[FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]

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Nope. Just this mod. Oh well. Hopefully it won't keep happening.

I'm pretty handy with photoshop (I use professionally), so if you'd like a quick hand I might be able to help out. Can't commit to much, but maybe an afternoon cleaning up files or fixing things. LMK
 
I am not at all sure how your issue could happen on a normal install with aali's Custom Driver installed (or with Steam version). It definitely shouldn't - and I can't see it being my issue at all.  If it does happen again, try and get a video of it.
 
Demara has nothing to do with this project.  No such word exists. You've likely used another mod on top of this one, which you are not meant to do.  Or you are using 7th Heaven, which is, again, not the installer from here and uses a mix of mods which will likely conflict.
Demara, as far as I can tell, is from gjoerulv's Hardcore mod, and is Demi3 in FF7 standard, or Gravira in most other FF games as well as Beacause.


Thank you for the info and this is all correct, I'm using 7H with many mods combined. I didn't know gjoerulv's Hardcore mod translated names, too. So I thought it was a translation by Beacause. Sorry for the inconvenience.
 
Hey there! Just discovered this project - it's really incredible what you've done here, and how thoroughly you've documented so many of your decisions. It really gives a lot of insight for those of us who have no way of reading the original translation, so thank you.

I was wondering if there was any way to access the script outside of the game? I'd like to read/refer to it.
 
Toughsctipt dumps all texts. With makoureactor you can also access the text.
 
Toughsctipt dumps all texts. With makoureactor you can also access the text.
Hmm, looks like the download link for touphscript is broken; I'll try makoureactor for now, but would love access to the script dumping tool as well.
 
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Luksy has also just added the link for 1.3.1, which is compatible with Steam and The Reunion R04 onwards.
 
Help required.

As you know, I am attempting to fix as many bugs as possible in FF7 for The Reunion.  If anyone has already fixed a lot of the errors with vanilla scene/kernel then I'd like to know.  It's no good to me if non-bug changes have also been made (like difficulty changes).
 
Help required.

As you know, I am attempting to fix as many bugs as possible in FF7 for The Reunion.  If anyone has already fixed a lot of the errors with vanilla scene/kernel then I'd like to know.  It's no good to me if non-bug changes have also been made (like difficulty changes).
What kind of errors do you mean?
 
Basically errors such as Rude (or was it Reno) not attacking all through a battle, or other battle AI errors (like Ruby tentacle causing game hang).

Would save me a lot of time if these errors were fixed in vanilla files.  I am currently sorting and adding them here (battle ones mostly added already by White Wind): http://goo.gl/2ASLFl
 
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hey, i really like this mod so far, but am having trouble in aeris's house. i put on auto run when i installed but even though i try walking out, when i get past the bedroom door, something happens and it triggers a run, which triggers aeris and i can't escape. is there a way to quickly turn on and off the autrorun? or am i doing something wrong?

Thanks!
 
hey, i really like this mod so far, but am having trouble in aeris's house. i put on auto run when i installed but even though i try walking out, when i get past the bedroom door, something happens and it triggers a run, which triggers aeris and i can't escape. is there a way to quickly turn on and off the autrorun? or am i doing something wrong?

Thanks!
Yeah, disable autorun(both in ochu and 7h), its triggering creacking action always. Even holding circle to walk doesnt work. You can enable it afterwards.

Sent from my Xperia ZR using Tapatalk
 
To get past that part at the moment, you just run in the same spot as you'd usually walk.
 
Had a quick look, I can fix these tickets for scene/kernel (number based on row in spreadsheet): #2, 44, 47, 56, 57, 58, 59, 60, 61, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81

But:

#55 is a field script thing; set the drop properties for AP to be 255, 255, 255
   and it will be picked up as mastered; no kernel edit required.

#56 is awkward because it obeys command data and not weapon data, and some
   weapons are long-range. Setting it to obey weapon target data may
   work out but there could be unintended side-effects.

#63 can be fixed by either removing the gil+ effect from the attack or by having
   the enemy stop using that attack after a certain amount of time.

#64 Depends on what suitable animation to change it to; there's plenty of
   other items that share animations with spells/attacks though.

#65 This seems more like a feature of the fight; he has higher defences and
   HP (relatively speaking) than anything else up to that point so
   enhanced back-attack damage was likely intentional here.

#71 Depends how you want it fixed; exception in the counter script
   or disabling Manipulate flag for them

#77 This is more a mechanical issue but I had an idea to fix it; if a turn
   was added to his counter script then he'd at least be facing the
   correct way visually after a rear-machine gun (like how the Bodyblow
   counter works but the turning would be AFTER the machine gun).
        This guy has resisted fixing since time immemorial though :l

I also spotted some other issues that I can fix in the menu section:

Menu
#2, 11, 12, 13

#13 Not sure about 13, it might be bugged. The sellable flag is unchecked but surely someone's tried this by now.
 
Anything you fix from a vanilla kernel scene will really help me.  I will add your credit to the database and The Reunion.

I will make sure not to change the order until you are done.  Best check again, because I think I have ordered them as of last night.
 
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Anything you fix from a vanilla kernel scene will really help me.  I will add your credit to the database and The Reunion.

I will make sure not to change the order until you are done.  Best check again, because I think I have ordered them as of last night.
I'll do them tonight then; should I use any default kernel or do you have base files with translations I should use?
 
Doesn't matter with kernel and scene, since ts will go over it and fix it up. Plus wallmarket wrecks the text anyway. Use the original scene kernel and it will be good.  If you want me to give you access to the document so you can mark the ones you have done purple or something, then I will.  PM me :)
 
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Job done: http://www.mediafire.com/file/ux5p6yd75mgrfmz/DLPB_Scene_and_Kernel_5th_May_2017.7z

Changelog and notes below (also in the download folder):

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#2: Wind Wing's manipulate attack-list adjusted; White Wind replaces Sham Seal.#44: Bahba Fight in Battle Square (Pool B) now calls encounters from Pool B#56: Deathblow, Morph, and 4x-Attack were set to obey weapon-target data. 4x-Attack loses its random targeting from this however and will instead behave like 2x-Attack.#57: Elixir and Megalixir set to use Magical formula and prevent Cover. Megalixir doesn't suffer this issue but done anyway for consistency.#58: Lv4 Suicide had Reflect flag disabled.#59: Checked accessories, but they all have the Slow-Numb flag checked as well as Petrify. Contain Materia, however, did not so I enabled it for that.#60: Chance of Slow being inflicted was set to match the next highest status chance (20/63 which is something like 80% though there's other factors in practice).#61: White Wind no longer clears Resist or Death Force.#63: Trickplay had the 800gil addition removed from it's AI.#65: Air Buster's back-attack modifier set to default 16 (2x).#66: Added an Eyes check to Emerald's counter AI for Aire Tam Storm.#67: In death script, set Var0020 and Var0040 (Tentacle A and B) to have their Main Scripts be deactivated separately rather than a single instance of 'AllyMask'.#68: Cure script removed from Adamantoise's Main Script.#69: Toxic Frogs are now covered by the Kelzmelzer in front of them.#70: Rude's AI given two additions; Shoulder Tackle's condition for use is now var0060 = 1 and will set var0060 back to 0 after its use.#71: SOLDIER enemies can no longer be manipulated.#72: Rude's AI updated with more thorough targeting parameters in Midgar Raid.#73: Death Dealers given no restorative immunity so that Hierophant can heal them.#74: Church Encounter set to be unescapable.#75: All mentioned encounters had Pre-emptive flag disabled; Formation 977 had it re-enabled.#76: Cactuar now uses 1000 Needles; replaces 2nd instance of Mystery Kick in the AI.#77: Added a Turn to Air Buster after using Rear Gun so that he is now visually facing the direction he is actually facing; consider this a workaround.#78: Corrected Defence/Anim reset in post-action AI for Desert Sahagin and Sahagin.#79: Berserk action added for mentioned enemies. Dual Horn's ID#0271 attack has a fully functioning animation attached to it so a copy of Horn Lift's data was added for this attack albeit with the unused animation.#80: 2-Faced had a check added to its AI and will not act if Silenced.#81: Dragon Zombie will, when killed, purge itself of Silence through an AI flag and then check for MP before attempting to cast Pandora's Box and setting the global flag. A failsafe could also be added to have this enemy reactivate the flag under certain conditions.[Menu]#2: Odin Materia had the Death Sentence flag added to its protection so it will now be highlighted in status menus.#11: Cloud's required EXP has been changed to show that he requires 9EXP to reach the 619 EXP required (he starts with 610EXP; is the 6EXP stated in the ticket an error? It shows 610 as the starting value in the editor with 619 needed for Lv.7).Skipped[Battle]#47: Text issue, will likely be lost if I correct it here. The syntax appears to be correct in that it calls VAR:{TargetName} but it's likely that it considers the character performing the sneak attack as the target for this action. A different wording will clean this up; 'Sneak Attack!' for instance.#55: Set this in the Field script to be picked up with 255, 255, 255 for AP to have it drop as 1-star Mastered.#62: Warp Spell vs Chocobos[Menu]#12: Gil Plus seems to be an oddity. It has 0, 24, 32 set for its modifiers compared to 10, 24, 32 on EXP Plus. I set Gil Plus to use 10 instead of 0 like EXP Plus but I have a feeling this isn't the issue.#13: Silver Barrette is very odd. In the WallMarket editor, setting the Sellable flag will not persist and instead reverts back to being unchecked. Investigation needed.
Most of those don't need testing but the Rude, Ruby, and Emerald weapon fixes should be checked just in case.
 
Great work!

#63 There should be an addition for trickplay, of some sort (it's the gold mine move).  It just shouldnt allow for exploitation to gain ridiculous amounts of gil.  How does it work?  Wondering if there's a way to cap how much you can gain each time it uses it.  It shouldn't be so great that it makes gaining gil remotely easy.  Just a nice bonus or whatever.  Maybe it's best that the gil thing is disabled completely.  What do you think?

#62  Can this be fixed by making chocobos react to Remove/Warp? Which is the best way if possible.

#13 Yeah, Wallmarket seems to be broken with that flag (Silver Barrette sellable).  I remember now.
 
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