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Messages - UpRisen

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201
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-08 20:06:31 »
So i crafted and tested  the Masamune, but im not happy with it  :-\
I tested it with Cloud and he only does 5k DMG with one hit of 4x cut = 20k. With Ultima Weapon he do 8k or crit 16k DMG with one hit of 4x cut = 32k normal or 64k crit  DMG. Hp in this testing was at 9483.
This will need a fix.

The Masamune battle model is the same as the Buster Sword.


The Masamune always crits, which also means that it never misses normally. It can be equiped by every character and will never lose power if you are low hp or mp and those are the trade offs for not dealing quite as much damage. I ended up using it pretty much from the time  got it until the final battle where i switched to all ultimate weapons. I feel like its one of the more balanced weapons in the mod. But thats just my opinion.

The reason that it uses the same model as the initial equip weapons is several reasons. 1 being that there is no room to add new models without removing old ones, and 2 its equipable by every character so if you replace one of clouds weapons for it, xxCK for example, then when barret puts it on it would use his model thats also named xxCK, so you would have to remove the same weapon ID from every character and make a new one for each.

202
7th Heaven / Re: How made work other mods
« on: 2018-01-08 17:31:25 »
the models you are talking about are split up into multiple folders. You have to combine all the battle folders, char folders, world folders, etc so that in the end you only have 1 folder of each name and put all of those folders into a folder on your desktop and name it what ever you want, so when you click on the folder it opens up to battle, char, world, choco, etc folders then pack the main folder with 7h. import activate and place in your load order near the top but below the animations (wouldnt recommend even using the animations IRO with these models). Also make sure that in your ff7_config file direct_mode= on

203
team avalanche fields above the Field texture mod of your choice, i personally perfer Satsukis fields. Then for battle my AVALANCHE ARISEN IRO that you can download in the graphical releases subforum is all youll need for that, but if you want the TA fields for early game just load them above mine and it shouldnt cause any issues, and if it does just unpack both IROS and drag the pngs from TA's battles into the AA's folder and overwrite when asked and repack.

204
You'll need to download it then use the import function on the library tab

that is one method. An even faster way it to just place the IRO file into your ff7/mods/7th heaven folder then launch 7h and it will auto import.

205
7th Heaven / Re: 7th Heaven setup but no mods work?
« on: 2017-12-30 19:39:41 »
in your ff7 directory there is a config file. open that file and scroll to near the bottom and find directmode= off and make it say directmode= on


Also if you are in doubt about your installation you can follow my tutorial video instead of the official one. Mine comes with a readme and is also voice which many find to be easier to follow than just reading. https://www.youtube.com/watch?v=cf7uQt2uaQc&t=57s

206
New Threat can be found in the Gameplay and Story changes IRO. But that version isnt the most up to date. You can find it in the gameplay releases subforum here on qhimm. http://forums.qhimm.com/index.php?topic=14938.0

207
Thanks for all of the feedback and positive remarks. Heres a few samples of the world map retex im trying


Still need to smooth out the ropes and replace the missing pixels to the bridge planks, couldnt decide if i wanted them missing or there to show damage.


The towns are going to be really hard for me, Im used to working on 2k sized images, now im on 256-512 and towns require alot of tweaking, This wutai isnt finished yet, still need to do the ground, adjust the color of the brown and add the smaller details like lanters+stairs.



And just like my battle scenes im using "hard" transparent textures to give put out my effects.


208
The list of priorty seems to be the reverse of the list Yuffie uses when taking your materia from you.

209
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-24 00:26:19 »
unless there's some means of calling those models and then getting them to act.


They only way I can think of to do that would be have it in his normal attack script to attack then use limit break, he would transform and attack but we have no way to control which of his 2 attacks he does. Then the script would have to kill him then revive him to stop him from just being in limit form, But this leaves the problem of it will remove all of his status and either leave him at low hp or full hp EVERY attack. I havent started learning about how exactly to make those things happen so that may still be impossible, but if there is an "easy" way to do it then it would be my way.

210
Alot of people still seem scared of using 7h for general modding and I really dont understand why. But I might as well go ahead and do the work for those who dont like 7h or dont understand the steps involved in using it lol.

211
These look awesome man! Any chance for a future PNG release? I don't use 7th Heaven lol. No worries if you don't plan on that though. Keep it up!

Ill upload the pngs for use with Aali's driver in a few hours. And over the next few days ill rename them bakc to their tex id's and upload them for use with the direct folder.

212
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-22 08:17:03 »
I just finished the game on Arrange mode so I geuss ill give some overall feedback.
Spoiler: show


Things I liked: The ramping and pacing was nearly perfect for most of the game.
The "New Threats" were all nice to see and fun, cant comment on their balance though since with the exception of yuffies tifas and clouds I used w-summon KOTR (more on that in the dislike section)
Early game felt harder in general with a few random enemies taking me by suprise and causing me to have a game over.
Cloud Tifa Barret Cid and Yuffies inate abilities are well suited for their characters and play styles.
Sources from mr. happy to build your characters was a nice addition and most characters I was happy with the selections available.
Low materia slots on weapons and the stats given from them really made me think harder about what loadout I wanted to run
I ended up speccing low on the physical damage scale (tifa focused dex and luck and cloud was vit/spr and dex) but was happy to see that basic magic and eskill felt balanced throughout the game and not just spikes when aquiring an E-Skill.
4x cut and Dblow+added cut didnt feel like the o.p. must have loadout for mid-late game.
New vareity in materia and skills gave me a new path to play though with which is something alone that will bring me to play through ff7 again.


Things Im on the fence about: Ultimate weapon crafting, With the ability to do all of the New Threats before actually descending into the crater I would have liked for those fights to have had one of the weapons required the crafting as a steal reward so that they could be crafted without having to try to farm from enemies in the crater. I was already max level before the crater with all the ap I needed for my materia so i felt like i was just wasting time trying to get an Iron giant to drop a weapon for it. But i understand It being the way it is to add more playtime and to encourage people to explore after reaching the bottom.
Trading a guide book for a gold chocobo, Again on the fence here because I see the reasons to give it earlier since the caves are hard and it saves time on chocobo racing, but I enjoy the chocobo breeding grind and did it anyways so this is just a nit picky point.
Crystal weapons seem a bit too powerful to me, Once i had those I prettty much always used them except for the characters special varients or ultimate weapons. I also valued defence speed and materia slots this run so thats part of it, but I feel that they are either over tuned or the later weapons are either too situational or just not worth using.
The platnium match in the battle arena. I tried this fight about 15 times before I beat it, and while for the first 6-7 times I adjusted my load out, party and strategy I only won because of pure luck because he didnt use his AOE status attack on the first turn and the person he attacked survived the hit so i was able to spam KOTR for the win.
The dark cave was a nice new addition to the story, but it ends so abruptly that i thought it was bugged at first since none on the NPCS had new dialogue like I had been in the cave, especially DIO who i assumed would have a reward or atleast a new line of text after i completed it, It was only when someone told me that the cave always ended liek that that i knew it wasnt bugged.

Things that I disliked.  The new bottom swell fight felt harder than the rest of the disc 1 fights. Jenova felt laughably easy after that. But I feel like those other fights were balanced and that bottom swell was the outlier fight. I managed to pull together a 1st time win vs him and if i had lost the strategy to beat him would have been pretty apparent but the point I am making is that his difficulty feels out of place for that area, I would personally tone him down just a tiny bit, or make the mythril cave turks and Jenova fights just a tiny bit harder to keep the flow of the balance.
Demons gate felt way to weak, admittingly i was pretty overleveled by this point but he still felt more like a "just chip away at him forever with no danger of dying" boss rather than "Lord Demon's gate the 3rd, destroyer of runs and smasher of controllers"
Theifs glove come a little too late IMO. Yes its a great item to have and I like how expensive it is to aquire but by the time I got it (right after getting cloud back) i didnt see the need to use it and only put it on tifa because I had renew+magic counter and wanted the +30 dex from it.
Renew is obtained too early for the effects that It has and is a bit too easy to master.
Bomb king..... I hated this fight. After the first attempt i knew the strategy i needed to beat him, but i felt like the right was just 25% prep and 75% RNG. One of the fights he used chain explosion, sucker punched the character that was going to heal the bombs, then chain explosion again. I beat him because i got a good pattern and he only used chain explosin on turns 1 and like 10 or something. And the bombs chose to spam eruption instead of their basic attack so my characters werent in any actual danger.
OMEGA weapon is affected by stop, making that fight the easiest of all the materia cave bosses, and for KOTR It should feel like the hardest.
My only "real" complaint though is Master summon + w-summon. These were easy to obtain and as soon as I had that combo the game became basically free as mastersummon+MP absorb+w-summon followed by mime was the way I won every fight. I know that that combo also exist in vanilla and that i could have just NOT used it ( next time i play im doing a no KOTR run) but it was obtained so easily imo that there was no reason to not use it ( i didnt w-item glitch anything so atleast i got that going for me ^_^)
The way I would balance that would be to either remove master summon entirely or put one of the summon materia at the bottom of the crater or make all the master materia have a much harder boss fight than the KOTR boss was.

Overall id rate this mod 8/10 and I would say that I enjoyed it just as much as the Hardcore mod, albeit for different reasons.
Well done.


213
Nice work man!I already rework on magics textures and magics models effects but i’m not satisfied for ice magic if you can make a good render this can be really good!


I actually havent even cracked into the magic files yet, but if you want to come join the AVALANCHE ARISEN discord channel im sure that I can help out with the textures. https://discord.gg/ZhUrK3

214
Great stuff! Are you interested in removing the square shadow look of the ground? I actually planed to do it myself when I finished all human characters for the battles but maybe you're faster then me. The thing is that every battle map has some light backed on it. However this can be removed with Kimera, so you have the option to bake now light on the texture or use kimera's lighting tool to shade the vertecies again. Though the problem is that Kimera doesn't load all objects of the battle map, but if you plan to only fix the ground, this will be enough.

YES! I am going to be adjusting the lighting and adjusting the position of the models of the stage in order to remove clipping issues. As you play through youll see that areas like the reactor catwalk are horribly missaligned, or that the world map battle scenes have a clear line where the backgrounds smash into each other at an angle and even with a perfect seemless texture that I use it ends up making a clear line where the images dont appear alligned. Tsunamix is also converting several of the backgroud images to a 3d model for me so that I can remove the super distorted pixel look they have. He already has done the building in the Aeris deds fight but I dont have a drawing tablet and my painting skill in gimp are very lacking so Im currently unable to make it a nice high quality, insted I just plasterd a base generic color/texture layer over the entier thing. Its my personal least favorite thing in the entire iro but it just serves as a good reference point for me as i move foward completeing this and other projects.


These look quite good!  I'll definitely be downloading and comparing to the ones we already have.  I know some textures have only been upscaled, so it will be nice to be able to replace those with more that have been made from scratch

I was inspired by Team Avalanche after playing with their battle and field scenes and I was deeply saddened when I saw that they had stopped production of their work. But just like Barret says in Cosmo Canyon "Urrrrrgh! I'm gonna do it!!
Again... Again... AVALANCHE's born again!" And just like that AVALANCHE ARISEN was born.

Looking foward into the new year you guys can expect to see a completed world map released mid-late January, Several updates to this IRO over the first few months to fix remaining issues, and even a magic texture update. I am also working on several methods to upscale and do corrections on the field scenes. I know that there are enough basic upscales available but I have been working with Tsunamix to rethink the way that we upscale. Our method should provide the closest comparision to Team Avalanches fields without actually redrawing the entire game.

215
Hello all,

My name is Uprisen and I am the Project Manager for Project Echo-S and the founder of AVALANCHE ARISEN.
AVALANCHE ARISEN is a sister group to Project Echo-S and our primary goal is to remake, remodel, and retexture all the visual aspects of Final Fantasy VII. This includes battle scenes, field scenes, character/enemy/npc models, world map, and spell/summon animations. As of this moment I have a first release of the Battle Texture IRO. It contains every battle scene in the game retextured to the best available quality I could produce. I will continue to update these scenes as I have recently learned how to adjust the models for the scenes which will fix some of the clipping and spacing issues that are currently in this mod.

I started this project 6 months ago with zero prior experience and this iro is the result of over 200 hours of work.








Download:
To install extract the IRO from the 7z file and place it in your ff7/mods/7th heaven folder then launch 7h and it will appear in your library.

1k resolution images (460mb instead of 2.3gb) https://www.nexusmods.com/finalfantasy7/mods/3?tab=files
To intall simply unzip and place the "battle" folder in your FF7/mods/textures folder

STEAM version


My YT video tutorial for installing 7h https://www.youtube.com/watch?v=cf7uQt2uaQc&t=1s

New ULTRALITE pack now available on nexus. 256x256 max textures to match vanilla. Just a simple waifu downscale and pack is untested and will not be updated unless I also make a major texture change to the full pack.

216
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-21 02:20:45 »
After entering the Dark cave for dios side quest and barret & cloud have their initial dialogue the game softlocks and i do not regain control of my character and barret doesnt run off. I turned off the iros for npc, main character, and item field models and it progressed normally so im unsure as to which one actually was conflicting with it since none of those should change the flevel in any way that causes control to not be returned to the character. And while on the Dark Cave, in the back room of the church you can walk normally over the area that Cloud jumps over the first time you are there.

217
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 23:16:19 »
Not sure if intended, but I was able to do yuffies and vincents "new threat" fights during disc 2 as soon as i had the sub. The extra battle square matches aswell.

218
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-19 21:37:24 »
Ah, I hadn't considered that; I think it's a combo of paralysis and Stop, I'll remove one of them.

i cant reproduce this outside of that battle. Went into other battles and tested all kinds of combinations, thI put cloud under slow+stop+paralyze+sleep+resist and after a few turns his model started the idle animation again and a few turns later he woke up. In the goldberry fight i waited for over 5 minutes and all the effects were still active on me before i just closed the game, I think the issue is from using the Wait ATB mode. Since there are so many tonberry's and they are using the move command very frequent you only recieve tiny increments on your "timer" to being active again. After this i dont think its an "infinite" battle, but having to wait that long in a battle is still an issue to address.

219
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-19 04:25:45 »
Theres a major issue in the GoldBerry fight. In the fight i had 2 members be hit with multiple gold grudges and gold knife attacks leaving 2 characters in a perma paralyze state, after the 3rd member died the tonberrys proceed to move around and the battle wont prgress since the paralyze status will not wear off. Since the tonberrys dont deal damage unless counter attacking this leads to an infinite battle loop where I had to close my game out entirely.

220
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-18 08:02:54 »
Game crashed when I was fighting Rudra in the Great Glacier (awesome model by the way).
I used Hyper Jump on her when it crashed.

Any ideas?

The Hyper jump animation (or audio associated with it) is notorious for causing crashes in the pc version, nothing to do with the mod.

221
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-11 04:53:35 »
In the Corel reactor field during the "gather mega-materia" phase I was able to talk to both guards at teh same time since they are close together, after closing the shorter dialoge i ran past to start the battle, after the battle the second text box was still up, i closed it and regained control of the party and was able to run around and go through the train. After leaving and reentering the field the guards were back and everythign was reset to normal. So you should either move the guards a bit further apart of give them a shared dialogue like the guards in sector 7

222
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-10 23:18:56 »
Noticed that using the rank up feature at cabin before the ice caverns causes you to wake up on the floor when you return to the screen. Im aware that it happens in the flevel when you are brought to that screen from another scene not through the door but shouldnt you be able to move the save point to the next room to avoid the waking up animation?

223
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-08 22:54:22 »
Edit. never mind, somehow cait switched from back row to front row, most likely my controllers malfunctioning again.

224
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-07 02:51:51 »
Im playing the newest IRO version on Arrange and my characters do not have updated limit breaks like the read-me says, they function identical to vanilla. Vincent is also bugged, his inate ablity takes about 5-6 turns longer than clouds "second-wind" to trigger and it only restores HP where as the read me says he restores MP frequently.

225
FF7 Tools / Re: Help with ToughScript
« on: 2017-05-15 21:05:16 »
Well from reading the TS release thread they used too as every instance of someone posting their file pathing had the " ".. and almost every program i can think of that you ahve to type in file paths uses the " "

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