the _mo-exe i see on your pic you are not using menu overhaul, I use it because i have that problem with the resolution that gives me weird things with the text when i try to play on high ress, so perhaps it's a thing of that mod then...

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-07 17:03:18 »

The ff7_mo.exe was added because someone requested it, I'm not actually sure which mod IROs use it because my understanding is that menu overhaul uses ff7_bc.exe. Might be wrong. As for that text issue, I think that's linked to other mods that change models (one or two scenes are affected where dialogue is invisible for unknown reasons); have you got any of those activated?

I got activated the Battle Models Characters, Battle model Weapons and NinoStyle battle models but I'm trying on a new profile without model mods, only New Threat and The Reunion 03, however even with this last disabled the field boxes are gone, I don't activate any field model changing mods since I like the chibis in the fields the only changes done on that places come from your mod.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-07 07:07:18 »
I've checked the Shinra Mansion basement in Cloud's memory for when Sephiroth is reading the books after installing the new iro with the hext for mo, I thin you said you'd do it to fix that problem, however, for me the boxes pop up but then don't show, and pop out when I hit "confirm" button unable to read them.

on the good side of things I also checked guard scorpion and it has the correct colors now :D

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-04 02:18:40 »
I've got the latest release of the mod (IRO format) I'm asking because between the first time i ranked up cloud and the second i changed from a previous iro to the latest one and so far I haven't ranked up to check if he ranks up properly or not, I just know when I ranked him up a second time the game told me he's 1/8 instead of 2/8

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-03 23:22:35 »
Sega Chief, Oi, is there any way we can edit the number in the ranks to match how many times Cloud has Ranked up? I mean because last upgrade i did for cloud he was still rank one and I've upgraded him twice so far so I'd like to set his rank to 2 instead :/ some way I can fix it myself?

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-01 19:30:11 »
Loving the mod, just wondering if there's already or plans for a Steals/Drop/Morph list?

Never Mind, there it is in the Zip file lol.

don't follow that file, it is heavily outdated to the current version of the mod

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-31 11:21:09 »
Its ok, thanks for trying helping.

I will try the next time the blue monster 2000 gil at this point is insane. Are there more good farming spots for Gil or AP you know? Expecially when you got Buggy, Tiny Bronco, Highwind, Gold Chocobo?

Here are my "findings"
Buggy = Not really found something special maybe in Jugon when you unlease the red alert, but the monsters are very tough, i didnt try it with shield trick, becasue at this point i didnt know of the trcik.
Tiny Bronco = Mideel Area e.g. the beach, there is a 100% chance of the worm which gives 32000 EXP, 1500AP and dont know how many Gil, with Shield Trick, he is doable, you can easy get Quake 3 etc. here
Highwind = I dont know
Gold Chocobo = I dont know, i tried Ancient Forst, but the rewards are similar to the Mideel monsters.

And one last question i can not find the safe or vincent in Nibelheim Villa. Are they moved?

about farming spots, the moment you can quickly max out all materia you are good to go for money since each sells for 1.4 million gil and that can last you the entire game. (at least in vanilla xD)

About Vincent I don't know I have only gotten to Gold Saucer xD

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-31 00:37:09 »
then I don't know :/ Sorry to not be able to be of more help.

Also to defend fort condor from the first moment you could have farmed the blue monster that you can find in the Mithril Mine, it gives 2000 gil per kill.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-30 21:55:46 »
I dont get the masamune from the last condor battle, although i win the battle with troops. I only get the Great Materia from the old man.

Here is the saye. I tried 23rd may and 20th march version. Both have the problem. Can someone check with my save game maybe i am just stupid and do something wrong. When the person who try it should really get masamune would it be nice if he/she reupload the save game. Or can confirm something is wrong with it.

https://drive.google.com/open?id=1ORBVNOIECuyFSqeK1xoBJyaVPp4sqE8U

did you win all the previous Fort Condor Battles with the troopers? I ask because I did one letting the commader reach the top since I thought he would have or drop something like in vanilla and he did not, however if I win with tropps i got a headband, which i got in the second battle too when I did the second battle on the same save that the one I let the commander get to me, can't confirm if you get the reward you should get for each number of wins because when I won the first battle with troops, I had to fight the second against the commander, with Cloud alone and that wasn't pleasant I can tell you... so yeah it's just a theory

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-30 15:29:13 »
Where's cover materia? Not mentioned in the text files.

Cover comes with Tifa as she has it equiped by default, if it the one that has a chance of the character having it taking the damage instead of the targeted character by the enemy... sorry still getting used to the materia names in English

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-30 00:05:15 »
There was a debug script in the flevel I was using to reset ranks to test that the new variable for setting source amount was working. It should be gone from the latest builds.

hmm... I swear I thought i had the lattest update you've done to the mod, not just the 1.5 but everything since I've been updating every time you say the iro and isntaller have been updated :/ I'll go check now, thanks

---EDIT---
Nope, deffinetly the latest iro seems to still have the rank reset, unless I go and start a new game, which I don't know if that will solve the issue, since I'm thinking that it might be that I changed he iro in between the first time i met Mr Smily which is when I ranked up cloud first time, and now, and that might be why Cloud is still rank 1/8

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-29 22:55:00 »
hey  Sega, I've just reached to rank up Cloud a second time and for some reason Mr. Smiley says agin that Cloud is rank 1/8 insteda of 2/8, since it is only the second time I'll keep on going but just letting you know and I think someone else commented about this, gonna check if you offered a solution to it

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-27 21:30:39 »
oh well then that's perfect since the blue color looked a bit weird :) I'll keep checking if there are more issues along the walkthrough

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