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Messages - AuthenticM

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76
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-08 14:06:19 »
A follow-up patch (2.1) is in the works to add some stuff while also reworking hard mode and fixing some flaws in the toggle options.
Sweet. Just want to say that one of these toggle option issues is the field-music-during-battles toggle. Sometimes it works, sometimes it doesn't. And even when it works, the victory music still plays at the end of battles. I would prefer if it didn't, as it messes with the immersion.

I think the battle music should only play in scripted battles (such as bosses). As for battles on the world map, I keep going back and forth on that. I think maybe having field music play during battles on the world map could be a separate toggle? I don't know how others feel about this. I'd like to try having the world map music play during battles on the world map, to see how it feels.

77
Hi,

I have tried to play modded FF7 for the first time since last Spring, and I am encountering some issues related to controller support. In short, my controller doesn't work. I have the latest version of 7th Heaven, which I believed was all that was necessary to have native controller support due to FFNx.

I first launched FF7 through 7th Heaven, but that wasn't making the controller work. I then added 7th Heaven as a non-steam game to Steam, but that also didn't make the controller work.

Is there an additional step that I have missed? Do we still need DS4Windows or Antimicro? I thought FFNx enabled Steam's controller wrapper for modded FF7.

Thank you

EDIT:
Oh god damn it. I had forgotten to enable "enable PS4 Xinput Driver" in the "controls" menu. Everything is working now lol.
Thanks!

78
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-26 15:54:39 »
Hey Sega Chief,

Do you have an estimation on the number of things you still want to do with New Threat before winding down development? I thought 2.0 was supposed to be it. Should we expect new content for New Threat in 2021?

Separate question: do you have a ballpark idea of when you'll start working on FF8 New Threat?

Thank you!

79
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-12-17 14:37:07 »
Congratulations, Jusete! Don't worry about working on this project more slowly; that's to be expected lol. Enjoy your new life!

80
new threat has its own script because its a gameplay mod

it is NOT a retranslation of the original game

You are correct that it is not a retranslation effort of the original script. But it does clean up the original script a fair amount, and for many people, that's more than enough. That's why I think it's worth mentioning.

Thanks for the answer everyone! i'll stick with 7th heaven with new threat vanilla since its really good and easy to use. from what i saw the new threat vanilla corrected the mistakes of translation while still keeping the spirit of the original so this is good enough for me

Thanks for this, i didn't know of this mod!

You're welcome! If you ever want to see the full mod in action without playing it yourself, Maximilian Dood did a full playthrough of it last year (of version 1.5; 2.0 was released recently!). It's how I discovered the mod myself. Give it a watch if you feel like it! Link: https://www.twitch.tv/videos/447544727

P.S. I believe the vanilla version of New Threat still has a couple of gameplay modifications, such as party members exploring towns on their own and being able to be talked to, à la Star Ocean 2. Just giving you a heads up.

81
Hello!

Im not sure if this is the right place to ask, im new to FF7 modding.

Does 7th heaven 2.2.3 have any in game retranslation?  i researched everywhere and a lot of names came up that im not familiar with, like reunion and beacause i think. Im playing the game again and i think a good retranslation is the most important thing to me so i can understand the story better, since i only finished the game once years ago on a original PSX, which had a very rough translation.

So far im using 7th heaven with the updated graphics, texture and other mods and its awesome, so i would really like to know if it has a good retranslation too.

Thanks in advance!

Hello there,

7th Heaven indeed offers a new and better translation through the New Threat mod. If you just want the retranslation (without the gameplay redesign), play the Vanilla Combat variant of the mod.

I personally prefer NT's translation, as it's closer to the original one; it simply fixes some of the bullshit about that translation.

(I also recommend that you play New Threat's full version, as it is really amazing and makes the game better for me. Try it out!)

82
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-10-31 20:08:32 »
Hey,

Does the mod modify in any way how limit breaks are obtained? The original game could be cheesed by keeping Squall and others at low HP to spam limit breaks. I'm wondering if the same thing can be done with NT.

Thank you

83
It is with great pleasure that I would like to announce the newest FFNx 1.8.0 release :)

Improved rendering performance, super-smooth Vulkan and DirectX 12 support, astonishing Audio Engine and much much more are waiting for you to be explored in this new release.

Feel free to know more about it in the official changelog: https://github.com/julianxhokaxhiu/FFNx/wiki/Changelog_v1.8.0

A special thank you to all the people who have worked together with me in this new milestone.

Looking forward for great new achievements in the future.

Until then, enjoy!

Congratulations! Looking at the changelog, this is a very sweet release indeed!

I have a question. Would FFNx 1.8 allow a mod that tries to implement a menu layout similar to FF7 Remake?



By that I mean having the menu entries on the left, full character portraits in the middle, and even having the menu transparent so that the player can see the gameplay screen behind it.

I believe that I have read, in the past, that the menu screen layout in FF7 is pretty hardcoded into the game, which makes it difficult to be modified. That's why I'm asking; I'm curious if advances have been made on that front.

Thank you

84
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-10-17 22:22:25 »
I want to try and get FF8 NT finished for the end of the year though.


85
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-10-09 17:26:15 »
So the plan going forward is as follows:

I've got FF8 NT to get to its first 1.0 release



I am very excited for FF8 New Threat!

Also, I'm happy to know that you are well, Chief. COVID cases are on the rise. Stay safe!

86
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-09-24 21:01:37 »
Have you considered making Edea a permanent party member for this mod? This was done for Beatrix in the mod for FFIX called "Alternate Fantasy", and it integrated her into relevant scenes subtly to maintain continuity when needed. I always thought it was be a great idea for Edea in FFVIII and I'm surprised no one ever suggests it.

Just an idea.
I don't think I like this idea. FF8's story is very much about the orphanage kids and their destiny. Edea's role in that destiny is one of support.

87
Hey,
I noticed that FF8 doesn't seem to have a mod manager like 7th Heaven. Is it because FF8 can't have one at the technical level or because there hasn't been an interest? If it's the latter, have you guys discussed the possibility of making a version of 7th Heaven for FF8? If it weren't for 7th Heaven, I would have never tried any mod for FF7. If FF8 received a mod manager, I'm sure it would drive even more people to try the wonderful mods that have been made for it.

Anyways, I'm just curious.

Cheers

88
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-08-16 03:08:49 »
I am very much looking forward to it! :)

89
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
« on: 2020-07-29 13:53:51 »
FF7 NT 2.0 is now releasing. I'll be updating the front page of this thread over the next hour or so. Bug reports and the like are appreciated, especially at this early juncture. Uprisen (a twitch streamer) did a full playthrough over the last week with me watching and repairing bugs as they appeared so it should be ready to go. But there's always a chance stuff crept in afterwards or that problems were missed so let me know if you find any.

IRO (for 7th Heaven Mod Loader)
https://mega.nz/file/60UmiS6I#w7qsgIvCjyRfcdPiQ86RBkHFI-DWE-XF1izp52ixsGg

Reunion (For Reunion)
https://mega.nz/file/HsEE3ICT#kX2fAJvDorpr0paNhwDOTiwViRJffZ1wXKMI8yEeu_8

Installer
https://mega.nz/file/60EiBCSY#Iyf-edpGMM2SVc6zXnIa5bIbERv0JLOh3qMxWCXiG3c

Documentation
https://mega.nz/file/LxMQRQ4J#XnMyYgoXqAknsMB-9CTtxAjRHBHsVj8YJ5VUxg56g2M

Congratulations on the release, Chief! I'm looking forward to playing it later this year.

So... does that mean that FF8 New Threat will be getting some attention in the near future? :)

90
Good work, McIndus. Keep it up.

When everything is 100% done, will you release an executable that installs everything with a single double-click?

91
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-05-16 22:03:50 »
smkin_2 and smkin_3




First post updated
These are absolutely beautiful, my friend. Keep up the great work!

92
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-15 03:40:26 »
Hey Sega Chief,

You mention being wary of wanting to add stuff that comes across as fan-fiction, but some of the best aspects of New Threat I thought were the added dialogues, such as talking to the party members in towns. The Dark Cave quest I also thought was fantastic, and I wish there was more like it in the game.

I understand your concern about conserving the "purity" of the game, but I think that as long as you don't mess with the main story, no one would complain. I think you have a knack for writing and designing cool scenarios, and I think it would be to everyone's benefit if you let your creativity run a little wilder. I think relegating these scenarios to optional endgame sidequests is perfect.

I'm aware that 2.0 is the final version of your mod before you move on to FF8. I'm taking the time to mention it in case you ever work on FF7 NT again in the future after the release of Sister Ray, and also because I'm hoping that you let your creativity flow for FF8 NT.

Cheers

93
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-05-12 14:34:12 »
Hey unab0mb,

Are you and the rest of the 7th Heaven team involved in Tsunamix's upcoming mod manager? You guys have done such a great job with 7th Heaven over the years. I was hoping the mod community here would all get together under one umbrella to pool their efforts and ressources into one unified mod manager. Is that the case or will there be two competing mod managers?

Thank you

94
1: While it is possible, in the strict definition of the word, it is extremely difficult to do. This is one of the most hardcoded aspects of the game (and is hardcoded not just in battle/menu code, which is where the bulk SR's current re-implementation runs) and thus I will need near 100% engine replacement before it can be attempted.
2: It has never occurred to me to attempt this. I want to say "yes" but I'd need to test some things first to be certain.

Alright, noted.

I'd hugely appreciate it if you could test a Remake-like menu. It'd just look super cool,  you know. It could even use the original character artwork where the new character models are displayed in big on the main screen. So many possibilities!

Thank you very much for answering!

95
Just saw this.

I want to say congratulations to everyone involved, and a big THANK YOU. This is the kind of development that will make this modding scene thrive even more and for longer. This is amazing and it brings me so much joy. Thank you!!

I have two questions about the possibilities of this project:

1. Would it be possible to add a fourth party member during battles? I'm talking completely playable just like in previous pre-FF7 FF games.

2. Would it be possible to make the menu of FF7 to be like the one in FF7 Remake? I'm talking how the menu of the Remake pops up over the screen of the game, allowing the player to still see the game screen underneath the menu. I think this is much sleeker than having a menu that is in its own completely separate screen.

Thanks!

96
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-05-05 00:49:02 »
The idea of having a freely accessible database for modders to upload/update is in the works. It will be happening hopefully this year :)

This is fantastic! It'll make your life much easier, and it'll mean that the 7th Heaven catalogue will get udpated at a faster pace. Everybody wins!

97
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-03 16:44:42 »
In the downloadable .ZIP there's a folder called Documentation that has all that stuff included.

Thank you. There even was a link to the documentation in the OP, which I completely missed for some reason.

98
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-03 13:02:07 »
Hey Sega Chief,

Is there a readme or a guide for New Threat that details some of the mod's features and changes? For example, what each character's innate abilities are, etc.

Thanks

99
Snouz: how much is it still the original Moguri mod? I think it would be better if you renamed it. It is quite confusing now since the original Moguri is not so good as this and if you reworked everything. There is no need for it to be called Moguri.

I propose the name "Mognet" after the delivery service in the game!

100
Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2020-05-02 02:08:48 »
Yeah, the Resize and NT deactivate is normal. I wrote that in to do automatically because they both share the flevel file that cause an immediate launch crash in my testing.

I think NT has a char folder, which is where field models are stored. There could be compatibility issues there. Overall, the QC - Field Models 3.0 is a rushed release that needs more work. That’s my fault, and I’ll always apologize for the headaches it’s causing (myself included).

Don't be too hard on yourself. It's a situation that you will be able to remedy in the 3.1 release. :)

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