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Messages - satsuki

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1
These are not confusing versions. You can quickly go through them, see what you like and insert it. Some of these things that I have collected in these versions are getting lost in time and on the web completely, this may be the only opportunity. At least the Advent Children style characters and the remade World-Map.

https://youtu.be/LtwESPhGIHk

FF7-Classic-Reload-Edition-mp4-snapshot-01-20-758" border="0
FF7-Classic-Reload-Edition-mp4-snapshot-00-41-200" border="0
FF7-Classic-Reload-Edition-mp4-snapshot-01-45-437" border="0
With a 40h+ full time job + a 10 month old baby i don't have any time for that, plus my pack's goal is to be as consistant as possible between models and parts of the game, so it won't suit in it.
if you want to add part to my pack, just read the help part, there's a guide on how to do it

2
Listen, can I give you two modified versions of FF7 that I've always had to see if you want to extrapolate something from them?

https://ibb.co/hFyNrx6p
https://ibb.co/sJFs497S
https://ibb.co/vp36crZ
https://ibb.co/WSMWnNh
i don't have any free time atm so no thanks

3
Sorry, I missed it, thank you. So you can't do it with a keyboard?
no or it'll not be locked without the gamepad option....

4
It does not flag, it does not enable, to me as well as to another friend of mine. Is there perhaps some other option that conflicts and that you have to deactivate first?

THE VIDEO OF THE TEST HERE: https://youtu.be/hfj1hHtfHCA
Have you read the help part ? you must enable analog controler

5
Why is the “Cosmo Gaia” mod not applicable?
Will there be an update in the future?
it's working already and for long time ....

6
Hello!

Two of us recently installed the update today. I installed the update from V1.05>V1.15 while they installed from V1.14>V1.15.

It seems the update causes the game to not boot for both of us. Both of our games were previously working before updating to V1.15.

Is there a way to resolve this or to downgrade to V1.14 until then? Thanks for your time.  :)
you can't get back to 1.14.
As you're the first one to report this bug i assume it's related to your setup.
Backup the save then delete and do a full 1.15 reinstall, it'll work

7
version 1.15 (update in first post)
-Added ambients sound volume in launcher.
-Updated FFNx to version 1.22.0 stable.
-Updated NT mod to 2.0.99999 version.
-Corrected onna6, covil_2 and colos field with real 16/9.
-Corrected mouth sephirot mouth's texture with vanilla battle models.

8


Any idea why this would be happening? It's the only glitch I've had with the field textures mod enabled.
do you use 16/9 or 16/10 ?
witch version of the pack ?
witch lang ?
witch gameplay options ?

9
I'm really enjoying playing this mod.
But I've one problem:
The games shows me the wrong FMVs.
E.g. when I should see the FMV of Sephiroth, tearing Jenovas head from it's body in the Nibelheim Reactor, I get the FMV of the train crashing into Corel.
When I should get the FMV of dropping the plate of Sector 7 and crushing the Sector beneath, I get the FMW of Sapphire Weapon attacking Junon.
How can I correct this?
as said this version isn't supported anymore but the bug you're describing let me think about a corrupted save file, in the save file there's the current CD information (1/2/3) if this value is wrong, you'll get for exemple the 3° CD fmv while playing in CD1.
it's not related to the mod

10
this picture got deleted ....

11
version 1.14:
-Updated FFNx to version 1.21.3.24 (fixes FMVs cropped on the right in 16:9).
-Fixed some spanish minigame texture.
-Reverted to .NET 6.0 instead of 8.0 to avoid compatibility issues with Lutris and Steam Deck.

12
I just tested the new 1.13 update and I've seen that now the Spanish description texts of the Fort Condor minigame have been satisfactorily fixed, except for "ATAQUE and ALCANCE", which are still wrong due to the textures but shouldn't be a problem due to the English .exe, since the original Spanish ff7_es.exe is being used here, although it should be fixed because it's something that's not well understood.

And I've tested the motorcycle minigame which should be fixed as you mentioned, but I've tested it in Spanish and the "MAX PUNTOS" and "PUNTOS" titles of the motorcycle minigame are still too big, overlapping the numbers, I thought that had already been fixed in version 1.12, I've tested it and the motorcycle texts are still big, curiously in your screenshot they came out fine, it should be like that, but something isn't working right.
I have everything on default but with graphic filters disabled and automatic, I only have VSYNC active, and I must say that I play in 16:9 Steched (Distorted), I hope this is not due to the 16:9 resolution, maybe it is because of that but the titles still appear too big.

Have you tried making the text font a little smaller in PG, ATAQUE and ALCANCE in Spanish?
That way it could be that it happens due to the character limit and smaller could fit the entire text without being crushed.


Thanks for everything.
As i said in my post : "the remaining condor 'fix' about ATAQUE, and ALCANCE i just checked and i did a simple upscaling, so it's related to source texture, appart to do them from scratch i can't solve that and i don't have any time to do it this way."

About the bug not using the newer texture for bike game, i spoted the bug, it'll be solved in next update

13
version 1.13 page one:
-Updated FFNx to version 1.21.3.19.
-Updated Limit Break (Real 16:9 textures mod) to version 1.6.
-Added option for uncropped 4:3 AR.

14
@guitarman
i won't change my choise for using lots of files instead of archives, any decent computer use an ssd for years, and even on my old corei3 (with ssd) my pack is faster ingame than 7th version (about 4% faster) because direct files remove the need decompression layer, so less cpu/ram needed, only your HDD configuration is problematic here.

you want to do it another way ? no problem my pack is opensource, feel free to get the source code a mod it your own way, as long as you respect the gpl3 licence, not 'having the knowledge' isn't an argument, no-one have the knowledge before starting learning.

for missing 'bugs' i already told you that chocobo part can't be fixed in iro's version (i can't reproduice it in my aio pack).

i won't change the shortened texts in fort condor.

the remaining condor 'fix' about ATAQUE, and ALCANCE i just checked and i did a simple upscaling, so it's related to source texture, appart to do them from scratch i can't solve that and i don't have any time to do it this way.

15
Update version 1.12 (see 1° page):
-Updated FFNx to version 1.21.3.0.
-Updated Limit Break (Real 16/9 textures mod) to version 1.5.
-Fixed some spanish minigame texture.

16
Will be added to next update :



17
Motorcycle :
-The english's colors and font are the only one with this aspect on all 4 langes, other are white so i keep them the original's ones.
-The font being to big must be fixed.

Condor :
-texts error must be fixed.
-the shortened text are like this in OG.

With 7th :
-As 7th can only use the english's exe some minigames textures will be misplaced, i can't do anything about it.

Dynamic weapon :
-Again look at the option in the gameplay patch section, you'll see adaptive weapon both for nino and chaos models, i just tested with spanish game's option and it's working perfectly :


I won't add others weapon models.
I won't add more menu options.
It's mod the way i intend my pack to be.

But you can create mod for FF7 SYW (look the the help part "Installing a thrid pary mod").

Also i have virtualy no free time having a new born baby for 5 months now.
I'll try to fix at least the too large font for motorcycle dans the spelling error from conder's textures (probably not the shoten's one).

18
1-2 post screenshot of those without and without HD texture so i can compare them.
as spanish texture are only upscaled (not replaced) it's probably like this in the original game itself

3-4 i won't, my pack is not here to replace all 7th option.

Adaptive weapon option is present in my pack both for nino and chaos models

About the lag it's because you don't use an ssd, my texture pack use a LOT of file, an iro in one solid file, so if your computer is HDD bound, well 7th may be faster because of this.
I used a old corei3 2nd gen with 8go ram and a basic ssd to test my pack and don't issue lag as long as i don't use cpu intensive options (advanced animation, 60 fps ...)

19
i I found the reason for the crash when casting spells.
It always happens when I activate the 30,000 damage menu item.
The game does not crash without this menu item.
i'll report it to the modder who translated this patch to german

20
Hello. How can I use the Echo-S 7 mod for FF7 with your mod. If possible, can you tell me the installation details?
You can't, must use my main textures/movies + echos in 7th heaven

21
I HAVE A FIX FOR STEAM DECK OLED IN GAME MODE!!!

Vulkan is broken in game mode and you will see polygon lines on character models and horizontal lines and triangles on the backgrounds. It varies depending on the scene and can be reduced by increasing the internal resolution which also costs a lot of battery life. There is no way to get rid of it entirely! You have to run it in D3D12 and disable HDR and that will fix everything in game mode. Until now it has been recommended to just run the game in desktop mode to avoid the problem. But then you lose all the nice things about game mode like the performance overlay and all the other good stuff.

TO FIX IT IN GAME MODE:
In Desktop mode run the launcher with Lutris as you normally would. You probably need to configure the shortcut in Lutris to run the FFY_SYW_Unified.exe first. In "Drivers and patches" change it to D3D12, fullscreen, 16:10, and set internal resolution and AA to x2, "play FF7" from the launcher to save the changes. While in desktop mode hold the start button to switch to gamepad controls so you can control the game. Just quit the game after it loads. Configure your Lutris shortcut back to the FF7.exe and save.

Switch back to game mode, go to properties for the game, go to launch options. You will see a string that tells game mode where to run the game with lutris. You need to add a command here to turn off HDR for the game. It needs to go in front of the run command!

The command is DXVK_HDR=0 %command%

So your launch options will look like this: DXVK_HDR=0 %command% run net.lutris.Lutris lutris:rungameid/2

The number at the end of your string might be different depending on how many other games you have set up with Lutris before. Just don't change anything after "run" and put the command at the beginning and it will work!

Enjoy the game working perfectly in gamemode! The lines are gone and the colors are normal and not washed out anymore! Performance and battery life are pretty good!

HUGE THANK YOU TO THE MOD MAKERS AND SATSUKI FOR THIS PACK!!! FF7 has a special place in my heart because it was a game I shared with a close friend when we were kids and he sadly passed a few years ago. Playing FF7 with this pack on my steam deck is just incredible, it looks amazing and with this HDR fix it's been a flawless experience so far. THANK YOU SO MUCH!!! This is all I ever wanted for a remaster of FF7 personally. The new remakes are cool and all but I just wanted to play the OG with some updated graphics that doesn't change it too much. This pack does exactly that! It looks great and it's just the original game without any major changes. I'm very happy to be able to play it like this after all these years!

@Satsuki I humbly suggest that you update your steam deck instructions to use D3D12 and adding the above command to launch options. It fixes everything in gamemode and it's now a perfect experience on steam deck oled!
thanks, i added a link to this post in the steam oled color information in 1° post

22
satsuki, the upscaled backgrounds pack (fields textures) in the older version of your mod (non unified) was around 3 GB. But in the current version it's around 18 GB. Why is it 6 times bigger? Is it because of included variations for different languages and aspect ratio (16:9/4:3) versions? Can I delete the versions I dont need after installation of your pack?
the newer version contain advanced animation restoration (like the waterfall in earith house) and as those animation needs one picture for each frame of the animation it's realy big.
the other langs testures don't take much space, probably less than 100mo.

23
I apologize for a random response. I just found this mod. Can this be installed with the latest updates through 7th heaven directly? I am completely, 100% new to using this software and I have never played FF7 before.
If you read the 1° post you'll have all aswers ....
This pack is an AIO witch don't need 7th.
My work on the textures il also available form 7th catalog.

If you want a modernised AIO ff7 witch respect as much as possible the original game, you only need my AIO pack.
If you want to make your own ff7 version with more extreme modification, you need to use 7th

24
Update 1.11 (page 1):
-Updated FFNx to version 1.19.1.68.
-Fixed the 'run by default' option that could cause issues with certain game sequences.
-Fixed some underwater textures with the Gaia mod.
-Added the latest official fixes from the limit break mod (the game is now playable in true 16/9 without major texture bugs, especially on the last screens that were problematic).

25
Hi, I noticed some different rng with this mod installed... if I lead the same save on vanilla steam vs with SYW, I'll get different encounters.

It's not a big deal, but is a setting that changes things? Could I revert back?

Also, thanks so much for the great mods.
Should not as i use steam's kernel file for my pack, be sure not to have enabled any gameplay mod

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