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Messages - Kaldarasha

Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 99
126
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-25 20:48:26 »
Event is 7H only. It fixes the feet of some models when they use Cid's or Barrett's animations, like the fat crew member in the Highwind. You need to rename these animations, pack them into the char.lgp and add them manually to the model with model loader.

127
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-25 17:49:22 »
Yes, you  can replace the animations with the ones from this folder.

128
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-25 17:28:23 »
The animation folder contains the new animations. I outsourced it just for maintenance reasons. I actually have a few more but they are hight corrected, which means that the models don't go through the walkmesh. Though, this doesn't fully work in game because the models can be bigger or smaller depending on the scales they have for a field, but it looks much better this way.

129
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-25 14:29:37 »
7H is opened sourced so actually could make in theory a version specific for your mod without the mod loader stuff. Just an idea.
While I looked a the flevel.lgp I have seen that my Young Cloud mod is also in there and this one is mainly enabled through the model loader. You should check if there are problems with Clouds flashback scenes.

130
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-25 12:10:24 »
BTW. is there any real reason why you avoid 7H for your SYW mod? 7H has an also launch option which can run necessary  executables like DLPB's launcher.

131
Releases / Re: [FF7PC] Yuffie - Re-Texture *Fixed*
« on: 2019-04-25 11:42:13 »
This isn't my mod it's from ninostyle. He focus on making only battle models, if you want to use them as field models then you should look into the discussion thread of the mod there is one which want to maintain the field models.

132
FF7 Tools / Re: IroCreator - .iro packer and unpacker
« on: 2019-04-25 07:09:06 »
What do you want to do?
(p)ack folder to iro /(u)npack iro to folder:u

System.IO.FileNotFoundException: Could not find file 'C:\Users\User\Documents\MEGAsync Downloads\Iro_Mods\Packed\[Tsunamods]'.
   en System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   en System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   en System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   en _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) en C:\Users\TurBoss\Projetcs\7h\7thWrapperLib\IrosArc.cs:line 305
   en IrosArc.Program.Main(String[] args) en C:\Users\TurBoss\Projetcs\7h\IrosArc\Program.cs:line 68


The script don't like spaces. The temporal fix is to remove spaces from the mods name. Sorry, I usually use _ instead of spaces for file names.

133
Releases / Re: [FF7PC] Yuffie - Re-Texture *Fixed*
« on: 2019-04-25 07:06:51 »
Use this one if you need textured models:
https://www.nexusmods.com/finalfantasy7/mods/4?tab=description

134
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-25 06:59:59 »
Sadly it seems not so easy anymore to patch the files with the new MR version, because it has set the PSX dat files as default for the import.
Here is a patched flevel.lgp:
https://mega.nz/#F!mVMxDKYa!1bj-mE2CsBT1uxGL4ePIXA

If I remember it right, I did a full mass export, then I opened the flevel.lgp I desired to patch, used the key combo strg+i to open the import window, select the field (which was usually set so you could hit enter) and then I deselect everything except the model loader. Once the correct folder with the exported files is set, MR will use this as default folder, so you can move on with only using the keyboard.
MR 1.5 was probably the version I used.

135
I'm pretty sure they made a deal with him, because the regular updates suddenly stopped and a few promised feature of the next version were then present in the re-release. Like the ogg support. So they had access to code nobody else except Aali had his hands on. Well the past is the past and now is now, this is no excuse that 7H doesn't work with the re-release, because the driver isn't a real dependency for it, only for the texture replacement. Well, actually the re-release can be moded with umod (the last version of textmod) or even Kaladiens tools. But the texture output is full with garbage. So I didn't look further into these tools.

136
It might be that they forbidden him to support it since they used his code which source he didn't share freely. I replaced the launcher.exe with 7th Heaven and ff7_en.exe with FF7.exe and steam played it as if it was the correct game (though without getting achievements that's handled by the real launcher). Though, of course you need the downpatch and some edits to the registration so it's not a trivial copy paste and replace thing. But with a straightforward method the whole launcher and login shit can be replaced. I think that's what the next reunion version will do. All what's left to do would be to edit achievements.dat when certain conditions are reached.

137
No the DRM isn't the problem. Aali said he won't support the re-release and that's it. Maybe the upcoming Vulcan adaption has support for it. Though, R06 seems to come with its own softer downgrade.

138
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-22 11:05:46 »
Which will be the case. But it works pretty fast with some key combos.

139
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-22 10:27:16 »
Chunks can't be inject to lgp files. I need a bit time to explain how to manually editing the files.

140
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-04-21 13:34:23 »
The lgp installer is a bit older (though there were mostly fixes for 7H which are not included into the lgp). The installer allows a basic way to choose the models of your liking but not as smart as you can do with 7H. The Dynamic Weapons works only with 7H (currently) by using the realtime memory editing ability of 7H. ChaOS replaces all important models. It's meant to be a basic mod which other people can built on. Though most animals have not a new model, but I want to change the direction of the mod to use full textured models like the models by Ninostyle.

141
Releases / Re: [FF7PC] Kela's magics mod
« on: 2019-04-21 13:11:32 »
Check if compressed textures is set to off or delete the compressed texture folder if it is there.

142
Sephiroth(Jenova) lures Cloud to follow him. More or less they guide him to become stronger to be able to deal with the temple and to reach Sephiroth true body. But I don't think that they planed a such deep meaning.

What's also interesting to mention is that you can get with Red XIII also the Enemyskill materia, like it's meant for him. I assume that the Materia system we currently have is a modified version of the skill test system they used to create job classes but due to time reasons they couldn't work it out and chose that Materia solution. Cait Sith class as example was described as puppet master (like Lulu in FFX)

143
Hmm, looks like Mass Effect gets a new texture improvements.

144
Completely Unrelated / Re: City of Heroes
« on: 2019-04-21 04:25:05 »
We will also loose our helpful-stupid-nerds-status which help to sell their old lady. But once the young lady is out the old one isn't desirable anymore and so we as well.

145
Usually I would always go with the Latin writing, because mega, super, giga, Ultima, etc are Latin. But to give it a closer connection to Vincent I would go with the Italian writing.

146
Dont come into somebody else's thread and advertise your own stuff... Whats wrong with you?  :x

Uhm, you know on which work this project is based on, don't you? Also this isn't your thread so don't act as if you are a moderator (yes I know the same counts for me). If the OP has a problem with it I think he would say it.

Nevertheless, there is no definitive upscale project and it's very likely, that in the end we will use a mixture of all current upscales. It would be even better if a lot of people would merge the fields by hand with an image editor and work out some details.

147
I would go with Großpanzer even in German. As you said Großer Panzer ist very unspecific and could mean any big tank.

148
The last one is my favourite. For the sound replacement we can edit the sound with Cosmo or Ultrasound, but DLPB has made a full audio replacer which will replace any current attempts.

149
Troubleshooting / Re: Problem with battle skeleton
« on: 2019-04-10 12:35:37 »
It's not possible to share animations between different models. Every model has its own number of bones and order.

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