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Messages - SwordofAeons

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26
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 02:53:03 »
The animation for Reflect is in the magic.lgp file so the mod installer should leave this alone, but what do you mean by a crazy animation? Was the spell animation messed up? If it was, perhaps it was related to a battle UI mod? I've seen graphical glitches occurring with stuff like that when things like Countdowns are present. If this is off the back of a Bootleg installation then it might be something has 'invaded' the magic.lgp file; have you installed any mods in the past from Bootleg that affect magic/spell textures?

I was referring to the turning animations of Air Buster. 

27
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 01:24:52 »
Got the battle models imported, but ULGP threw an ".lpg read error" when I tried to open char.lgp, which is mildly concerning.  Oh well, I actually like the default field models because nostalgia goggles.

Played through the second reactor;  Air Buster kicked my buns once because I forgot items were a thing.  His facing bug was even worse than before, flipping in one frame to attack a direction and then flipping back so his facing was only ever correct by accident.  Don't recall how reflect pierce is supposed to work, but I was getting some funny results.  Trying to cast cure on one of my party members resulted in the spell bouncing 10 or 12 times, finally landing on the original target, and wiping reflect from the target (and maybe the boss?  didn't check).

The crazy animation might've been screwed up by my other mods, but I don't think I put in anything that would mess with reflect.

Edit: Air Buster save Link

28
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-01 21:36:27 »
Ok, awesome!

Yeah I'm looking into a manual decompile and install; it doesn't look too messy.  I'll stay away from the npc models.  I always seem to spend way more time creating the perfect experience than I do actually playing the games *cough*Elder Scrolls*cough*.  Eh, I find it fun.

Edit: It was the field backgrounds I noticed.  Couldn't tell with the battle backgrounds.

29
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-01 20:33:09 »
So I'm trying to get New Threat working with other mods since I can't live without my auto-run.  I ran your installer over a basic Bootlegger package and played through the first mission.  Everything related to New Threat worked fine (loved seeing Jesse get to kick ass btw), but some of the graphical upgrades got reverted.  The updated music, backgrounds, and menus were all there, but the field, battle, and weapon models were all back to base.  Do you think it'd be possible for me to patch those back in?  I'll figure out how to do it;  I'd just would like to know if there's some obvious, "sorry that will never work."

The field music carrying over into battles was working, but is it supposed to also carry into boss fights?  I also wasn't getting the victory fanfare after the bosses;  was I supposed to or is that something else I gummed up?

Thanks for the mod!

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