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Messages - AuthenticM

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101
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-04-30 20:08:45 »
It's not going to have the most recent updates at all times (but most of the time it will). Sorry about that :|

Jusete doesn't have release versions/dates, so I can't accurately put information in the release notes section of 7H when a new field is added. The best I could do is list them, adding the new field to the list each time, but I don't think the average user is going to know how to come to this thread and check for anything newer.

And I will be honest...I've been working on Qhimm Catalog for many years, and it's taken its toll on me. I am exhausted trying to keep up with ongoing projects (there are many) and keeping them all constantly updated. It's not a simple matter of downloading, dropping them in, uploading and calling it a day. It takes a lot more work/time for just a single mod, let alone dozens of ongoings.

I really want the Qhimm Catalog and Mods of the Round to merge into a single database that the mod authors can access and update on their own. That way I could spend more time on testing proper load orders and writing compilation guides for people to safely load and play.

Thank you very much for your work. It is hugely appreciated.

102
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-04-29 13:02:49 »
I had no idea what FFNx was so I googled it and found this page.

Holy moly. This is very neat indeed. Hopefully we get this in 7H at some point down the line!

103
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-04-28 13:36:11 »
Alright, this is a longshot since I don't think FFVII is flexible enough to allow such mods, but I'll ask anyway:

Would it be possible to recreate the Remake menu? I'm talking about having the highly-detailed character portraits in the middle, the entries on the left of the screen, and even having some space inbetween windows that is slightly transparent so that the player can still see the game behind everything.

I presume not, but I don't know anything about modding, so I might as well ask.

Thanks

104
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-27 14:20:50 »
A save editor can do the trick; location is ff7/data/save (make a backup of this folder before editing)

http://blackchocobo.sourceforge.net/

Oh wow, are save editors 100% compatible with New Threat? I thought they would mess with data because of how New Threat changes so many systems and numbers.

105
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-24 18:58:45 »
Hopefully not that late, but aiming for this year yeah.

That's great to hear. Thanks.

Side question: would you be interested in making a New Threat mod for the eventual PC release of the Remake? I like the game a lot and I like your work, so I'd be very interested in playing whatever you could cook up with it. Also, there are a lot of people who were disappointed that the game didn't have an old-school combat system. If you gave them that, they'd probably worship you.

I'm not a modder, but from the look of things, it seems that maybe modding Remake's combat to be old school might be possible? The game already has the mechanics in place like ATB gauges, limit breaks, materia and even character-specific abilities. I don't know if it's possible, but I think it'd be great if a potential New Threat mod took these mechanics and tinkered with them to give players a true classic combat system. With the enemies on the field, the game would basically look and play similarly to Chrono Trigger.

I'd be curious to know your opinion on this.

Cheers

106
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-04-24 18:45:36 »
ESUI-rel2 will probably be most updated. QC - User Interface 3.1 update will be the same.

Thank you.

Are there plans to add Nintendo Switch Pro Controller icons?

107
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 18:36:20 »
Yeah, FF8 is next. I've been working on that here and there so it's quite far along.

Damn, this is music to my ears! If we could get a version 1.0 release for Christmas this year, that would make my holiday. :)

108
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 16:53:43 »
2.0 is the final update for the mod; I've overhauled the files for it, flevel scripts, enemies, etc.

Oh, it's the final update? That's interesting. Will you move on to FFVIII's New Threat after this? I have to say that I very excited at the idea of playing FFVIII with whatever you cook up for it. What you did with FFVII is so impressive, and FFVIII is definitely the FF game in most need of a rebalance.

109
I created 3 threads.
http://forums.qhimm.com/index.php?topic=19737.0
http://forums.qhimm.com/index.php?topic=19736.0
http://forums.qhimm.com/index.php?topic=19178.0

I've been working on the wordmap textures for the last few days, now that it's out of the way, I'm doing the backgrounds full time.

Thank you very much for your work, Snouz. It's greatly appreciated. I'm looking forward to this mod's completion so I can play it with Alternate Fantasy. :)

Will you continue to use this thread as a hub for all the different parts of the mod? There's already so many threads from this place that I follow; it'd be nice to have everything in one place for this mod at least.

Cheers!

110
Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2020-04-21 23:33:59 »
You will be able to do this in 7th Heaven 2.1.

Oh wow, so we won't need to use antimicro anymore to get the d-pad to work? This is great. I wasn't even expecting this. Thanks a lot!

111
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-04-21 21:12:27 »
Hi!

This mod is great and I've been using it. Thanks a lot!

I have a quick question. Is there a difference between the Enhanced Stock UI-rel2 and the User Interface Quimm Catalog packages in regard to this mod?

thank you!

112
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-04-16 14:22:24 »
nmking_2 finished!!!

Door



Looks fantastic! Thanks!

I don't know about it looking too dark compared to the original, but I wouldn't mind more lights. Colored lights, maybe, to give it more of a pop. Maybe some green and red lights here and there to complement the blue? I say you can take some liberty with how you recreate the scenes in regard to how they look in the original game. There's also the fact that the remake just came out, and really amazed me with its lighting. The reactors had a lot of colors that created a stylized atmosphere; I wouldn't mind seeing that applied to the original!

In any case, thank you a lot for doing this. It's super appreciated.

113
@AuthenticM: I retired from modding. I only answer questions and might do a compatibility update of the mod, but not change it anymore.
About the summon animation, anyway, I wouldn't have done that. I feel that having an option to always see the short animation should be something more related with UI mods and such, so a feature of Memoria.
Regarding Dagger's concentration loss, that's not something I would change for mod balancing. I think that, considering Dagger has that problem for at most 2 dungeons and is an original way to add personification to a character's gameplay progression. If you want to change that, though, you can do it using the tool dnSpy. After opening the Assembly-CSharp.dll using that tool, search for the class "btl_cmd", then its method "CheckCommandCondition", right-click, "Edit Method", search for the following line and lower the number 64 to something else:
Code: [Select]
if (battle.GARNET_DEPRESS_FLAG != 0 && regist.bi.player != 0 && regist.bi.slot_no == 2 && cmd_no < 48 && Comn.random8() < 64)"Comn.random8()" returns a number between 0 and 255, so that's actually a 1/4 chance to fail a command and not 1/2.

@Nesouk: Yes, I have delayed that scene to disc 4 because the reward there has changed.
Alright, no problem. Thanks a lot for keeping the mod compatible with Moguri! I'm waiting for it to be completed before replaying the game with your mod. It's really appreciated.

114
Hi AuthenticM. No, the mod doesn't change anything regarding Dagger losing her concentration, there's still a chance for her to have her command canceled (1/2 IIRC). Same for the short animations of summons that always did two thirds of the full animation's damage.

Alright, thanks!

What do you think about removing the damage penalty for short animation summons? I always thought it was stupid even back then, and now with the fast-forward feature that the game has, it has gotten redundant on top of stupid.

Regarding Dagger losing missing her attacks at that part of the game, would you be willing to maybe reduce the rate at which the misses occur?

Cheers!

115
Hi! This mod seems very cool and I'm definitely interested in trying it the next time I play the game.

I've got a couple of questions.

Does the mod change anything in regard to Dagger losing her concentration at some point in the story? I remember that being very annoying.

Also, does using the short animation for summons still deal less damage in this mod? I don't remember if this was in the original game or if this is something the mod brought.

Thanks and keep up the great work!

116
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-28 00:15:58 »
I'll sort those two things you mentioned in the current 1.5 build, I'm putting a patch together in lieu of a 2.0 release (had to delay it, was rushing it and things have been disrupted a fair bit with everything that's going on).

That is much appreciated!

Would you have any estimation on when we could see 2.0? In a month? Two?

In any case, thanks a lot for your work. I really appreciate it. If you put as much care into FF8's New Threat as what went into FF7's, I know it'll be something special to also look forward to!

cheers

117
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-27 23:41:19 »
It's a tricky situation. It was originally set up as a surprise (there was no option) so when the choice was added I had to decide between either explicitly stating what the options were and losing that element of surprise, or retain the surprise while knowing that it wouldn't be immediately obvious what each option was going to do. What I could do is set up a secondary choice so that if people don't like what transpired they get a chance to change it afterwards.

I understand. I think adding a second choice (just as Cloud wants to use the phoenix down on Aerith) would be appreciated, as I think the frustration that comes with an unwanted scenario is preferable to avoid over keeping an element of surprise. I would also say that New Threat offering the option to keep Aerith alive perhaps isn't really a surprise anymore, as the mod has been out for years and has some amount of notariety among the FF fan base.

With that said, I'd like to also bring forward two bugs that could be fixed in 2.0, both related to music.

The first is during the post-Jenova-battle scene after Aerith's death. When the characters mourn Aerith, right before Cloud picks up her body (or uses the phoenix down on her), the music that plays is the Aerith Church track, not the iconic sad theme. Then when the game transitions to the scene where Cloud puts the body in water, it's the correct music again. This bug seems to happen regardless of the choice made before the Jenova battle.

The second bug isn't born out of the mod; it's something present in every FF7 rerelease since the original game was released, and something that Square doesn't seem interested in patching. The music that plays during the pivotal scene in which Cloud kills Sephiroth (in the real flashback) isn't the right one. It's supposed to be Cloud's theme, at a very precise moment when the music crescendos; instead, it's the Mako Reactor theme. I timestamped a video at the correct moment during a playthrough of the game: https://www.twitch.tv/videos/465552182?t=2h39m6s (the streamer is aware of the bug and goes on to find a video of the original scene as it is meant to be played). It would be really nice of you if you could fix that bug for us, because Square won't. It's been years and they keep porting the game with the bug, and it's frustrating because that scene is the most important scene of the game.

Thanks!

118
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-26 21:02:54 »
2.0 is delayed, will make a post about it in more detail.


What were you using to play the game (1998, Steam, R06, 7h 1.0, 7h 2.0) and are there other mods in play? It's likely some issue with memory or the driver.

***

Regarding 2.0, there's too much been going on the last couple of weeks and I decided to delay it rather than continue rushing it. To make up for it, I've put some stuff together for a 1.5 patch that has some additional features/content to go along with bugfixes. That'll be going out tonight or tomorrow.
Ah, that's a bummer. But it's understandable of course; you need to progress at your own pace. Lots of bad stuff is happening in the world right now. Take your time. We all have our priorities.

I have a suggestion that could go into 2.0. It's a small thing but I think it's important. My friend was playing New Threat the other day, and he was having a blast as it was his first time playing FF7 at all. His enjoyment ran into a hiccup when he got to the end of the first disc though. When it came time for Cloud to swing his sword at Aerith, my friend made the wrong choice. The dialogue choices are "go ahead" and "wait". My friend, having not played the game before but knowing that Aerith died, thought that this dialogue choice was in the original vanilla game and that it was a typical JRPG dialogue choice that had zero effect on story. So he chose "wait", which lead to Cloud using a phoenix down on Aerith after the boss. My friend thought that the mod was going to ask the player directly if they wanted to keep Aerith alive, so when the game asked him to save his progress, he did, and of course he only had one save slot used because this is Final Fantasy and not Mass Effect (I told him to lose this habit).

When he realized his mistake, he was upset because he wanted to experience the true storyline as he was really liking the story so far. Since he didn't know that Aerith could be reverted back to being dead once the player reaches the Highwind, he downloaded a save file from the Internet and picked the game back up where he was, but sans New Threat. While he is still very much enjoying the story, he misses New Threat a lot because he finds the vanilla combat really brain-dead and unchallenging. I knew he'd find it that way, which is why I suggested New Threat to him in the first place.

So with the context out of the way, could I suggest an alteration to the text of the dialogue choices that are offered to the player when they reach that part of the game? It would make it clearer for everyone what the effect of the choices are. The thing is, even for players who know going in that New Threat allows them to keep Aerith alive, the dialogue choices are not crystal clear as to how they are going to play out. They don't need to be brash or crude like "kill aerith" or "save aerith"; I was thinking more of something more descriptive along the lines of "Proceed with the canonical storyline" and "Diverge from the canonical storyline". I think it's fine, and preferable, if the text isn't diegetic, since it really only exists for the benefit of the player.

What do you all think?

119
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-24 14:07:54 »
Hey everyone,

I've got a question. If someone has NT 1.5 installed through the installer, with no other mods installed (not even 7th Heaven), is it possible to download a save that is set at a specific point and carry on the game from there? Either that or some way that lets a player hack their own save to change something that has happeend (such as the choice of Aerith living or dying).

Thanks!

P.S. Is it true that on the highwind, you can switch on the fly Aerith's state of life? If yes, does turning her "off" to be dead revert back all the dialogue changes to reflect the fact that she is dead, just like in the original?

120
Posted an update on the main thread!
Battlefield Pack Alpha will be available to my Patrons tomorrow!
Once it is tested, I will have a public release.

Also working on a Lunatic Pandora installer ::smile::
Hey Mcindus,
I just want to thank you and everyone involved for their hard work. I've bookmarked this thread and I check on it every once in a while. When it's all completed, and when FF8 New Threat 1.0 is released, I'll play the game again. It's been years. I'm a patient man and I have a big backlog, so I can wait some more for this. :)

Cheers

P.S. What is the "main thread" you refer to? I might bookmark it. Thanks.

121
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-22 19:43:06 »
Hey Sega Chief,

First time poster in this thread. I'm a big fan of the mod despite having barely played it myself. I watched a full playthrough of it last summer, and recently convinced a friend to try the mod and he loves it! I was going to start playing the game this weekend, but I read that 2.0 is just around the corner, so I figured I should wait.

Anyways, I wanted to thank you and everyone who works on this mod for your contribution. It's made me fall in love all over again with FFVII.

Question: is it at all possible to mod FFVII to make it so the battle party consists of four characters, just like the previous FF games? I've always disliked how post-VI FF games scaled back to parties of three members. I'm not asking if that is going to make its way into New Threat; I know that would require completely rebalancing the game. I'm just curious if it is simply possible or not.

Cheers!

122
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-03-22 14:41:46 »
I'm not sure what all the fuss is about with 7H and Steam. The controls/controllers, in-game overlays, achievements, etc. are just not affected/possible to tweak with 7H and Steam. The most I've heard of (maybe?) working is getting Steam to display to your friends that you are "Playing Final Fantasy VII" by adding 7H and renaming it.
Oh I personally don't care about the features of Steam such as achievements and the like in regard to FFVII. My suggestion was purely in service of making the issue around controller compatibility go away, since it keeps coming up. I thought that since it worked for modded Stardew Valley, it could be made to work with modded FFVII as well.

123
Troubleshooting / Re: PS4 Controller D-Pad not working
« on: 2020-03-21 18:47:10 »
Hi guys, does anyone have either a simple walk-through, or a link to a guide somewhere, that I can get my d-pad buttons working in-game for FF7 being launched by 7th Heaven.
I've tried everything and nothing works. :(
Follow the procedure here:

http://forums.qhimm.com/index.php?topic=19533.msg272644#msg272644

I did and it solved the issue. Here's a screenshot I took of the in-game controls. It lets you know which actions are tied to the keyboard keys. It will be useful when setting up AntiMicro.


124
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-03-21 15:42:34 »
It has the NT compatibility patch in it, so something might not be setup right on my end. I’ll look into more.

Also, this isn’t tool related, so please post mod related issues in the 7th Heaven thread under the FAQ and Tutorial section. Lots of people posting here about issues not related to the tool itself, so don’t get alarmed. We need to rename the 7th Heaven thread to something like “7th Heaven Catalog Modding” and direct the mod related questions there.
Alright, noted. Thank you!

I have a question that I think fits in this thread. Like many people who installed 7th Heaven, I had a lot of issues getting my Dualshock 4 to work correctly. I followed the guide that was posted upthread (the one asking to download Antimicro), and after some fiddling, I managed to get everything to work!

However, I'm wondering if it would be possible to solve the controller issues easily by adding 7th Heaven to Steam as a non-Steam game. I tried it yesterday, but it had no effect. I know this trick works for games though; I had issues with my GOG copy of Stardew Valley in that the Dualshock 4 would be incorrectly parametered. I solved this by adding SV to Steam as a non-Steam game, which allowed the game to take advantage of Steam's controller compatibility function. And it wasn't just vanilla SV, but the different executable that was provided by the game's mod manager from NexusMods.

Could it be possible for 7th Heaven to also benefit from that somehow? I did add the tool to Steam as a non-Steam game, so maybe it could work with some alterations to it?

In any case, thanks again!

125
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-03-21 15:07:10 »
Hey everyone,
I just came across this mod after installing 7th Heaven 2.0 and I just want to thank everyone who is contributing to it. It is amazing and really breathes new life into the game. Cheers.

Quick question: I have noticed that the mod is in the "miscellaneous" category of the 7th Heaven catalogue instead of the field textures. Is it because the mod is unfinished? I'm just curious.

Thank you and keep up the great work! I've bookmarked this thread. :)

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