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Messages - totalchuck

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Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2026-01-05 09:27:50 »
All right. Thanks for your answer and for your work! :)

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Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-12-31 08:48:23 »
Well the chunk 1 that actually contains the changed scripts edited with makou reactor is absent in schinra archeology cut. I can only find the chunk 3 and 8 in SAC .iro. Chunk 3 is responsible for the field models. So the changed SAC scripts must come from elsewhere. How are the new scripts loaded for SAC ?

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Releases / Re: FFVII: Shinra Archaeology Cut
« on: 2025-12-21 06:55:55 »
Hi everyone,

Is it possible to make some field and script changes that are compatible with SAC ? I extract my changes as chunks (1 and 3) and load them with 7th heaven, but this erase the SAC scripts for the given field. Changing the load order just makes my changes disappear.

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Hi ! Thank you for this amazing mod ! It solves two of my main problems with the game, which are the interchangeability of the characters due to their lack of specialisation and the feeling that you are just going throught the adventure with the two characters in your team, rather than the full 8/9 characters squad.

I really love that you can see all the characters can be seen in different towns doing their own thing. It is something that should have been in the original game and that they actually implemented only for Costa del Sol. Barret seing Eleanor in Kalm before going to the northern crater was so fitting. It might be my favorite part of this mod. It is discreet, adds a lot to the adventure and feels natural.

Do you think it would be possible to have a standalone mod just for these towns apparitions the way you did it for the combat ?

Cheers thanks for your amazing work

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