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Messages - mph8er

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1
Skipping FMVs is warned about in help file.
I know. Still worth it to document it though. A, it will help those who want to skip as many of them as possible. B, if a way is ever discovered to actually fix them, your bug document is well organized and and would serve the purpose well as a one-stop shop for the instances it occurs in.

2
This one's easily avoided, but was reproduceable across two separate playthroughs. Didn't find it in the list. This was on R06f with no other mods.

1. Soft lock in Golden Saucer. If you skip the final tram FMV during your first visit, the music will not play. If you immediately go back in the tram upon arrival, the game softlocks.
2. Repeatable on save file 1. Enter Corel, take tram to Golden Saucer and use the FMV skip feature on the cutscenes.
3. App.log: https://drive.google.com/file/d/1K6yZo_ne0p-j1ncwjfb_JgL4otG5eSB6/view?usp=sharing
4. Reunion.log: https://drive.google.com/file/d/1qVDkRQ_Yhro1dp_bnjUv5kFfMBWnOMOX/view?usp=sharing
5. crash.dmp: Not crash-related
6. Save file (most recent save): https://drive.google.com/file/d/19Jbn5e2bdA-Zl4OzH9ImugUbVdNcjf-E/view?usp=sharing
7. Audio.log: https://drive.google.com/file/d/1RXy3f_UPF2JFq_B75COaU0VNvRoYBCwe/view?usp=sharing
8 & 9. - not a performance issue

3
need your save file,mph7er
Never saw a response to my save file, so will post a full bug report. I'm going to reinstall FF7 and R06F from scratch and start a new playthrough. If the save file is fixable or if you find something, let me know. Will post an update after I reach Cosmo Canyon again.

1. Progression issue in Cosmo Canyon. Red XIII missing from stairway after entrance cutscene. Bugenhagen and Red XIII not in the observatory. Other party members not in scripted positions. Talking to the guy blocking me leaving Cosmo Canyon causes a softlock.
2. Repeatable on save file. Planning to replay to verify if it's encountered on a new save. R06f was installed about 10 hours back. Did not encounter the issue on another playthrough via R06e, though I was using other mods on that playthrough via the custom folder.
3. App.log: https://drive.google.com/open?id=1F11v70XfhxpHM_mg4fUBoAn8TzvTP9Il
4. Reunion.log: https://drive.google.com/open?id=1kR1HLSpe6Ne-YVZRjqF0OTyqPIZ0s7SR
5. crash.dmp: Not crash-related
6. Save file (most recent save): https://drive.google.com/open?id=1BpPaj7SRbg8oWF5sHA5WirG9pCz3budA
7. Audio.log: https://drive.google.com/open?id=1p3eGKGytM1S_k4EweGLqaMufZfn11j77
8 & 9. - not a performance issue

4
hi, i tried to look at page 220 for the mod insertion, and i have some doubts: what if in the mod there are folders that are not mentioned in those lines? i don't know where they belong, or should i leave them be?

I can probably answer this one. The folder in question works a bit like the overrides folder in GTA5 if you've ever modded that. In FF7, there are a bunch of lgp files, which are basically zip files containing a bunch of files in a specifically named file. There are lgp files for battle, magic effects, character models, etc.

The Reunion injects replacements to those files either by replacing the lgp file outright or creating a folder with the same name and file contents as the lgp file. You can see this if you look at the structure of The_Reunion\BASE\New_Translation and The_Reunion\BASE\Model_Overhaul as both contain a collection of files. The ini file determines which folders of overrides gets loaded and in what order.

If you specify an empty folder name on the MOD_ID section of the INI file, then start the game, it will create the folder structure you need automatically. After that, if you wanted to use a model for example from 7th Heaven, you would use the IRO tool to extract out the download that has the model you like. The field mod, find the model you like and when you open it, you'll find a folder. It will be named either char or char.lgp. If you place that folder in the The_Reunion\CUSTOM\YourModFolder\direct, which also should now contain a char folder, any folders in that folder will override the ones injected by Reunion. All the compatible mods will have a matching folder structure.

6
Had alot of fun with this mod so far, thanks for your work on it. Unfortunately, I have run afoul of what appears to be a progression bug.

My buggy broke down outside Cosmo Canyon as expected, then I entered and renamed Red to Nanaki. After this, I noticed a few oddities. First, I'm used to seeing my party members in the village, such as Barret where he discusses the origins of Avalanche. All of them are missing, including Nanaki at the stairs where he talks about his father before continuing up to the observatory. When I walk into Bugenhagen's room, the cutscene where Nanaki enters never plays, so I'm unable to progress the story.

Also, if I attempt to talk to the guy at the entrance of Cosmo Canyon, Cloud runs in place and the game is softlocked after the conversation is completed.

For some background, I'm running the steam version of the game. I was on R06e til entering Junon, then I upgraded to R06f when I saw it was available. I reinstalled R06E when I encountered the issue, but that has not resolved the issue. The save is bugged I suspect.

I also encountered another softlock elsewhere, though it was easily bypassed. If you skip the second cutscene when taking the gondola from Corel to Golden Saucer, the music won't end up playing. If you attempt to get back in the Gondola to return to Corel while the game is in this state, the game will softlock after the doors on the Gondola close.

Any suggestions or has anyone else got a save from around this point?

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