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Messages - EQ2Alyza

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Congrats :)

Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2020-09-09 11:38:59 »
If it's 1.06 in the Readme, then that's your answer. I'd double check the Hardcore Mod release notes to make sure your bug matches what's noted in one of the updates. You'll need to rely on the installer to fix it after that.

Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2020-07-04 03:03:24 »

Just having a look through this and am very impressed.

I would love to see a mod in 7th Heaven that (maybe selectably) includes the 85 amazingly reworked fields from Jusete's Project Edge fields, but for the ones that have not been done yet, the upscaled ones from Remako are used.

Is there is a way to selectively import, or would I have to unpack both .iros and merge the contents into one superset?

Just load Project Edge above Remako HD. PE will load in first and anything untouched by it will move on to use RHD.

Completely Unrelated / Re: The New State of CHAZ...
« on: 2020-06-13 23:18:08 »
...went into CHAZ and took pictures of what really reminded me of my lib-arts college town, complete with brightly painted road murals, dog walking in short skirts, kids toting around on scooters in front of "WE'RE OPEN" signs, and not a single gun in sight...

I'm from Richmond, VA which has one of the top art schools in the country at VCU and a heavy lib-arts college town (what American college isn't, at this point). I thought exactly the same.

I'll add the Avatars in 3.1. I didn't know they existed.

7th Heaven / Re: Some dialog boxes just don't appear
« on: 2020-05-27 11:17:12 »
ESUI and MO? ESUI was created beacause MO was incomplete and abandoned. Can’t say it’s your problem, but there isn’t a reason to support running both.

Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2020-05-22 00:56:55 »
   ID: 0800d422-9058-42d1-a5a4-a9a5b99b6b97

Could you try moving this above QC - Field Models and see if it loads the black Shinra Commandos. It might change other Field Models selected by QC - Field Models, but I need to see about those Shinra Commandos first.

Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2020-05-22 00:11:39 »
Im not sure if its the possible mod setup however, there have been a few models that are either missing or not working as intended throughout my play through.

- Female Cloud originally didn't load up the new model as was the old blocky style while the other two girls were fine. Had to relaunch the game a couple of times for it to load the new model.
- Weapon Seller behind the counter in Wutai uses the old model.
- Blue Hat and Jacket Man and the Pink Jacket and Hat girls uses the old models.
- Cloud when he was in the wheelchair loaded up his  New Threat darker clothing colour blocky model and your model at the same time. Relaunching the game by turning off dynamic weapons seemed to load up your Cloud model properly.

These are all due to me compiling the folders poorly. I should have them fixed in the 3.1 update.

- Ive had to use the Ninostyle Shinra Soldiers but would have preferred to use yours to keep consistency. However, doing so loads them with big fat heads.

If parts of it are loading, but not all, then it sounds more like a load order issue. Will need to see your 7H > Settings > Profiles > Profile Details (eye icon) to get a better understanding.

- New Threat adds two black shinra soldier guys, the COMMANDOS found in Nibelheim, Corel Reactor, Junon Beginniners Hall, Whirlwind Maze, Highwind. They're using the default blocky models. Any possible plans to give them a model?

That would be up to Sega Chief, not me. I don't add personal touches to others' mods. I just compile them for 7H in a way that makes it easier for the average user to just install, download, choose your options and play. They might be replaceable with Kaldarasha models if I knew the file names.

- Just done the Cloud's subconscious and Zack's face doesn't load. The rest of him and his hair loaded fine.

Another poor compile by me. Sorry, 3.0 release was a bit rushed :|

- I'm assuming its impossible to either remove the dynamic weapon whenever Cloud draws his sword. For example, during the Battle Square. 

That can probably be fixed. If I knew the field IDs for each scene that Cloud unsheathes his weapon, I could set a Cloud model without his sword on back to appear for those scenes only. I don't think I can make it disappear the moment he does the unsheathing animation since Dynamic Weapons shows that field models will only render upon entering the field. You can notice this whenever you change a weapon in the field but it doesn't update until you exit and enter the next field.

I'm aware that chances are it may be my setup but just briefly: Using New Threat, ESUI, Battle Models+Textures, Field Models+Textures, Spell Textures, Animations. All taken from the 7th Heaven Catalogue. All characters (except Shinra Soldier) is using Kaldarasha with Dynamic Weapons on. Resize Project is on.

Like above, if you could show your 7H > Settings > Profiles > Profile Details (eye icon) then it give a much better understanding for your load order and the configuration for each mod loaded.

Again, thank you very much.

You're welcome :) And thank you for the detailed report. I was aware of the Field Models 3.0 having compiling issues but not exact issues. It helps a lot to have good reporting.

Troubleshooting / Re: Can't start from 7th Heaven 2.0
« on: 2020-05-21 13:28:51 »
\mods\Textures is just an assigned folder for the memory injections during gameplay. It'll always be empty outside of game and nothing needs to be put into it.

If mods (none? some?) aren't applying ingame, then you'll first need to check your Settings > General Settings paths to make sure they point to the correct locations.

Troubleshooting / Re: Can't start from 7th Heaven 2.0
« on: 2020-05-19 15:20:57 »
They work, I promise :) It's possible you don't have the paths set correctly in Settings > General Settings.

Troubleshooting / Re: Can't start from 7th Heaven 2.0
« on: 2020-05-19 05:15:32 »
Save the music files before using the Converter, then copy them back. Or download a music mod.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-17 05:36:56 »
Might be because the newer IROs now have a unique ID whereas the old one had no ID, meaning multiple copies could be installed. The Catalog version of the NT IRO may still be able to be activated along with the IRO from here however (when it's updated, this will no longer be the case).

That's right. Any future updates that match the current ID will give the Update prompt (7H > My Mods tab > Mod Info window > Version: x.x Auto Update). Just click the Update link and it'll download/replace with the new one. It won't duplicate anymore after that.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 11:24:08 »
hey chief thanks for clarify so i imported your IRO into 7th heaven and these are the mods that i am gonna use, as far as your kowledge goes will tey conflict with your mod?
thanks in advance

Bonez' Spell Names (kernal edit?) and Minigames > Wonder Square (games_1, games_2, jetin1 flevel edits) might conflict. SC should know.

Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2020-05-14 16:30:53 »
Possibly. A link to the mod would help  :wink:

It's in the Qhimm Catalog - Media download.

Make iro from dds files, wait for the conversion. Install with reunion.

You’re using an IRO file with Reunion?

Troubleshooting / Re: Can't start from 7th Heaven 2.0
« on: 2020-05-12 13:37:21 »
I added a Step 6 with a download to the Game Converter.

FF7 Tools / Re: Satsuki IroPng2DDS simple gui
« on: 2020-05-12 02:57:19 »
For some reason, I can't drop anything into the file list box. I've tried PNG, DDS and IRO (not mixing them together) but my mouse cursor always changes to the "Not Allowed" symbol. I don't think it's something with your program, so just wondering if you know anything in Windows that might cause this.

K, noted the Cait Sith ninostyle. QC - Field Models 3.0 was a bit rushed for the release of 7H 2.0. It's been compiled incorrectly for several models. Just take notes on which models aren't producing your options and keep the reports coming. Tell others who may speculate as well. The mods themselves (ninostyle, Kaldarasha, etc.) aren't broken. They are just put into the wrong folders or the mod.xml is enabling the wrong folders/files.

I'll do my best to push out a 3.1 update and fix what's been addressed.

Team Avalanche / Re: Faulked's backgrounds
« on: 2020-05-09 22:51:33 »
The most of all available field scenes are only obtainable as raw installations.

But u can create your own IRO file with all available scenes.  The available IRO Packets are not up to date and lag behind for months.

I created an IRO with all files:

I will update the package every time a new scene is available. I doing this for the database the whole time. So this is no much more work for me.

Thank you so much. This combines jusete (Project Edge), faulked and jmp434 scenes?

I would prefer A Link to the Past in a new engine. 1) It's my favorite Zelda 2) Re-imagining a 2D world into 3D gets me more excited than just updating a 3D world to better graphics.

Releases / MOVED: Modded FF VII crashing
« on: 2020-05-08 09:01:42 »

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