[FF7] Qhimm Catalog 3.0 Reports / Requests

  • Thread starter Thread starter EQ2Alyza
  • Start date Start date
Status
Not open for further replies.
From what i've read on the author's page, the creator painted the original models with the artwork from the game so i dont think he ripped models from somewhere though i wouldn't know if using paint to paint on the normal models with the official art of the game can be considered ripping them, i guess the only thing would be to ask them or something.

About the chibi, i thought there used to be a mod that fixed the mouth and added hands on all of them but i guess i was wrong there too, sorry for the disturb.
 
If any assets are used is where it would become an issue.  So if anything came from another game then it is really a no no.
 
Would Tetsuya Nomura Artwork he did for the game count as FF7 Assets or Outside assets? From what i know all he did is paint the artwork on the original models of FF7 but I'll ask them just to be sure.
 
I just received confirmation from the mod's original author that all assets for his drawn on battle models are all 100% originals
 
they are originals yeah. He draws everything himself to allow him to wrap it around the model.
I asked him to teach me haha
 
is there any mod of sephiroth with her own limites and movements? to play as a main character o in the party?
 
Sorry for the necro answering the question and giving an update.  To answer your question Megamaki there will be soon I will finalize and hopefully release the mod within a month.
Update: I am in the process of playing through and ironing out the bugs.  That is mostly why it is taking so long.  I am running into an issue with the screen being black when you transition from the Rufus fight after you fall into the lifestream and Shade Sephiroth talking before you walk up to him and initiate the convo.  Hopefully these can be fixed easily and then move on to northern crater and have that finalized and that should be all that is left.  Need to get the Sephiroth Chocobo and any other related minigames version being used in this mod.
 
Sure. I didn't want to release until we had finished some other features and fixes, but it's been so long since we've worked on it that I forgot what they were  :-P

Curious, what problem did it solve?
 
Last edited:
hello, an official mod who strongly upscaling FF7 version pc and steam, named "ff7 hd remako graphic" make breaknews and is now available, you can download this here: https://mega.nz/#!MXZTVYSY!rpmM7bAIkUQLFIluQeBB7QHU_D-3qGT4SL0kgkXTTNo
or you can read this here ==>https://www.pcgamer.com/final-fantasy-7s-ai-upscaled-graphics-mod-is-now-downloadable/ 
and for view pictures, it's here ==> https://www.tomsguide.fr/2019/02/04/final-fantasy-vii-passe-a-la-hd-avec-un-mod-intelligent/

but i wanted to know if it's compatible with the Ff7 7th Heaven mod?  can you study the subject please?
thank you.
 
hello, an official mod who strongly upscaling FF7 version pc and steam, named "ff7 hd remako graphic" make breaknews and is now available, you can download this here: https://mega.nz/#!MXZTVYSY!rpmM7bAIkUQLFIluQeBB7QHU_D-3qGT4SL0kgkXTTNo
or you can read this here ==>https://www.pcgamer.com/final-fantasy-7s-ai-upscaled-graphics-mod-is-now-downloadable/ 
and for view pictures, it's here ==> https://www.tomsguide.fr/2019/02/04/final-fantasy-vii-passe-a-la-hd-avec-un-mod-intelligent/

but i wanted to know if it's compatible with the Ff7 7th Heaven mod?  can you study the subject please?
thank you.
It's actually already in the forums here:
https://www.ff7catalog.com/threads/12957/

And it's already planned to be added to 7th heaven once the field, battle, and world textures are released as per what EQ2Alyza has said in that thread (about 2/3's down the page)
 
Last edited:
I'm using the Beacause + Menu Overhaul mod that was packaged in the 7th Heaven catalog, but I just wanted to check: is it the most up-to-date version? It seems like Beacause reached 100% completion, so I want to make sure I'm using that 100% complete version
 
I'm using the Beacause + Menu Overhaul mod that was packaged in the 7th Heaven catalog, but I just wanted to check: is it the most up-to-date version? It seems like Beacause reached 100% completion, so I want to make sure I'm using that 100% complete version
No, the 7H version is R03c.  R05c is current, and R06 is "real soon now" (just final testing and whatnot to complete)
 
Not entirely sure if it's what was intended with "Mod request" in mind (I suck at reading intention, sorry!) but would it be possible to use some sort of frame-blending/motion blur shader to replicate the persistence of vision and (Possibly) interlaced (Blended) signal the original game expected?

For example, take how when use an "All" type of magic, you get a pointer finger rapidly flicking between all valid targets. I imagine on a CRT (I've only got a tube telly, no monitor, and unfortunately the game won't run on my Xbox's ps1 emulator to verify this) that it would blend nicely into a transparent icon, which I assume was the intention, is that right? As well, wouldn't it smooth out those jittery 60fps battles? (The whole point of motion blur being to create the sense of motion when there's not enough drawn frames to portray movement.)
 
So my issue currently is that no matter what I have the settings switched to, several mods keep deactivating to due compatibility issues.  Mainly, using the Resize Project from the Field Models 3.0 catalog and Using New Threat from the Gameplay 3.0 catalog.
 
So my issue currently is that no matter what I have the settings switched to, several mods keep deactivating to due compatibility issues.  Mainly, using the Resize Project from the Field Models 3.0 catalog and Using New Threat from the Gameplay 3.0 catalog.
That’s right. You answered your problem by saying they have “compatibility issues.” RP will deactivate NT because they’re incompatible. They both modify the flevel.lgp, which can’t be mixed together when modding FF7. Sorry for the confusion.
 
That’s right. You answered your problem by saying they have “compatibility issues.” RP will deactivate NT because they’re incompatible. They both modify the flevel.lgp, which can’t be mixed together when modding FF7. Sorry for the confusion.
So does that incompatibility override the "Ignore Mod Compatibility Restrictions" feature of 7th Heaven?
 
No, it’s the opposite. That button will override the compatibility locks set with the mods and make them available to choose. This is not recommended though. You will experience glitches and crashes. If you ignore my warnings, so be it. But please don’t report it on the forums or Discord unless you’re there to offer a compatibility patch that you worked on to help fix the problem. Otherwise, you’re only wasting time for others for something that is already tested and known to not work.

Good luck and happy playing  :wink:
 
Status
Not open for further replies.
Back
Top