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Messages - strife98

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51
General Discussion / Re: Export FF7 Battle models
« on: 2019-11-02 16:49:50 »
Yup, check the front page where it says "Discord" :p

52
If Luksy agrees it's grammatically sound then I find tombe to be v likely the origin of the name and I'll change it for the non canon version

Noooooooooo don't change my Tonberry's T^T Why do you hate me sooooo~

53
DLPB worked himself to illness, but it'll be released soon. I'm guessing there's not a super a lot to do, but if your sick, that "Not super a lot to do." turns into, "Uuuuugggghhhhhh."

54
This threa is cool! do i just paste the subscription link alongside the subscription link of 7th heaven and just click on update catalog to make it work? thanks for your efforts

Thank you! And yes, you can just paste it in like in the picture in the main post, just go to the end of the 7th Heaven subscription link, hit Enter, then paste the MotR link right there!

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-10-06 03:40:06 »
Hey, I didn't see this anywhere, but was there a place that discussed what exactly each stat did? For example, would I want dex over str on a specific character? Do they change different damage values? Did I miss where this was all explained?

Basically:
Strength: Determines the characters Attack stat when added with the equipped weapons Attack bonus
Dexterity: Determines how fast the ATB bar fills up. Also influences Defense% and Attack%
Vitality: Determines the characters Defense stat when added with the equipped armors Defense stat
Magic: Determines the Magic Atk stat when added to any equipment boost
Spirit: Determines Magic Def stat when added to any equipped armor and other bonuses
Luck: Affects the chances of attacks hitting or missing from allies or enemies, and for attacks to be critical.

56
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-09-14 06:11:16 »
So I recently finished my Level 100 Run of NT8, and here's a few bugs I encountered. Probably going to reiterate a few that have already been mentioned so forgive me for that.

I couldn't get the HEXT to work right. I was able to get the correct amount of in battle draws, and the ability to skip the intro, but draw points, and a few other things were broken. I ended up using the emergency EXE.

Granaldo and Raldo boss fights didn't scale. My guess is because you do encounter them as normal enemies later on so they'd be a bit difficult to scale, so that might not be a bug. Same with the Iguions as they were only level 18.

Echo Drops only heal Silence and not Blind.

Cerberus camera for the Diablos fight is broken.

A few of the random encounters matched the levels of my characters instead of being at a fixed level. I ran into a few level 100 Funguars in the first Laguna scene, and I think there were a few of varying levels as some died rather easily. Didnt get a chance to scan them first. It seemed that a bunch of the enemies after the 2nd Laguna scene also had matched my level. The enemies around Galbaldia Garden, and Deling City were all also relatively around level 100.

A few of the draw points also don't work. I don't think any of them in the Deling Sewers worked.

All in all I think for a run where the only thing I did was get the characters up to level 100 it was a little too easy. I didn't use card modding, I think I only refined a few spells, and my didn't get level boosted so they only got the levels earned from fighting. I didn't need that much planning for the bosses. I ran through the game with just Confuse protection, and I had my elemental status attacks wrong for a majority of the bosses. I had a harder time fighting the level 100 random encounters that I randomly met. Speaking of, your level 100 Creeps are horrifying. I would rather fight Seifer and Edea than two Creeps. They are super hard to hit, and magic, which always hits, does little damage. I'm talking Selphie with as high of magic stat that I could give her with a Firaga only did about 800 damage against something with like 20k to 30k health. That could be chalked up to the only thing that was really level 100 about me was my level though. I didn't have any abilities that increased my hit rate, I didn't have Squall, and I very much didn't have the better magic Junctioned. So that might just be me complaining about fighting stuff I'm not ready for.

I think my favorite of the runs that I did was the no level gain run. That required a lot of planning and hoping for good things to happen. The level 100 run was quite easy in comparison to both the no level gain, and the normal run. However, I did have a lot of fun, and I can't wait till the next update!

57
Skyrim has OFFICIAL mod support.

Yupp, so it has a built in mod downloader. The only game that Square has let have official mod support is 15, and even then they backed out on the rest of the tools they were going to give us to do more complex mods.

58
Probably not? Definitely not 7th Heaven, that's strictly PC. You'd have to have a modded Xbox as well, and hope that the files for the xbox version resemble the PC version.

59
Gameplay / Re: Nintendo Switch mods??
« on: 2019-09-09 03:35:54 »
@strife98

Yeah i have done a search and its alot of FF7 related and i shoulkd have mentioned mostly looking for FF8 stuff.

Ah! Gotcha. The Remaster came out not too long ago, and the files are quite different from the original so until they crack into the files and are able to import mods easier, it's going to take some time. However the PC version will be the first to receive mods for it. THIS will be the best way to gauge how long it's going to take for PC mods to be a thing for now. However Switch mods may take longer as there aren't many who work on modding the Switch versions at the moment. There have a been a few who have converted PC to Switch mods for 7, so they may take up the job of making the PC mods work for the Switch for 8, but that's really only if the PC and Switch version are as close to being identical as the PC and Switch version of 7. It's a big "We'll see" kind of situation at the moment.

Anyhow love the avatar made me laugh.

Haha thanks. Yeah Tonberry's are great.

60
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-08 08:43:51 »
Also in regards to crafting:
Spoiler: show
 noticed that you can craft the Masamune? Wasn't sure if this referrs to the unusable dummy weapon in the sephiroth flashback for purposes such as a 100% item completion (noticed the famed Battery drops in many instances) , or if it just made a copy of the new 100% critical gun for Vincent? Would like to know before I farm all the oversoul shards required for it. Both Powersoul and Vincenet's Masamune have been able to break a lot of fights that were normally tough.


It's been a while since I've played so this might be different in the current one but:

Spoiler: show
The built Masamune can be equipped to everyone. It's not as strong as each persons ultimate weapon, but it's still pretty strong, and gives 100% crit. When equipped, it has each characters starting weapon as the model respectively.

61
Gameplay / Re: Nintendo Switch mods??
« on: 2019-09-07 04:36:58 »
There's a few Switch mods, you just gotta look for them. If you use the search engine at the top right and search Switch you'll find it. If you also google Switch Qhimm it'll work fine. Switch modding is still relatively new, and there's  a few people who made imports of PC mods to the Switch version.

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-25 03:08:42 »
I finally got round to putting my old PC back together (was missing RAM and the PSU needed hooked up to the hard-drive in a weird cage set-up that the mini-tower uses; ended up having to balance it on hooks in the case as the screws were missing; very botched job).
Grats on getting it up and running again!

Anyway, the old PC had a tonne of assets that were made as side projects + NT add-ons that were never finished. Stuff like character battle model replacers, two full character-replacer mods, changing outfits for characters on the field in certain locations (winter gear for Glacier for instance), stuff like that. There was supposed to be a Cid mod in there somewhere but that appears to be gone.
Ooohhh that sounds interesting. Any plans on adding any of that stuff in at a later date? Maybe make a separate mod for them?

63
Huh, downloading fine for me. if it doesn't work tomorrow let me know and I'll see if it's something wrong with the catalog/link. It might be something on their end.

64
7th Heaven / Re: Opening cutscene wont play.
« on: 2019-08-14 21:57:56 »
Should be fixed now. If you are using 1.56 make sure you go into 7th Workshop and delete the catalog.xml, then restart 7th Heaven and click "Update Catalog."
If you are using 1.54 or below search %appdata% go to 7th Workshop and delete the catalog.xml there. Then restart 7th Heaven and click "Check subscriptions now."

65
7th Heaven / Re: Game only starting about 1 in 30 tries
« on: 2019-07-23 01:11:53 »
Have you tried the solution here under "Error when launching game"? If that doesn't work show the list of mods you have.

66
7th Heaven / Re: Crashes upon launching
« on: 2019-07-22 05:12:06 »
Yes that's normal. You'll have to change it manually once you're in game.

67
7th Heaven / Re: Crashes upon launching
« on: 2019-07-21 16:38:46 »
http://forums.qhimm.com/index.php?topic=18921.0

Try the "Error When Launching Game" solution and lemme know if that works.

68
Thank you! One thing I thought was really important when making this was that each artist got credit, and links to the correct areas. It's also why there isn't any combined mods like a single model IRO that has models from multiple different artists. I wanted each one to be represented by themselves so each person gets recognized.

It's not the hardest thing in the world to make your own catalog. 1.56 has a Catalog maker built in, and you use the code from it and use paste bin to store the code there. As long as the mods are downloaded from Gdrive and Mega then 7th Heaven can pull it. It  doesn't work with any other download website from what I've tried.

69
He asked for it to be removed as he wanted to put a bit more work into it before re-releasing.

70
7th Heaven / Re: Having issue getting &th heaven to launch
« on: 2019-07-10 05:26:47 »
You did this?
         Right click your 7th Heaven.exe and select properties, compatibility tab and set it to run as admin.
         Go to the same tab but for FF7.exe and tick the box that say "Run in 640x480"(Do the same for all other exe's).
         This will not actually affect your gameplay as 7th Heaven takes over it anyway.
What mods are you trying to run?

71
7th Heaven / Re: Steam Achievements
« on: 2019-07-09 20:23:09 »
Just play through it vanilla if you reeeaally want those achieves. At least they've fixed the music so it's not that awful garbage it was before.

72
Troubleshooting / Re: Nino Style Mod
« on: 2019-07-09 20:09:14 »
Are you using "Field Models - Non-Player Characters" mod in 7th Heaven? Cause Nino's is known to clash with that. Though not sure if that will cause issues with Battle Models. Post your mod list please.

73
7th Heaven / Re: Cannot Download From Catalog
« on: 2019-07-03 16:07:36 »
Sadly no, it's just a waiting game at this point, there's not much that can be done about it until they come back. Just keep trying everyday it'll come up again. This is either the links have been used to the point of cooldown, or there is something on Mega/Google's end that's causing it to error.

74
7th Heaven / Re: Cannot Download From Catalog
« on: 2019-07-03 05:35:27 »
If it's the same exact thing as above than there is nothing you can do but wait. Also your image doesn't show any errors.

75
General Discussion / Re: FF7 c7 project sounds issue
« on: 2019-06-27 00:35:58 »
I'm not familiar with Project c7, could you link me to it's page?

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