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Messages - Kronim

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Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2020-03-29 19:42:48 »
Thanks for the answer.

Another quick question, I've just reached the end of Midgar and Cloud's model for the world map is vanilla. I believe I installed the mod correctly - the word_us.lgp from the lgp_out folder has been placed in data > wm, but it hasn't worked.
I could get around this by enabling the character overhaul in the Reuinion options.ini...but that only has the option for Cloud with the buster sword, and I don't want the sword on his back.

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Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2020-03-27 11:21:52 »
Hi Kaldarasha,

I've installed the ChaOs Character Overhaul and am using it in conjunction with Reuinon mod. I was just wondering if it's possible to install the Resize Project for field models without 7th heaven, and if so, how?

Thanks.

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Hi Satsuki,

I love this mod. I've been using it with 7th heaven 2.0 and I don't think I can ever go back to Remako.

I want to use Reunion now, which doesn't support 7h, so I've been trying to install your mod without it but I'm having issues.
I unpacked the iro file for the fields mod with Ironite like you said, and it's left me with a folder called 'Fields'. Inside that folder are two subfolders called 'Field' and 'char's, which contain all the pngs. The issue I'm having is that I have no idea where to place any of these files in order to get the game to load the mod. I tried placing the field and chars folders into Steam > steamapps > common > FINAL FANTASY VII > mods > Textures, but that didn't work. I am running the game from the FF7.exe, not through Steam or 7h.

Any advice would be appreciated, thanks.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-03 15:36:20 »
It should just be a case of importing it then activating it, while making sure that the regular NT IRO is deactivated; when you say it doesn't work, do you mean it breaks in 7h or it isn't applying changes once activated?

Thanks for the response.

I imported it then activated it, while the regular mod is deactivated. I had vanilla combat version activated, but no changes were applied. I ended up using the installer instead, and now I think it's working the way it's supposed to, but I'm confused about a couple of things. I still get tutorials for innate abilities, even though it seems like they don't apply anymore, enemies and bosses are back to their original tactics, but are still visually redesigned, there's still a ??? on the save point for later when you get access to Mr. Smiley, so I'm assuming that is still in the game, and character stats are different, in a way that doesn't line up with either vanilla or NT. For example, Cloud starts with 0 spirit and luck, and has much higher vitality than Barret. I have no other gameplay altering mods activated.

Are these things normal for the vanilla combat variant? If so, is there any way I can just have the revised script, extra scenes (such as Cloud saying 'my job?' in the back of the train after the first bombing mission), the party members hanging around in the towns, and the improved character sprites, with no edits to anything combat or stat related?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-03 05:32:09 »
Can someone help me please?
I've used New Threat before and it's worked perfectly. This time I want to use the vanilla combat version, as I want the revised script and events, but with the vanilla gameplay. I downloaded the IRO and imported it using 7th heaven, but it doesn't work. It doesn't even do anything when I click on 'open readme'.
Is there something I've done wrong?

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