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Messages - UpRisen

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176


 ignore everything except the bricks here. Im going through and running my fields through CrazyBump to add 3d shading to increase the quality of the pack. Still working on a way to convert the flat models for the stages into 3d. some screen shots of that to come in the next week or so.

178
7th Heaven / Re: crash on launch with 7th heaven
« on: 2018-03-07 23:59:50 »
The reason 7H was causing a crash is because 1.55 requires you to have a save in all 10 save groups. You can use BlackChocobo to create all of the saves needed to start, or just make 1 save with it and copy paste and rename save00 through save09 . Or just stay at version 1.54

179
7th Heaven / Re: [FF7PC] 7th Heaven crash help
« on: 2018-03-07 19:32:31 »
The reason 7H was causing a crash is because 1.55 requires you to have a save in all 10 save groups. You can use BlackChocobo to create all of the saves needed to start, or just make 1 save with it and copy paste and rename save00 through save09

181
right now i am reformatting and renaming my 1k textures to lgp format to share on steam. After that is done (its really easy just alot of tedious work i keep putting off) I will be moving on to either FF7 spell texture, FF8 battle scenes in the same fashion I did these ff7 scenes, or start working in gimp/kimera to make my ff7 scenes be fully 3d isntead of just flat models with textures placed on top.

182
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-03-04 23:05:36 »
Are you using FF7_mo.exe ? Because when i tried to use that exe with NT activated the stats changed from materia were huge. Using ff7_bc.exe fixes this for me.

183
It looks like everything is correct except the model id. So go to the enemy stats tab, change the name to w/e you want it to be. Helletic Hojo is the vanilla. Then change the model ID to 0132 and hit ok. That should fix it. The script and attacks all seem to still be Helletic Hojo so its a 30 second fix

184
So you have scene 215 incorrect. You have phase 3 hojo in it not phase 2. thats whats causing the problems. it should be hellatic hojo and the model id should be 0132

185
have you edited any of your lgp's ? What edits were made to your kernels and scene? Sounds like the issue is either a messed up or missing battle model, but if you didnt edit you lgp then not that. So its gotta be something youve done to either the characters ai in the kernel or the enemy/fight data from the scene.

186
We need to know what mods you are running, the exe you are using, characters in party, etc

187
Support / Re: A new one wants to help
« on: 2018-02-15 01:33:33 »
Basically what you have to do once you have 7h and kimera

1. find a model you want to fix or redo animations for
2. unpack the iro
3. open the model in kimera
4. edit the positioning for every piece in every frame of every animation to make sure it works
5. repeat step 4 because some characters have way too many animations
6. save the model (save frequently because kimera likes to crash after using for a while.
7. pack the updated files into their iro
8. profit.

thats the very most basic steps in order to do this.

188
Troubleshooting / Re: 7th Heaven Modding not work
« on: 2018-02-13 01:59:16 »
Is your direct mode = on in your ff7_opengl.cfg ? Thats the most common problem. If it is then re do the installation process. If you are having problems following the guide you can instead use my tutorial video https://www.youtube.com/watch?v=cf7uQt2uaQc

189
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-11 23:14:12 »
Might be that you have to wait until Disc 3.

Check spoiler tag for anyone interested in which quest can be done when.

Spoiler: show
 Vincent and yuffie quest can be completed as early as you can access the area all others after getting to disc 3.

190
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-10 18:55:14 »
sources still get consumed even if you are at maximum stats.

191
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-09 18:51:46 »
I think it depends what .EXE you use with both mods together, I'm not 100% sure.

I played with the FF7_mo.exe and it has a major impact on the stats of materia, to the point where i had characters with 0 of a particular stat because the materia was taking 20-30 away. But with the FF7_bc.exe the game was completely winnable and there were no major bugs or stat swings like the other exes. I played with a full assortment of mods including reunion with NT and the only major problem was that barret softlocks in the first screen of the dark cave when him or cloud have a field model mod on. after i removed it the rest of the dark cave played out.

So long story short you can play NT with the menu overhaul as long as you use ff7_bc.exe.

192
7th Heaven / Re: Game Won't Run Past Initial File Select
« on: 2018-02-09 18:38:16 »
So there is an issue with 7H 1.55 that forces you to have 10 save files created. You can either uninstall 7H and when you install it again make sure that you do not upgrade to 1.55. Or if you dont wanna go through that then go to your ff7/save folder and copy the file that is names Save00 and paste it multiple times, renaming in order as you go. save00 save01 save02 ... save09. then you can launch 7H again and it should work.

193
1k resolution images (460mb instead of 2.3gb) https://mega.nz/#!xLYFUYbT!iJy5m-haV6l3e-aX89IHh2o-dxYFWxH1uh1-4FoUFPg
To install simply unzip and place the "battle" folder in your FF7/mods/textures folder

194
For anyone who wishes to see the stages in action before downloading you can watch my YT ULTRA Hardcore Challenge run as I go through it. https://www.youtube.com/watch?v=YKfoQ6CIs68&list=PLSax72bbh4msQ9Lku7eCty2zdHXtzqyp_

195
I just looking to get started in modding FF7.

If this mod isn't part of the 7th Heaven subscription, can you install it on top of an install created with 7th Heaven?

Are there any other mods people recommend that are not part of 7th Heaven but are compatible with 7th Heaven?

As long as you do not have any mods in 7h, your direct folder, or your mods/textures folder that would add a file of the same name then you can do it no problem. And for other mods I would recommend my AVALANCHE ARISEN battle textures ( shameless plug). you can find it in the graphical releases subforum and its in iro form so it is ready to work with 7h

196
7th Heaven / Re: Can we backup Mod with DVD-R?
« on: 2018-01-25 21:02:21 »
After you reinstall FF7 you will have to run the Game Converter again. After you reinstall run 7h and set it back up, you can take the mods that you made backups of and put them into your ff7/mods/7th heaven folder and they will be there next time you launch 7h. The downside of this is that the mods will all be names like this .

197
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-19 02:49:17 »

Having a lot of trouble with Yuffie's Ultimate Limit Break

I beat it at around level 45 and the way i got through the battle was to give cloud the masamune for auto crits and fill it with counter attack materia and just wipe the fight if cloud gets kicked out of the fight by mistake. I used an adamantai bangle to null water and give high def and paird the element of one of its attacks, ill post that as a spoiler. I also equiped an acessory that nulled the other element. Then i would heal with xpotion or remedy and rebuff myself with sun curtain and the haste giving item. Use limit breaks when it pops up and just wait on counters to win the fight for you.

Spoiler: show
The element of its starfall attack is holy so i paired elemental with alexander in my armor slots. I equiped the accesory that nulls wind aswell making me null water, holy and wind altogether. The defence from the adaman bangle allowed me to survive the physical hits and i had enough xpotions and remedies to outlast the enemy.

198
7th Heaven / Re: Some Mods do not register
« on: 2018-01-18 13:08:13 »
In your ff7 folder open your ff7_opengl cfg file and scroll to near the bottom and make sure that it says direct mode = on

199
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-17 22:04:23 »
Anyone got any tips for the arranged Goldberry fight?



check my spoiler tag

Spoiler: show
 The goldberrys apply resist with their hits but also have ignore stat def so that causes thier statues to always hit and because of resist they dont fade on death, the way around this is to use dispel, either the spell or a golden torch. Basically have 1 character dedicated to using dispel + esuna, 1 for healing and a physical damage dealer to take them out 1 at a time, do not hit them with an AOE attack or spell as their counter attacks will prob be the end of hte fight if you arent lucky.

200
WIP / Re: [CC:FF7 PSP] Crisis Core UI Upscale Project
« on: 2018-01-16 02:23:25 »
Loving this. And for everyone looking to install this when you download PPSSPP make sure to download the installer instead of the manual install and it will create all of the folders you need automatically.

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