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

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Depends on, if you still use lgp files it only needs some restructures of the internal mod files. I asked Iros back then to allow 7H to modify other non FF7 own files, and he had added support for them. But there is a good chance that 7H might not work with your mod manager. We will see.
 
So the only 7th heaven mod I couldn't find a workaround with this is the break 9999 limit! New threat gave me some stange cloud models but if you put ChaOS base at the bottom of your load order it will fix that again! AWESOME!!!!
 
I'm finding it hard to see this forum I am so pissed. But I am making progress!


Admin note: In the UK, pissed means drunk

Ah!  Yes.  I forget we have so many "bloody" differences over the sea.  ;D
Make sure you take plenty of beer breaks like this one! :)
You deserve it - this project is truly astounding. (more like insane...haha.. but wow.)  This guy are sick.
 
And thanks for the donation. To you and all who contributed.  It was  a very generous amount. :)
 
I'm not meant to be rude but this question made me recall the "every time you ask... it will be delayed 6 months" quote. Please post the correct response since I'm missing the exact phrase :P
 
I'm not meant to be rude but this question made me recall the "every time you ask... it will be delayed 6 months" quote. Please post the correct response since I'm missing the exact phrase :P
Hahaha... this is so true... I'm so sorry to my italian fans that had to wait over a year for their version of SeeD Reborn :x lol
R06 will come out when it comes out.  If it ever gets postponed, just know DLPB is making it even better than it would have been. Patience is a virtue.
 
I said that phrase earlier today too.  ;D  I am trying to get it out as fast as possible with as many bug fixes as I can.  It is taking an awful lot of time.
 
Darkness is now part of the physical accuracy check.  This means that enemies are now able to be affected by it.  On other hand, Sadness and Fury will no longer affect enemies.
 
Actions will no longer perform on enemies that have been killed (but animation etc not yet visible to the player).  This stops reviving enemy bug and also stops accidental use of action on enemy that is already dead (the action skips to another enemy originally, which I always found annoying anyway).

Nope... that way will fail for multi targets and for confuse.  I'll sort this using miss flag. 

Edit.
Done.
 
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There's no space for max MP with the original font, but you don't really need it, as there is a colour bar under the MP amount showing you the relative difference.  Max HP is already shown in battle with The Reunion.  If you're using 7th Heaven, then that's not applicable to this mod.
I am confused, the reunion is listed in 7th heaven, is somehow that mod different then? When I enable it on there and the enhanced UI there is no MAX HP.  So are you saying the 2 versions of reunion are different? If they are, is there a reason the version you are referencing here cannot be put in 7th heaven?
 
I don't support 7th Heaven.  It's completely separate and outside of my input.  And it tries to support the older menu changes - which I no longer support.
 
Enemy skills can now be learned when a materia already has the skill.  It's not really a bug that it originally doesn't - but a design choice. A bit lazy of them not to add the ability in too.  For now, the "Enemy Skill learned" text will always be seen when it is used on member, but I am thinking I can add in a check to stop it.

NFITC1 also noted the area where they are all added, so I've moved the code to battle end, instead of "menu at battle end" - meaning learned skills are always learned.  Not just at victories. This one was a big oversight.
 
Enemy skills can now be learned when a materia already has the skill.  It's not really a bug that it originally doesn't - but a design choice. A bit lazy of them not to add the ability in too.  For now, the "Enemy Skill learned" text will always be seen when it is used on member, but I am thinking I can add in a check to stop it.
I'm not exactly sure what benefit that would have. If the Materia already has the skill, why would it need the ability to learn it again?

NFITC1 also noted the area where they are all added, so I've moved the code to battle end, instead of "menu at battle end" - meaning learned skills are always learned.  Not just at victories. This one was a big oversight.
That has always bothered me in the original, so I'm glad that's fixed.
 
No, what I mean is - if you have 3 enemy skill materias on one person, and one of those materias has a skill - the other 2 can then no longer learn them.
 
No, what I mean is - if you have 3 enemy skill materias on one person, and one of those materias has a skill - the other 2 can then no longer learn them.
:-o I didn't even realize that was a thing. I guess I've never equipped more than one on a person.
 
So I think what DLPB means is that he implemented a mechanism that lets the character learn an enemy skill into all of the enemy skill materias that they're currently equipped with. Even if one of those materias already has the skill, the other ones that don't have it will still learn it.

Looking forward to playing the next version of Reunion.  :)
 
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