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Catalogs / Re: 7th Heaven Mod Requests - To Do List
« on: 2015-08-13 21:00:53 »
Hello Miss EQ2Alyza, any ETA on this mods arrival.
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The To-Do List has been updated for now. Let me know if anything was missed.
What are your thoughts on adding a drop-down selection for each music file? This would let you mix and match music files from different authors and pick what you like best.
Yes, it will come with the current flevel/scene hotfix. Whenever there is an update to a mod, the Download button will turn into a Update button the Catalog tab. The window on the ride-side will also tell you when a mod has an update. If you right-click the green Installed button in the Library tab, you can set Update Types for each of the mods.
I've installed it on beta versions of windows 10 with no issues
That's fine by me, but the only issue with that will be using the auto update feature in 7H. If new versions are released, they will never know unless they visit the forums regularly. Then we will have to deal with the silly questions of "XXXX mod has YYYY issue, how do I fix it?" when an update may have already fixed it.
I get the need for manual downloads though
Try going into C:\Users\<username>\AppData\Roaming\7thWorkshop and deleting everything. When you start up 7H, you will need to redo all your Settings again.
Quick heads-up, almost there. I get a day off on Wednesday so my aim is to wrap it up for Thursday evening before I'm in work again.
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.
Well now... Trying to play this on my TV by hooking the HDMI to the GPU, whenever I start it up, it runs the game normal but only sound from either my headphones or computer speakers. But when I switch it to run from the TV, it messed it up and the game refuses to run, crashes on startup.
You won't be 2 updates behind. I'm waiting for 1.35 to update in 7H
Hi Yuffie, if you look back in this thread I tell people how to install NT 1.2 with 7th Heaven so you can use it and also the NT mod... The process will be the same for 1.3
It has to be done in a specific order using the gameconverter twice if I remember correctly.
I haven't installed 1.3 as I'm waiting for 1.35 or for when the new rank up system is implemented, if this happens to be 1.3 then I will actually do my work around method and post it again but if you search this thread you should find my instructions
I'm gonna have a shot at making an IRO for 1.35; I've got 7H working so I'll be able to test it at least, unlike before when I tried (unsuccessfully) to make my own IRO
No, it's got nothing to do with Keeper; it's an AI error in Palmer. I just checked, and it looks like I forgot to add an attack to Palmer's animation pool; he got a new one for the difficulty modes update. I'll make a quick patch for it.
I've got something big planned for 1.5. In the meantime, I'm just working through ideas for features and seeing what can be implemented and what can't. At the moment I'm wanting to do something with Gold Saucer's Event Square; it basically lies derelict after the date scene for the entire game so something could be done here; a movie/music theater was a suggestion someone made.
As for the progression curve on Disc 3, I'm about to start a new playthrough of NT so that I can correct balance, progression, etc. 1.2 is a bit different compared to 1.3, but it's been a while since I went through anyway so it's time to see where things are at.
Right, so thinking about it the best explanation that comes to mind for it is that, like the kernel, the scene is 'chunked' in some way and if Enemy AI is separated from enemy formations then that would mean there could be extra/reshuffled enemies on the field with no AI (meaning there's a problem or conflict with the 7H installation/mod order). NT adjusted some of the enemy formations to account for time + enemy strength. When an enemy is present with no active AI, they are visible on screen but are treated as 'dead'; do these extra enemies attack or do they remain passive throughout the battle?
There's always a chance that the graphical mods (or something inside one of them) has caused a clash somewhere if it affects other files like the scene or kernel but that's probably much less likely.
First time I've ever heard of an issue like that. Have any other mods been applied in the past? Also, is it the 7H or Main Installer you've been playing from?
I think Osmose solves a lot of problems with Ether shortages. One thing I could maybe do is tweak the MP held by random enemies; there was rarely a plan in mind when setting their max MP unless they had access to a strong attack of some kind (and most bosses just carry 3000). Could balance Osmose slightly that way.
Chocobracelet is available from Chocobo Racing as a random prize which might not be too practical; it'd be much more readily available (and from Disc 1) than the others. That being said, if it doesn't drop from the 15 won S-Rank races then it could be tricky to get...except it would be annoying too due to the RNG of getting specific prizes from races so not sure.
That does seem strange. Do you remember what the monsters looked like, or where the battles took place? Were they boss fights?
I'm not sure how I can help you then Yuffie. The video is in 4K, so the resolution can't go any higher. The written tutorial has notes and images for every step, so I'm not sure what other details are needed. "Mod not found" is not an error message I'm familiar with. If you can screenshot what you're talking about, than I could possibly help.
I'm 99% certain though that something hasn't been setup correctly on your side since I just downloaded the entire Catalog with no hiccups a couple nights ago. I don't think setting up 7H is the easiest process in the world, but it's not super difficult either. It's all a learning curve, but once you learn it, it's quite simple.
They are in the Catalog. Please read the tutorial and watch the video on how to set it up. It's all there.