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Messages - Euron-Crows-Eye

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1
Oh okay, my fault - I was using an outdated version of the driver. Updated to the latest version of the driver and everything is fine now!

2
Hey, I am getting some really weird shadows in the forest battle scene with the mod enabled. Shadows are block-like and cover half the field. Any idea what could be going on? Do I have a possible mod conflict?

3
Hey, hope all is well -  so it has been about a year since I last checked in here. Any update on a release of Angelwing here, or will it only be available on the patreon?

4
Apologies, after checking again - the exp bar issue seems unrelated to both Finishing Touch and ESUI - no clue why it is happening, but definitely not your mod, I'll be sure to check more thoroughly in the future.

5
V2.29995 seems to have also misaligned clouds level up bar - exp earned on the level up bar is showing progress passed where the bar ends and continuing outside of its box and onto the menu.

6
Okay, as far as I can tell you have fixed the New Threat materia issue in the latest update 2.2999. Everything went back to displaying properly on equip screen, materia levels are fixed and slow is castable in combat again, I only tested for a short time but I'll let yo know if I find any other abnormalities. Thanks so much!

Unrelated - I've been wondering if it is possible to add status effect symbols to your mini avatars. I'm not familiar with everything but I noticed you are able to display a death skull symbol over the portrait when a character is KO'd. Could the same principals be applied for when your characters are silenced or blinded, I wonder?


7
Bonez, first thanks for the continued efforts, you keep improving this mod and it's great!

The most recent update 2.2998 has messed up compatibility with A New Threat. Somehow it is altering materia. I am getting level 2 star materia where I should only have level 1 (I noticed specifically this happened with lightning and cure - not sure if that helps identify the issue) and Slow has changed from a green materia into a purple one, with level Stars extending off the screen and it has become uncastable in combat.

It is definitely some weird interaction with the latest version of FT as it reverts back to normal when I disable the mod. Hope we can figure it out, Finishing Touch has easily become my favorite UI mod.

8
Okay, nice everything seems to be working okay again in version 2.21 - awesome mod!

9
Hey, just updated to the newest release version 2.2 and it is crashing my game- immediately after battle. Characters do the victory pose and then it freezes with an error message. Not sure what's going on because everything was working fine with the previous version. I went back and replaced it with the version on the nexus and it is working. So definitely something with the latest update. 

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-30 22:52:17 »
Yup! It is definitely a misunderstanding on my part about the function of the mod. As Sega Chief and Fewtch explained: ReMusic is working correctly. I simply did not understand it was not meant to play victory fanfare because of how it handles looping - I thought it was simply a music replacement mod like some of the others I have used, very cool how much more its actually doing. Also like Sega Chief suggested I can now see how the save point toggle works correctly- as long as I travel to a zone with a new music track after toggling.

If it is of interest to anyone I did discover though not the mods intention - ReMusic can also be used as a more traditional music replacement mod. You get the new tracks to play in most zones and keep victory fanfare after battles - you just need to load A New Threat above ReMusic for this effect - You do lose out on some of the new excellent music tracks in specific zones this way - but it works perfectly fine for anyone who wants to be able to have most of the great new music and still have the old school victory theme playout after fights.

Personally, now that I understand how it works I am going to load the mod with the proper order and enjoy all the new features ReMusic has. Thanks to Sega Chief and Fewtch for the detailed explanations. Excellent to see so much love for FFVII mods AND technical support in 2022. Much appreciated, you guys are great!

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-30 03:20:02 »
Hmm - so a little more experimenting, changing the load order, I can get the victory fanfare to play at the  end of battle, but some of the new tracks will not work.

Specific example: in Sector 6 with the Load order having A New Threat above ReMusic, I am getting victory fanfare to playout after battles- but the new field music track from the Remake for Sector 6 does not play, instead the field music remains the same as the remixed version from the adjacent screen (I believe the Sector 5 theme).

With Load order set up the way 7th Heaven recommends, having ReMusic above a New Threat - the new track for sector 6 will play correctly in the field, but then victory fanfare will not play after battle.

The battle music itself, in each instance, works fine.

Any ideas? Not sure what to make of it myself.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-30 02:56:31 »
Okay reporting back - I seem to have fixed it. 7th Heaven recommends that ReMusic 1.5 be placed above A New Threat 2.0 in the load order. However, this seems to be what is preventing the victory fanfare from playing at the end of battles. When I move A New Threat above ReMusic, the battle victory music is playing out correctly.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-30 00:44:16 »
So I am experiencing it everywhere, but I have been testing in the Sector 5 Slums during the random encounters with the bandits. My save point toggle for changing between field and normal options are there but they don't appear to be actively changing anything. The battle ends and victory fanfare does not play, it just transitions back to the field music seemlessly. 

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-29 03:27:28 »
First off incredible work! Absolutely radiating new life into the game. I've been smiling like an idiot discovering all the new things.

This newest update seems to have broken some compatibility with the excellent music mod ReMusic 1.5. Even with the compatibility option for A New Threat on - It seems like the newest update is preventing the victory fanfare theme from playing after battle. Any chance you and that mod author can get them working properly together again with the latest NT version?

15
Yeah, I should have specified- I was wondering about the Angelwing part of the mod, as it is the most significant piece for me. Just wondering if we could expect to see it completed anytime soon. Not trying to rush Mcindus, I've just been excited for this for a long time and haven't seen any posts about the progress. Does the Alpha of Angelwing on the patreon function well?

16
Hey, so I peeked in on the patreon page and it seems that there was a release back in April. I've been following on Qhimm forever and I'm just wondering if we are any closer to a release here. If the only way to play this is going to be by getting on the patreon, that's cool too, you have done a ton of excellent work. So if you could can you let us know if the mod is coming anytime soon to Qhimm and if not, is there a complete and working package available on patreon? 

17
Wow fantastic! Thanks to you this excellent game is getting the true remaster it deserved! Looking forward to it! 

18
Hey there, just wondering if Angelwing Ultima is still in Alpha phase. I have been following this project for ages, I hop on here like once a week to check the board - you guys do incredible work. Any chance we'll see a full release here in the near future?

19
Hey, looks like the download link was pulled. Issues with the current release or something else?

20
Hey guys, just checking in for an update. How is uncovering a method for modding the rest of the game going? What you guys do is incredible, I check this thread pretty much daily to see if you've posted anything new. :)

21
Okay, I figured it out. I used the zzz tool to extract the .zzz mod and the .zzz main and then just moved the folders manually before re-packing. The tools merge folder option just would not work for me for some reason. Thank you and great work! Looking forward to the rest of the upgrades!

22
Okay, so I am pretty decent at modding games and had no issues modding the old ffviii on steam. However, I have no clue what to do with this new tool zarchiver. I am reading the instructions and cannot for the life of me figure out what to do here. Can someone give more detailed instructions than are included in the readme please?

23
Hey great job on this mod! I have been really enjoying it! Is it possible to get an update for use with Maguri mod/re-orchestrated music. It seems something would need to be done with the assembly file. Also, is it safe to uninstall Alternate Fantasy Mid-play through? Will character skills be permanently messed up by replacing the assembly file mid save game?

24
Glad you like it. Thanks for mentioning the effects bugs. I'll run by them myself and see what is the matter.

I'm not familiar with how Bootleg does things, but you can use 7th Heaven to unpack iro files. Those contain all the raw png image files, which you could then load up in Bootleg (if I understand correctly what you want). You don't need to use 7th heaven for any mod managing, just for unpacking the iro files as it is a feature of that program as well.

Thank you! This is exactly what I needed. I didn't know you could use 7th Heaven just to unpack the iro without having it touch your game files. After unpacking with 7th Heaven it's easily usable with Bootleg. Thanks so much!

25
Okay Captain, I see that you uploaded all the images to drive as JPEGs. I downloaded them all, but I can't do anything with them on my Bootleg install since my field folder contains all PNG's that need that strange cut up image format with different naming for each folder and image. Is there any work around for using this amazing mod with bootleg? Also are the JPEGs you posted to drive of lesser quality than the background images in your mod? All 3,500+ images that I downloaded off your drive only take up approximately 750MB and your .iro file for the mod is almost 4 Gigs. I have some competence with modding games, but I need some tips from you or anyone else on how to maybe get this working with bootlegs file format.   

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