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Messages - Yuffie1983

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76
7th Heaven / Re: Issues with ff7 bootleg
« on: 2016-04-11 18:33:52 »
Oops, sorry, I meant 7th heaven



If that is the case what is the issue, plus have to checked the F&Q.

77
7th Heaven / Re: Issues with ff7 bootleg
« on: 2016-04-11 16:26:48 »
If you are using bootleg that modding tool is no longer supported sorry. 7th Heaven is the tool to be using now more flexible easier to update and turn mods of and on.

http://forums.qhimm.com/index.php?topic=15520.0

http://forums.qhimm.com/index.php?topic=16587.0

http://forums.qhimm.com/index.php?topic=15902.0

78
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-10 18:41:31 »
I've followed the install guide, and when I go to open game via 7th Heaven it keeps saying "plz insert game disk 1, 2 and 3"
I copy&paste game from steam to my SSD to call it FF7DISC1. I can open the game via FF7_Lanucher.exe (NOT MODDED) but not thru 7th Heaven. (NOT MODDED meaning I launch game thru the modded files but its not modded if you get what i mean LOL)


~Steam version of the game, NEVER used any modding tools before this


You need to down load the ghost ISO, and mount it with something like Daemon tools, the download is in the 7th heaven tutorial guide.

79
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-08 15:40:24 »
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.

How did you get the IRO to work the one uploaded 4TH of April, because it is not working for me. Plus is it 1.4 version of it.

80
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-07 16:23:52 »
Hello Mr Chief, I reinstalled 7TH heaven yesterday and all the mods. I downloaded the 3RD of April update for NT in it, placed the IRO in the library folder of 7th Heaven set everything else up. Here is the problem start the game with just the new NT IRO and have all other gameplay mods turned off. The game is in vanilla mode not NT, so I tried again but this time with game mods set to NT in the drop down with the new NT mod still in the library and I get the 1.35 version of the mod. Am I doing something wrong  ???

81
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-05 22:43:52 »
Hello Mr Chief, I was wondering the NT IRO packaged with the 4th of April update say it is 1.35 is that just a mistake. Also I take it other gameplay mods in 7th heaven need to be turned off. And one more thing does it need to be put in alphabetical order the mod, in the load order described in the tutorial.

82
7th Heaven / Mods Not Showing in Catalog Tab
« on: 2016-04-04 22:33:55 »
I was trying to reinstall 7th heaven today and I copy and pasted the subscription now link in the tutorial on this forum, pasted it in the subscriptions part of 7th heaven went to catalog and search but nothing is coming up is there a problem somewhere.

83
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-01 23:54:04 »
If you are using the 7TH heaven Iro how do you go about patching the game with hot fixes and the Flevels and to keep it up to date. Thanks for any help in advanced.

84
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-01 15:45:04 »
There is no non-elemental Materia; when they were making the game, they ran into a snag where every Materia needed to have an element so they dumped the non-elemental ones into using an element called 'Hidden'. NT makes use of the Hidden element for enemies and attacks, so if you combine a Materia with no listed Element then your attacks gain the Hidden element. The Weapon monsters and any Holy-element monster will be weak to Hidden, but Jenova bosses and anything associated with it will resist this element.

Your damage stays the same if you have an element set to your weapon but the enemy has no weaknesses/resistances to it. The trick for physical attackers is to pick an element that will help for the random fights that take the longest/cause the most trouble. Fire/Ice is generally good for a lot of the common enemies that appear in larger numbers; when in doubt, use Fire/Ice because there will always be an enemy on the route that has this weakness (unless it's a Shinra facility, in which case Bolt can be handy).

Mr Chief will the IRO packaged with the installer work with other mod, like graphical ones.

Edit: Almost forgot, as part of a small difficulty upgrade I'm making a change to the button press in Reactor No. 5: https://youtu.be/dOoIyU1J-cY

85
It's a steam game, i moved the steam folder away from Program Files and Program Files 86, like it said.

C:/Games/Steam/SteamApps/common/FINAL FANTASY VII

Try turning your user account settings to never notify, and then try the patcher again still running it with admin rights though.

86
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-19 12:59:59 »
That's disappointing about the names; I tried to leave a margin to cover max-character names but I guess it isn't enough. An idea I had though was to change Makou's held name for each character to something with a max name and then just run it's auto re-size for the entire thing; that should hopefully solve the problem in no time. I held off doing it though in case it doesn't work/bugs out.

As for a normal .exe, if you don't have a back-up of your original one then you can use this patch to restore it: https://mega.nz/#!i50xQRaZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w

Unfortunately, it default restores the whole thing so you'll need to run the NT Installer again afterwards.

Hey Chief thanks for this release has this update been connected to 7th Heaven yet or or is that still in the process.

87
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-29 16:17:58 »
I'd heartily recommend the hardcore mod; so long as you approach it with a survival mentality, it can be very rewarding. I'd recommend grabbing Barret and then spending some time fighting the enemies on the catwalk outside the Reactor as they have a good drop rate for potions and ethers. Once you're able to keep a stable stock of 10 or so potions (you'll be using some to heal) and are up to about Lv.6-7 you'll be ready to tackle El Scorpio.

Yeah, NT has undergone a lot of overhauls. It's nice to see that the Dual-Drain build still lives on in infamy.

I'm re-buffing Comet2 for the new build, I'd made it useless next to actual Comet. It'll be back to 6-shots, and a rise in base power.

Emerald and Ruby are still fairly easy as 'super'-bosses go even in this new build, might be more apt to call them mid-bosses. I could soup them up a bit if people fancy.

Yeah I think Ruby and Emerald should be souped up A LOT they are meant to be super bosses.

88
7th Heaven / Re: No mods work/game conversion failure?
« on: 2016-02-11 18:00:35 »
Im digging a llittle more.  I havent seen anything even similarlly related to what ive got going on.  THere was no aali folder so i downloaded that mod and dumped it into the ff7 folder. No changes. So we are back at square one. THis whole thing wont work because theres no ff7 exe? Ive got v1.09 of the game. I do not know what else to try.

Did you run game converter with admin rights?

89
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-09 20:46:28 »
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

Only Night shifts, are you mad dude. :-o :?

90
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-03 11:28:33 »
Hello has anyone please got a save game file for new threat 1.35 on disk 2 were they have just got the Highwind please. I accidentally deleted my save file  :( :'( and do not really want to start again till 1.4 comes out.

91
7th Heaven / Re: Correct load order.
« on: 2016-02-02 15:27:15 »
How much RAM and what GPU do you have?

64GB of DDR4 at 2888MHZ and my GPU is AMD R9295X

92
7th Heaven / Re: Correct load order.
« on: 2016-01-31 10:47:04 »
It's in STEP 5 of the written tutorial. Is something wrong?

Yeah there is a bit, I had to setup again 7TH Heaven again, and downloaded the mods in load order so I did not have to spend time organizing the load order. But I am getting missing textures and very bad glitches as well.

93
7th Heaven / Re: Error.
« on: 2016-01-31 10:43:40 »
This is a first time for me. Have you downloaded the latest 7H and copy/replaced the files in your 7H folder? There's 26 files total, and EasyHook is one of them.

Yeah I did that yesterday download the latest version and copy and pasted it over the previous version.

94
7th Heaven / Error.
« on: 2016-01-30 22:20:50 »
I got this error does anyone know how to sort it please.


System.ApplicationException: Unknown error code (-1073741502): The user defined managed entry point failed in the target process. Make sure that EasyHook is registered in the GAC. Refer to event logs for more information. (Code: 13)
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:line 944
   at Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:line 1238
   at Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 1132
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

95
7th Heaven / Correct load order.
« on: 2016-01-30 17:27:49 »
Could some please post the correct load order for mods please. Thank you very much.

96
I followed the instruction in tutorial pretty well (minus the alphabetical part after the required order) and when I am playing new threat only cloud has his updated field model, but barret looks still huge and clunky original as well as aerith and I assume the rest of the player models, however the npcs (jess etc)look fine.

New threat MOD has some mods built into it already so even if you select some models they will not work because of how New Threat is set out.

97
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-20 19:36:42 »
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).

Thank you very much for the quick and detailed response, very big help. ;D

98
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-20 18:58:18 »
Hello Mr Chief, can I ask something are all the enemy skills in the game obtainable from the original enemies you got them from. I.E Aqualung from Jenova Life, Harpy. Or has changed. Thank you for your response.

99
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-17 17:34:33 »
You mean resurrect something that was clearly killed in one of the game's FMVs? Couldn't possibly do that!

The mod isn't dead as far as I know, just a stand-alone thingie. There's an alternate modding community for this game that stays off the radar 'cause of copyright and the like. Check out Grimmy on YT; he's also the guy who made that Jessie in Reactor 1 thing for 7H.

You say that Mr Chief, but Aries was killed in one of the FMV sequences and she has been brought back to life through mods what is the difference with Sapphire Weapon.

100
7th Heaven / Re: Black screen when starting game
« on: 2016-01-17 12:30:07 »
I changed the library location because it looked wrong and then all the mods disappeared. I changed it back but all the mod have different names and version 1.0. Do I have to download all the mods again? And I couldn't find the app log..



For one thing I can tell your load order is incorrect.

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