Hi Sega Chief,
I have been checking out your mod for some time and I am desperate to give it a try. I am coming up against some hurdles with my current mod setup and I have no idea how to overcome it as modding FF7 without bootleg or a mod organiser seems very tricky.
I have been using the old bootleg tool to mod FF7 as 7th heaven doesnt seem to give me the option for the old PRP field models and classic style battle models I like. I like to keep the graphical changes fairly minimal/purist in this regard.
I have been installed your mod first. Then running bootleg. Everything seems to work in that all the new field and battle models are there along with scene enhancements etc but your mod seems to only be 'half' installed. The new prompts about beginning new threat appear along with barrets prompt about regular/field music, but none of the gameplay changes have actually happened such as cloud having fire at the start or any of the enemy stats or attacks changing etc.
I'm kind of at my wits end with this as I just want to play the game with smoothed out field backgrounds, non wonky looking character models, a nice menu, and your mod.
If anyone has any advice as to how I could get this to work It would be massively appreciated.
Thanks
All right, so Bootleg can be very unwieldy when something goes wrong and/or you want to change something in the set-up. Both it and the NT installer overwrite files rather than inserting them, which is why some files are working and others aren't.
Just for understanding as to the file structure
Battle.lgp: Battle models
Scene.bin: Actual enemy stats, AI, formations, attacks
Kernel.bin: Holds character stats, equipment, Materia, Items, EXP arcs, Initial Data for new game; must be synched with Scene.bin otherwise wrong encounters load, causing crashes
flevel.lgp: Field scripts & events, dialogue, backgrounds
char.lgp: Stores all the field character models and their animation files (is used with flevel.lgp)
It sounds like the NT Scene.bin (enemy data) + kernel.bin (character/menu data) are being overwritten but the flevel has been left alone. Bootleg has likely overwritten these when it was installed.
What we could try doing is merging the PRP models into the NT battle.lgp and char.lgp. We use a tool called ULGP by Luksy to decompile model archives for editing then recompile them for use by the game; if you're able to get a NT battle/char.lgp and a PRP-installed battle/char.lgp then you'd be able to decompile them, pass the PRP models over to the NT archives, and then recompile them.
I'm going to be sticking in with my graded unit project until this Friday (deadline) but if you want me to have a shot at merging the archives for you, then get a PRP installation set up with the models you want and shoot me the battle.lgp and char.lgp so I can decompile/merge them into NT archives. We'll work the rest out like menu overhaul from there.
heya....correct me if im wrong....but did cait sith have any unlockable limits after slots? i thought i remembered there being something like lucky girl or mog dance that you could use in L3, but its been forever.
No, he only has two levels of Limits; Slots are hard-coded for the Lv.3 as well as Lv.2 so it was a no-go.
Hey SegaChief, thanks for making an excellent mod. I've been playing on and off for a few months and finally got around to beating the game tonight. I have very few complaints; at some points I would die really quickly but trial and error tactics often led me to dominating the boss soon after.
A few things however:
* What are the steal chances for weapons in the north crater? I spent the better part of an hour trying to steal from the behemoth and dragon enemies to no avail. It was so bad I contemplated getting the sneak glove...
* Which leads me to my next point. At some point during disc 3, I think after the dark cave sidequest, I lost the key to sector 5 I had already dug up from bone village. This means I have no way to get back inside midgar again AFAIK.
* The status changes you get from the battle arena reels are incurable. I don't remember it being that way in the original so I thought I'd bring it up to see if it was intentional.
* In the same vein I was not able to do anything about the dark cave boss that casts confusion/peerless. That character essentially became lost to the boss's side. Also all of the statuses it could inflict seemed to bypass protection.
* Jenova-Juno went into countdown mode and became seemingly immune to physical damage, but she stopped counting down (actually counted up) when I drained her MP. The arms never revived and she didn't do anything besides count so the battle just turned into a process of me figuring out what I could hurt her with.
Overall it was a great experience and much more fun and rewarding than I remember the original game being. Thanks a ton!
The Steals thing has been a problem for a very long time; it's a side-effect of my non-.exe solution to the level-scaling on physical attacks. I'll be able to fix this properly with executable modifications in future, and retire the work-around which means Stealing and the like will be functioning as normal for future builds.
Sector 5 Key needs to be re-added to the script, I must have the wrong Key Item ID or something.
Battle Square status changes are 'forced' onto the fighter and if you have status protection then it becomes 'incurable' due to the way status immunities work in the game; it was an issue in the original game as well. Poison would ordinarily deal 0 damage however but I changed the .exe to make poison ticks non-elemental and not dependent upon the Poison element anymore, which means it'll probably be causing damage now. An unforeseen side-effect of the change.
I think Debarrier/Dispel should be able to get rid of Peerless, I set them up to ignore status defence.
Sounds like Juno is broke in some way, I'll have a look at it.
Glad you enjoyed the mod overall though, despite the bugs; I'll be trying to fix all them up soon.
Heh. Honestly, unless that coding function affects L5 Suicide, I'd just rename the "L2 Confu" to something else. Easiest and laziest way to address that.
Anyways, just got to "Satan's Gate", and while I'm glad to see that the Powersoul item was moved there as a stealable item, in previous versions of Arrange the fight involved two versions of the Gate surrounding the party, which given I only fought one, I had to comment on given it was not as expected for Arrange and ridiculously easy to kill.
I'm in the process of removing all Level-based attacks; was never a fan of them.
Satan's Gate is a disappointment; not sure how I managed to mess up making it a tough boss, I guess it's been such a long time that I played the game actively that I lost my touch a bit. I'll be playing a bit of Gjoerulv's Hardcore mod soon to get myself back into shape.
Wow, the little Easter egg dialog at the beginning of the Ruby Wrapon fight if C-loud and Barret are in the party was just the best.
I thought it'd be a nice thing to add.