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FF7 Tools / Re: [PC] Trainer and Debug Tool - Ochu (3.4)
« on: 2025-03-23 23:22:39 »For those still looking, you can find the trainer here: https://thereunion.live/software.htmlThank you! (downloaded and trying)
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For those still looking, you can find the trainer here: https://thereunion.live/software.htmlThank you! (downloaded and trying)
There is really no reason to have the steam version if you already have the disc version. If you want to have a modded and vanilla copy on your computer it not to hard todo since . Either way you need to have ffnx installed. All my mods are installed as "direct" mods so you only have to change the mode in the config to get back to vanilla. Im guessing you would want to use something like 7thHeaven and im not mistaken you can just toggle mods on and off before running with that tool.My problem: https://forums.qhimm.com/index.php?topic=21330.0
sorry but how do I install it?Haven't tried it yet, but if you have installed FFNx and 7th Heaven, extracting files under (your game)\direct\flevel would work, maybe.
Just a shot in the dark, would it be possible with this engine for example to replace the standard exploration scenes that are Pre-rendered 2D backdrops (With a 3D walk mesh) with an entirely real time rendered scene? With the direction FFVIIR is taking, the lack of a modern looking version of the original game has bothered me.Months late reply: This would require making entire new game engine as well as assets. It may take many years, and if SE notice the project, they can send C&D to devs.
Think of what Diablo 2's recent re-release did by replacing the pre rendered graphics with real time ones. We'd perhaps simply use the walkmesh as the basis for rebuilding the scene in 3D and match the original camera coordinates to keep the final look 1:1.
I don't know if this would end up speeding up or making it easier to try and match the original pre-rendered look in real time rather than having to try and recreate all of the images and then have to render them offline and cut them up to match the original engine.
Hi. Can anyone walk me through, step by step, on how to rename Spell names (and maybe Monster names)?I think spell names are stored in the kernel. You'll need the kernel editor to do that.
I want to rename some things from the Reunion's New Translation, namely Poison Null (Poisona) and Status Null (Esuna). If I can rename them, I'd be happy.
When I open the .exe, I'm not sure what else to do other than type 'd' and press Enter, in which case it doesn't do anything.
- tb: Main theme alternative (dunno where it is used, I found it in the map of Jenova in the Nibelheim reactor
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