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Messages - Onepercentofone

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-05-29 01:30:33 »

I've not heard of that NPC getting stuck on that particular scene; the model swap shouldn't really affect it, but it's a possibility. If I'm unable to replicate it, what I'll do is have a look at it and then add a failsafe timer to have the scene advance regardless of whether he makes it out of the room.


Would it help if I provided a save file and a list of all my mods or something? Anything I can do to help, just say the word!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-05-28 22:50:42 »
Hey there Sega,

          I've climbed back into this rabbit hole after a few years, since there's been a lot of progress since I last played. I also got a new pc, an actual gaming tower. So I wanted to see what I could do as far as these mods go. I'm a big fan of the New Threat mod, as it's very impressive and keeps me coming back for more! As far as v2.099 goes, I wanted to bring a few things to your attention, in case it hasn't been done already. If it has, I apologize and disregard this whole message. In any case, here goes.

         This issue is minor, and I don't consider it detrimental to the game. The Gigas Armlet now states that it has a normal growth rate for materia, but the image where it shows the slots has the appearance of one that has no materia growth. Again, not a big deal. Here's an image of the Gigas Armlet, the Four Slots, and the Mystile to compare.
https://drive.google.com/file/d/17KHvj6hy6Kw0hFvP7ZEBJJxhs8RlW2Ld/view?usp=sharing
https://drive.google.com/file/d/1ORQjNo-sP-ZbEFhqEIeVrYZJheriaYM5/view?usp=sharing
https://drive.google.com/file/d/1jqkelRBJZ7TpMZcX8-R6-tr5YgdYpiy_/view?usp=sharing

         This next issue is major as it prevents me from advancing. When Tifa is about to be executed via the gas chamber, the guard drops his key on the way out. Once he reaches the door and wonders what happened to his key, he appears to attempt to walk back into the room but gets hung up on something and walks in place forever. I'm unsure as to what caused this issue, and it happens every time I attempt it. The only way I was able to work around it was to "downgrade" to the New Threat version that's included in the Gameplay - Qhimm Catalog iro via 7th Heaven, hustle past the part that was hanging, save, then re-activate the 2.099 version. I've even tried playing with only 2.099 activated thinking that maybe the model was catching on the field or something, but nothing would work.
https://drive.google.com/file/d/1liMoYgSwdYwwDKF_RneaOa5DPXKuYTWB/view?usp=sharing

        The final issue comes from the Great Glacier. When you wake up in the cabin and you go to the save point, the cursor for the additional options doesn't show up, essentially soft locking the game. Again, no idea what causes it, but it happens to me every time.
https://drive.google.com/file/d/1bqRVHQrHL3S4vpenNUqnjdfZ1u05QxOA/view?usp=sharing

       All things considered, this mod is probably one of my favorite gameplay mods out there. The balancing is great, everything about it is wonderful. There were a few points that had me actually laughing my ass off, like the date with Barret. Most of the work done here at Qhimm could put a lot of the people at Square-Enix to shame, and that's my honest opinion. Keep it up, everybody! You guys give us hope.

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### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at C:\Games\Final Fantasy VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying English game files exist ...
Verifying game is full/max install ...
Creating missing required directories ...
Verifying additional files for 'battle' and 'kernel' folders exist ...
Verifying all movie files exist ...
Verifying music files exist ...
Verifying latest game driver is installed ...
   Copying C:\7th Heaven\Resources\Game Driver\GameDriver.cfg -> C:\Games\Final Fantasy VII\FFNx.cfg ...
   FFNx.dll file is up to date.
Verifying game driver shaders folders exist ...
Verifying ff7 exe ...
Checking a profile is active ...
Checking mod compatibility requirements ...
Checking mod constraints for compatibility ...
Checking mod load order requirements ...
Looking for game disc ...
Found game disc at E:\ ...
Applying changed values to registry ...
Copying ff7input.cfg to FF7 path ...
   using control configuration file [Default] Steam KB+PlayStation (Stock).cfg ...
   Copying C:\7th Heaven\Resources\Controls\[Default] Steam KB+PlayStation (Stock).cfg -> C:\Games\Final Fantasy VII\ff7input.cfg ...
Creating Runtime Profile ...
   adding paths to monitor ...
Copying EasyHook.dll to FF7 path (if not found or older version detected) ...
   skipped copying EasyHook.dll ...
   skipped copying EasyHook32.dll ...
Checking if Reunion mod is installed ...
   found: False
Launching additional programs to run (if any) ...
Writing temporary runtime profile file to C:\Users\llcoo\AppData\Local\Temp\tmpE982.tmp ...
Attempting to inject with EasyHook ...
Failed to inject after max amount of tries (14) ...
Exception occurred while trying to start FF7 ...
Failed to launch FF7. View the above log for details.


Hey there,

       First off, I'll begin by stating that I'm by no means an advanced modder, and I don't quite have a great understanding of how to make mods or stuff like that. However, having been one of the many that benefit from the wonderful work of everybody that creates these amazing enhancements to my absolute favorite game of all time, I have a good deal of experience with installing these mods and how the game reacts to them.
       Now, I'll get to the point of this reply. I also have run into this same exact failure message. In fact, it happens to me quite often. I don't know what's causing it, or even how to prevent it from happening. What I can tell you is what I do. I simply keep trying. After it fails to launch, I hit OK and press Play again. Sometimes it'll fail multiple times before working, other times it'll work immediately. Again, I'm unsure as to the cause of it. However, for me at least, it eventually works. And although it may be annoying at times, I view it as a small inconvenience for being able to play this classic with the multitude of enhancements provided by these saints here. I hope this works for you as well, and there's not a serious issue with something causing the failure to launch.

Best of luck!!


                                         UPDATE------
         So thinking about it further, my suggestion didn't sound very great...especially if it wasn't helpful in the least lol. I ended up doing a little digging. After some very light searching through the forums, I came across a kind of fix for the issue. Many thanks to Chrysalis for providing a work around for the issue. After trying it out like 15+ times, it has launched every single time without fail, and I no longer have an issue where it's failed to launch the game.

Hi guys, this should get round the problem.

http://forums.qhimm.com/index.php?topic=20543.0

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-10 06:33:52 »
What about the MP side of things? I couldn't restore my MP, and these creatures love to attack it. The Ghost Hand only drains for like 17mp, and Osmosis drained it, but didn't put the drained amount into my bank. The Ethers also damaged my MP instead of restored it. Do I have to use MP Absorb with another materia? That kind of seriously handicaps Aeris; her physical is restorative and everything she does is MP based. I'm not trying to ruin the game, you just got me genuinely stumped! Kudos, my man. I haven't had problems like this since 1997.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-10 04:43:57 »
Ok, you got me stumped. I've ran into a few enemies that were able to do this. More specifically, the Tonberry crew in the materia cave. I guess the best way to describe it is zombie status. But as far as I can figure out, there is no way to cure it, or work around it. Great Gospel instantly kills my party, Elixers kill my party, Phoenix Downs kill my party, FullCure kills my party, Remedies miss, Debuff spells miss, and on dead characters, Fullcure misses, Phoenix Downs miss, and Phoenix misses. I've tried to equip Relic Ring, thinking Chef's Curse would reverse it, but I was wrong. I've tried even going opposite, using Kiss of Death and stuff like that of dead members, but to no avail. What's going on? Is it the "you're screwed" status? Is there no way to work around it?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-06 13:18:10 »
So I ran into one of the crashes you mentioned. It happened after I rejoined Barret at the top of the plate support. After setting up the equipment, it would crash. So I followed your advice, swallowed my anxiety and went ahead with the ULGP tool. The tool itself was incredibly easy to use! Last time I tried, I used Highwind I believe, or something like that. And I had no idea what I was doing. But, thanks to your directions and the amazingly easy to use ULGP tool, it's working great! I finally have the game looking just the way I want, and your new features are awesome! Can't wait to get through the entire story and all the extra content you've implemented! Thanks for all the help!!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-06 05:07:47 »
It won't unfortunately, you need to unpack and then mix the .lgp archives; copy-replacing them as-is will cause a crash when NT needs to load assets from the reunion char.lgp or battle.lgp.

Edit: Installer + IRO updated

I tried it just before you replied out of curiosity. What assets would cause it to crash? Like, how can I get it to crash? It hasn't crashed yet; I'm still in Wall Market, and I ran to get in a fight to test it out. So far, it's working okay. I believe you though, you know what your doing well more than I do.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-06 04:21:50 »
The issue is that the char.lgp, where models are stored, is being overwritten whole-sale rather than having files inserted into it by both installers.

The character models used in Reunion are Kalderasha's Chaos7 ones (maybe it uses a mix with different ones, I don't know). 7th Heaven reads save files from a different folder called Save inside the FF7 folder (Steam stores save files elsewhere, in MyDocuments I think). Good news is though that the save file format is the same so you can drag-drop steam save files straight into the 7H save folder and they should work (but be wary of doing this the other way around; FF7 Steam's launcher deletes save files it doesn't recognise on start-up).

Alternatively, you'd have to mix the .lgp archives manually. This would need Luksy's ULGP tool to a) unpack the char.lgp of an NT installation and a char.lgp from a Reunion Installation, b) copy-paste the Reunion char.lgp files (all of them) into the NT char.lgp archive, c) repack the NT char.lgp and put it back into the game folders.

If using updated battle models as well, then it's the same deal but with the battle.lgp instead but ONLY copy Reunion files from RT** onwards.

I guess I should have also mentioned I am using the '98 release, not the steam edition. Sorry for that. I've found the steam release to be much more complicated to mod. 7th Heaven just didn't recognize the other saves that were there in the same folder. I started a new game, and saved it to a fresh slot. If I ran the game outside of 7th Heaven, all saves were there. But, if I ran the game through 7th Heaven, it would only recognize the one save that began with 7th Heaven.

So if I were to install Reunion, then copy the char.lgp and battle.lgp, then install NT, is it as simple as inserting those two files after the NT install?

To be honest, I'm a little scared to manually mess with the lgp files. Last time I unpacked an .lgp file, I immediately got overwhelmed by everything.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-05 20:50:24 »
Hey guys, long time follower here. First off, my hat's off to all of you that have been working on this game. Between the gameplay tweaks, and the graphical tweaks, you guys have given me a failsafe to the upcoming official remake. I'm not much of a programmer or anything like that, but I know my way around a computer and what mods I have installed have been pretty straightforward as far as getting them to work. A big congratulations and thank you for all your hard work. Seriously. You've all earned it.

Secondly, I have a few questions that I'm not sure were answered, as I cannot find them. I started off with the Reunion mod, which was pretty cool except it didn't really add to the difficulty of the game. That's when I stumbled upon your NT mod. Personally, I like your mod better in what it does to the game's mechanics. I really like the Save Point options, and the new spells and so forth. Recently, I tried to have both mods active at the same time but it seems it doesn't really work that way. Maybe I'm doing something wrong, I don't know. Basically, what happens is the mods overwrite each other. If I install NT first, Reunion overwrites it completely, and vice versa. What I'm trying to do is take the character models that came with Reunion and put them into the NT mod. Not by editing files or replacing files, but through the installer. I deselected all boxes on the Reunion installer and only tried to install the character models, but it didn't work the way I thought it would. It didn't do anything, really. What can I do to get the updated models to work with the NT mod? I'm not using a mod loader like 7th Heaven or Bootleg or anything; when I tried that last time, the game didn't read any save files, even though they are there.

Aside from getting the 2 to work with each other, I haven't come across any issues with your mod whatsoever. You've done a fantastic job.

And I apologize if this isn't the right place to post this question, or if a similar question was already asked and answered.

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