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Releases / Re: [FF7PC][Tsunamods] Cosmo Memory: Complete Sound Overhaul 1.0 (4-XX-2021)
« on: 2021-05-01 08:33:56 »
i am very hyped for this mod. Any update?
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Summon spells use a different spell formula to the standard Magic formula, which favours Summon's base powerof a Magic-focused build.
over the caster's Magic stat. This means that a Summon will always deal decent damage in spite of the caster's
Magic stat, making them more usable by a non-Magic build while not becoming completely overpowered in the hands
*) They ignore MBarrier
Cloud: Set up by using the Defend command, then continue fighting as normal. The next time Cloud is hit by physical damage he will counter it with either
a single physical attack, a Deathblow, 2x-Cut, or 4x-Cut. This works in addition to any other counter materia.
Yuffie: If attacked physically while in the front row, she will counter with Mug. After 15 turns have passed, Yuffie's Throwlette will charge and will throw a random shuriken weapon at an enemy when Defend is used (or if already Defending).this one i do not get... we already have throw materia...
It has an Installer program. Point the installer to the directory 7th Heaven mods are stored in (usually "<FF7 Install Path\mods\7th Heaven\").
There should be a button labeled "create IRO using PNG". Use that, and wait. When its done, the next time you load 7th Heaven, it should be there. Activate as normal.
winrar may very well be able to open .7z files, but have you tried using 7zip?it extract everything except the EXE file (i am using my admin account which is the only one i got in the computer)
your antivirus probably blocks iti got no antivirus buddy installed and windows defender is down
It has an Installer program. Point the installer to the directory 7th Heaven mods are stored in (usually "<FF7 Install Path\mods\7th Heaven\").thanks for reply gonna test it out!
There should be a button labeled "create IRO using PNG". Use that, and wait. When its done, the next time you load 7th Heaven, it should be there. Activate as normal.
I ran the latest IRO to check and it is there:
I checked the var handling it to ensure there's no rogue assignment earlier in the flevel that turns this byte on.
For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).then something is wrong sega
In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.
This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).
I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.
I finished the 2.0 versions of these fight recently; I could have a go at scripting Godo to use his 3 forms in sequence with different properties to each, and beating them advances the fight or something to keep it with the theme of the rest of the Pagoda.
Yeah that's right; it's all variables and IDs which stay the same between versions. When I scripted NT I mostly left the vanilla variables alone so there's not much interference between the two.
Not sure what the cause there is; some Accessories and Armour have an effect that prevents the application of Barrier/MBarrier (Amulet accessory, for instance, prevents all barrier-type magic. Ribbon also blocks it). Might be that.
It's in the same place as it always is, the sewers:
It's a bit too vague to say, although I have been seeing users posting about getting persistent crashes when using a lot of high-load texture mods. Something about the memory getting overloaded. If you've stuff like 4k field textures on then I'd suggest downgrading some of them if possible.Yes chief i use the mod 4k fields
17th May 2020 - Changes an animation with a boss to prevent a texture glitch (also removes some awkward camera angles).
Installer
https://mega.nz/file/m8kAVKYY#KBAM7ZKuJLIXHome9JY2fTEF4ijxQJPZvL13AGGMnQ4
IRO
https://mega.nz/file/Wx1W0Y5b#7wneRJx-Lb5Wh8cd688b-kT_Vlq9gHCkfeiW8B-ZyKo