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Messages - youknowiknow778

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-21 20:58:42 »
Just...wow. I love it.

2
Troubleshooting / Re: Converting Mods to Switch
« on: 2021-10-23 23:06:58 »
I extracted both LGPs and mixed the contents then packed them all back in. The game worked briefly just to crash when leaving the train at the very start. Not sure what other conversion process may need to happen to get them to work on switch correctly. I would be happy to do it if only I knew how that went. I guess at this point a lot more would need to be put into it rather than drag and drop. It would be AMAZING to get a custom driver to work properly on the switch.


Side note = I just discovered FFNX had replaced Aali's driver. I may just wipe my current PC install and start from the top in order to play around with that!

3
Troubleshooting / Converting Mods to Switch
« on: 2021-10-21 17:29:09 »
If you see this page here you can find someone has ported new threat along side nino style models to the switch

https://gbatemp.net/threads/final-fantasy-vii-a-new-threat-switch-version.534578/

The original download is NT1.5 but somewhere near the final pages of the thread you can find a link to NT 2.0 along with Nino Style field and battle models working.

MY ISSUE - I have no idea how this was done or how to do it. I would like to know so that I can make the conversions for my own use when Nino models are finished or when NT is updated. I've searched around and tried to find guidance on how to get it done but haven't found anything very useful. When I tried to convert the Ninostyle models myself the game crashed when taking the stairs after fighting the first 2 Shinra soldiers. The models did work though.

I only used LGP/UNLGP to add the unpacked IRO files to the game's original LGPs. The game crashed with this method so maybe I am missing a vital step.

Anyway my goal is simply to learn how to convert any of these mods to be playable on the Switch. No plans to reupload without mod authors permissions but I would like any guidance or information on modding ff7 with the switch's layerfs


So far what I know is...

Mods used on the Atmosphere CFW most up to date version must be in the file structure..
Nintendo SD CARD:\Atmosphere\Contents\00100A5B00BDC6000\romfs\ff7

Inside the ff7 directory you have the "resources" folder and the "workingdir" folder.

Inside resources you have .\ff7_1.02\ff7_en file

I'm guessing that is some sort of converted version of the 1.02 exe but I am not certain.

Inside workingdir you have .\data and inside appears to be your typical FF7 data file structure with folders for battle, cd, field, etc... and that is where you would put your LGP, OGG and BIN files.

The only way I have found this structure is by checking the structure of already made and released FF7 switch mods.

I am wondering if I were to use tifa's bootleg configurator and the big list of mods if the files created (LGP,BIN,etc) could be easily applied to the file structure. At least whatever is packed into each LGP possibly. I simply do not know enough to be sure but I'm willing to try it out


5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-07-15 12:17:21 »
Yeah I did. Maybe I did the import wrong. It didn't have any sort of art or configuration either so maybe the download went wrong. I will try again and see how it goes. Thanks!

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-07-15 11:35:41 »
With the 1.5 IRO what is the load order? Bottom of load order or mid range like the 7H tutorial says? Only asking because I imported the 1.5 last night, put it right where 1.4 used to be (where 7H says I should) except I'm not seeing any changes. I start a new game and it doesn't prompt me for nirnal or arrsnged (thought maybe it was taken out) then I didn't get any popup for Barretts ability when he joins the party.

7
Troubleshooting / Re: ff7 android modding?
« on: 2019-03-10 20:43:08 »
So could we use a patcher such as Reunion or the old bootleg mod installer to install mods directly to the data folders and have the work? Would Aalis custom driver work/be required?

8
General Discussion / Re: Streaming audio
« on: 2018-11-22 13:25:27 »
Thanks so much! I'm going to try it out!

edit - IT WORKS! Thank you very much!

If anyone wanted to know what I did..

1. Steam link installed on the firestick and steam in home streaming enabled on your PC and a 5ghz wifi connection this is a completely different process I used this guide    -          https://www.youtube.com/watch?v=Sb3gAuiBGpo

2. Launch Steam as an administrator (compatibility mode option to launch as admin will not let my steam link app connect for some reason) Add 7th heaven as a game in your steam library on your PC if you want to launch with 7th heaven.  If you are using a xbox controller use the analog stick to move the cursor and use the left trigger to click it when you are ready to launch.

3. Install the program mentioned above and set that driver to be your sound driver in FF7 config (CABLE Input (VB-Audio Virtual Cable)

4. Open the control panel then open hardware and sound - then click sound. Under the recording tab right click on CABLE Output and click on properties. Now click on the Listen tab - enable listen to this device - now select the playback through this device drop box - then pick speaker (steam streaming speakers)   hit apply and you're good to go.

Sorry for the sloppy guide I'm in a rush but wanted to give back because this is really awesome!

Happy Thanksgiving!


9
General Discussion / Streaming audio
« on: 2018-11-20 04:22:42 »
Hello all. So I am attempting to use the steam link beta app for my fire stick to play FF7 with 7th heaven and mods installed.

 So far the ONLY issue I am not able to get around has been the audio. No sound will come through in my bedroom tv while the game is playing no matter what setting I put in the configuration.

Some settings will have the sound working on the computer in my living room and I am able to get the sound to come through to my TV in the ff7config just fine but when I launch the game I get nothing at all.

 Any input or possible solutions for this? I'm not even sure if this would be a mod type solution or if its possible as is.

What I believe the issue may be is how the windows audio device changes to "Steam Streaming Speakers" when I connect to the desktop from the fire stick using steam link

I can select this option in the ff7config as well but it will only give me audio (with the test) in the ff7config window but not during gameplay

one last note my tv does make a slight "beep" before the game launches on my TV when I have the ff7config audio settings to my computer speakers and only in this setting will the game actually launch. But still no sound when the 7th heaven mods finish loading and the game starts.

10
I know this is late but I was having this same issue. Changing the coin texture to no change instead of metallic red fixed it.

11
After installing a windows update and wanting to reinstall FF7 I am having this same issue although it has worked multiple times. remove keys does not seem to be working either. Deleting the keys in regedit manually does not seem to work. Steam or 1998 version does not seem to be working. It appears to be a windows issue but I am not sure. Only way to find out seems to be a reinstall.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-23 00:55:59 »
It should be dropped by Abyss, and was renamed to Moon Crystal as Markul mentioned.

This reddit thread may be of interest, someone has got NT running on a phone but I think it was on iOS: https://www.reddit.com/r/jailbreak/comments/7vsdae/discussion_ff7_pc_mods_some_work_on_ios_edition/

Are you serious!? That is amazing! I have been trying to get this game running on Phoenix OS so I could play it just for fun! Definitely looking into that!

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-22 03:06:35 »
Okay then still asked for the red crystal. I'll find that Abyss!!

Update - If Abyss is found in the Northern Crater I've already fought him and still do not seem to have the item. I do have a pretty large amount of mods on though with 7th heaven. Since it is already in my save file I do not believe turning them off would fix it unless I were to load an older save file and fight him again. I do see an "unused" in the key items though. Trying to figure out a way I could at least get it. If I can't seem to find another work around though I could just black chocobo in the weapon. Pretty close to having all the oversoul shards too! Excited for that. Let me just add that I've really enjoyed it so far and I'm trying my best to complete it 100%!

Only feedback I could add is how much I'd enjoy to play the next release if you have one planned!

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-16 02:51:44 »
I cannot seem to find the red crystal :(

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-13 17:22:21 »
Spoiler: show
Old man in Kalm gives me long range for desert rose, tells me I got him everything then pulls out them master materia, I fight them, they disappear and it says then I received another long range. The issue is I still have only 1 long range in my materia list.


We have a spoiler tag for spoilers, y'know. More effective than just putting "SPOILERS" at the top of your post. :) ~Covarr

16
So the only 7th heaven mod I couldn't find a workaround with this is the break 9999 limit! New threat gave me some stange cloud models but if you put ChaOS base at the bottom of your load order it will fix that again! AWESOME!!!!

17
I do not believe I do! I will check it when I get home!
Thank you!

18
Hello all!

My field models and battle models all stopped working with 7th heaven. I have no idea why but when using the 7th heaven files for field models they just do not work. The strange thing is when I install ChaOS they work fine. I'm trying to use the other field models because the ChaOS is giving my issues with Tifa and Vincent field models. Also the Ultima weapons with ChaOS fades in as a big ol white rectangle so I am trying to switch back to millenia weapons but they arent working either.

Any input is appreciated. I have the load order following 7th heaven tutorial and the OpenGL config is set to direct mode.

19
I am having a similar issue. All battle and field models stopped working a few months ago and I cannot find why. I can get clouds model to work using the Dynamic weapons mod but nothing else will change in field or battle. I tried this direct mod fix I switched it from on to yes but still not change.

EDIT - I can get the models to work using ChaOS iro but not the IRO mentions and supplied by 7th heaven tutorial. Any ideas on why?

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-18 17:31:14 »
No worries! That was tons of fun! Now on to the Special Battles!

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-18 01:31:13 »
Animation mods like "ChaOS - Animations" and "Animations" seem to break the dios side quest right after barrett says "the others aint here either"

I haven't played much further but the dialogue seems to continue past that paint after deactivating them. Just FYI

22
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2017-12-30 22:53:05 »
For some reason my other field and battle model IRO for 7th heaven stopped working. I switched to this and not only does it require less active mods but they have been updated too! Thank you so much for all your hard work! I just had a few question...

So far I have ChaOS Cloud up top followed directly by ChaOS Animation, then I have the base all the way at the bottom. Is this the correct load order?

Do I need to turn off Sephiroths Sword in the Battle Model-Weapons?

At the end of Disc 2 I notice Tifa's forearm was missing and Vincent has a big ol block hand. After reading the thread i see it isn't complete yet but just in case you werent aware of that.

thanks again for your hard work!

23
So what I did was ran the 7th Heaven Game converter then ran reunion setup

 After enabling some mods including NT and changing the mod directory the game started and there really wasn't that much out of wack.

 Slash-all didn't exactly fit perfectly but the battle interface was SO smooth and beautiful!! Some screen flashes from summons like Bahumut ZERO

 My battle and field model mods wouldn't work anymore though until I switched from the original 7th heaven subscription mods to the ChaOS IROs (may not have needed any field/battle model mods anyway now that I've done a bit of reading and see those are exactly what Reunion installed)

The battle animations never seemed to run as smoothly as the youtube video on this posts first page even with only reunion installed but that may be on my end.

I don't even know what I would need to do to get these working together so this is more or less just a report. I'd be more than happy to help or test in anyway I could if this seems worthwhile or interesting to anyone.

(One thing I wanted to add that is probably pretty obvious but the re translated  dialogue was back to original with NT)

24
Thanks for the answers guys! I'm going to look at and see if there is anything that breaks the two. I'm guessing it should be as easy as pointing 7H mod directory to the same Reunion directory but we shall see once everything is setup.

25
Hey guys! Is it okay for me to post in here still? It's been about a year since my last post but I do see the update.

I'm actually working on a portable handheld gaming PC for older games using the UDOO x86 board so I was stopping by to see exactly what all has been worked on. The battles just look so amazing when this is working properly. I'm assuming it wouldn't work 100% with the new threat mod since that mod adds new magics and what not. Is that correct?

Hope you guys are still around the forums!

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