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Messages - iDerek759

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151
7th Heaven / Re: Black bar at bottom of the screen
« on: 2017-02-12 20:23:26 »
P.S. Just incase the right person looks at this, what has been updated in the Gameplay - Difficulty and Story mod since yesterday?

New Threat 1.4 in the catalog has been updated to the latest build with all the hotfixes.

152
7th Heaven / Re: Launch Fail
« on: 2017-02-07 22:58:39 »
Thats what I planned on doing but I cant see to figure out how to uninstall it.

Try this http://forums.qhimm.com/index.php?topic=16538.0 --- 5th question

Also, make sure you wipe any old traces of FFVII folders/files and install fresh so you don't run into any problems later.

153
7th Heaven / Re: Launch Fail
« on: 2017-02-07 18:26:11 »
You might be better off just uninstalling and starting from STEP 1 again. Make sure to remove the
old registry keys and start over. Then run the GC again.

154
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 00:58:20 »
I just downloaded and started this mod today, and I've found a game breaking bug.

First, an image: http://imgur.com/a/9R4HD

As you can see, the first boss has spawned in the church. I cannot interact with it. When Aerith goes to check on the flowers, her pathing gets her stuck on the boss's model and no further playing is possible, as she runs into the boss forever, as seen in the second photo.

It's on the steam version of FF7, if that matters. I'll have to reload a save and fight plasmabuster again to get here, then I'll see if it happens again.

This bug has already been squashed, I remember cause I was the 1st one to report it. Have you applied all the hotfixes to the main installer?

155
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-01 12:17:39 »
I checked a default flevel.lgp and that typo is actually in there; maybe something that popped up for the PC port. Either way, that one's not my fault ;3

That typo is in the Steam version? That's hilarious  :D

156
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-31 22:40:35 »
Sega Chief, I found another dialogue typo. I meant to send this one to you awhile back, but it must have slipped my mind  :roll:

Spoiler: show

Nothing major, just thought I'd let you know. I'm assuming he means excited right??

157
Catalogs / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-01-29 23:47:06 »
It would be cool if we could add mexico's hard mod to the catalog.

http://forums.qhimm.com/index.php?topic=16847.0

158
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-28 16:46:29 »
So I conducted three tests of the Turks battle in the Mythril Mines but couldn't find an error:

1) I went for Elena first then Rude, using Choco/Mog to inflict Confusion.

2) Went for Elena first, avoided use of Choco/Mog, allowed both enemies to run through their entire AI cycle

3) Went for Rude first, tested Poison/Turk Antidote on both enemies in combination with Berserk & Confusion.

So not sure where the softlock is coming from. Has anyone else encountered this error with the latest set of patches?

I've never experienced any soft lock issues with that particular fight at all. I've even seen Rude use
Turk cure on both of them and the battle has always played out for me.

159
7th Heaven / Re: 7th Heaven issues
« on: 2017-01-24 04:02:13 »
Sorry it took so long to get back to you but what do you mean post my profile?

She means under your Active Mods tab, click Profile Details and post your Profile, so she can have a look at your load order.

160
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-18 03:21:14 »
Spoiler: show
Remember when I said that making Aeris optional would prob be complicated and take time?

Well, I was wrong. Turns out it was super-simple; the bit I thought would cause a lot of trouble didn't.

So that's that bit done. Prob should have tried it earlier :l
It'll prob be in the next flevel patch.


Way to go SC! Even more options in NT! This is most excellent  8-)

161
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-16 11:19:44 »
Hey Sega Chief, found a game breaking bug in the latest build. Upon arriving in Rocket Town for the first time, right when you get into the battle with Palmer, it'll start loading the final battle with Sephiroth, and then immediately crash.  :o  I'm using the IRO version you provided, not the one in the catalog.

162
7th Heaven / Re: mods not downloading?
« on: 2017-01-15 20:23:57 »
Downloading the mods manually is not the way to go, because then you miss being able to update the mods from the catalog. The best options you have is to right click on the current mod you're
trying to download and cancel and restart it. Also, try downloading 1 mod at a time as 7th Heaven can have issues when trying to download multiple mods at once.

163
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-15 20:17:33 »
Arrange Mode is what I'm currently working on; it's going pretty quickly. As far as a new save goes, I think it's mostly just been updates since 1.4's release so nothing special to know.

For the FF8 mod I've mostly been experimenting with the tools and drafting up design documents; ideas on how to tackle problems with the game and make certain mechanics like Summons more involved and interesting. Unlike FF7 NT I'll have an alpha build of that mod out beforehand so I can get feedback on the battle system as it'll be quite tough to pin down with the Level scaling so watch this space.

Oh snap, you're working on an FFVIII mod as well!? If it's going to be anything as robust as New Threat, I think we'll all be in for a real treat!   :-D

164
7th Heaven / Re: Menu - Avatars and Backdrops bug
« on: 2017-01-15 18:21:07 »
I do have direct_mode = on yes, underscore is there. I also double checked my load order just in case something might have gotten moved out of order as well.

165
7th Heaven / Menu - Avatars and Backdrops bug
« on: 2017-01-15 01:17:02 »
I think this might have already been reported, but when attempting to switch the start menu backdrop to something else, upon booting the game, it'll remain on your original backdrop as if you've
never changed it. I tried every backdrop to see if it would change and no dice.  I'm wondering if this also falls under the "direct mode = on" category.  :P

166
A minor drawback, imo. I prefer having no glitches, while still getting a quality improvement :)

I 2nd that! Rebirth Flame is seriously my favorite mod thus far. I always hated how low poly
the characters looked, but with this, it's like a breath of fresh air.

167
Catalogs / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-01-09 09:00:50 »
If you can provide the model for me, then I'll look into it. I'm not sure which one that is exactly.

I believe the battle model frame is listed as "siaa" in the battle.lgp
I always used Kimera when swapping the low-res Cloud for the hi-res one and it seemed to work for me.
Although I think there's like 19 other "si.." files in correlation to just the skeleton frame, but I'm not sure
if you need those one's or not.

168
Catalogs / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-01-09 05:44:34 »
Link me a post or an image of the model.

Sure thing! http://images.akamai.steamusercontent.com/ugc/476626985718798963/8DD9E97477BDA8C818A0410BF5C9FBE8A2FB3F63/

He's already used in vanilla FF7 so I figured it couldn't be too much of an issue.

169
Catalogs / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-01-09 04:54:14 »
Just curious Alyza, is there a way we could add Cloud's Hi-Res battle model, the one that's used at the end of the game with the battle with Sephiroth, into the catalog?

Normally I just unpack/pack the .lgp's and do it myself, but was just curious if he could be added in cause it's my favorite model to use other than Kalderasha's.

170
7th Heaven / Re: Dynamic Cloud Weapons bug
« on: 2017-01-09 01:35:40 »
Yes! The parachute model was very tricky to get working correctly. It's the main reason why the DCW and Field Models had so many updates this weekend. But I figured out the correct FieldID's for the RuntimeVariables to have it only load during the parachute scene. Enjoy!

Hey, any updates are good updates for me!  :-D

Even if something else breaks down the line, it's awesome you can fix them so fast!

171
7th Heaven / Re: Dynamic Cloud Weapons bug
« on: 2017-01-08 19:14:44 »
Okay, I'm a total idiot....didn't think to update the Field Models as well before making this post  :-o

Dynamic Weapons are working great! You can disregard this thread.

172
7th Heaven / Dynamic Cloud Weapons bug
« on: 2017-01-08 19:06:22 »
Hey Alyza, so I downloaded the recent v.2.32 for Cloud's Dynamic Weapons and they appear to be working on the world map again, Yayy!

However, whenever I enter any field...Cloud, for some reason, seems to rather enjoy hauling this instead...



Wasn't sure if you knew already, but just thought I'd let you know incase. I love bug testing just as much as I love playing the actual game!  :P

173
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-07 16:40:04 »
I'm pretty sure it's only benefit is it lets you attack from the back row.

However it doesn't have the same effect if it was slotted with, for example, the long range materia.

174
7th Heaven / Re: All Field Models no longer loading
« on: 2017-01-07 03:39:58 »
Holy smokes, that worked! Alyza, you're a friggin' genius! <3 Much love  :P

175
7th Heaven / All Field Models no longer loading
« on: 2017-01-07 02:58:24 »
When I updated all the field models - main characters/non-player characters/objects to the current release date of 1/7/2017, they no longer seem to be loading in 7th Heaven.
I'm using 7th Heaven v1.54 exclusively for New Threat, and even when I switch Gameplay - Difficulty & Story back to vanilla the bug  persists. I love the new Media - Music and Sound preview samples though! That's a cool feature!  :P

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