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

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We're entering the final stages now.  I am just waiting for one fix to ts, and for the last of the questions to be put to bed.  I've been sorting some inconsistencies today with town/city and so on.  I've also made a few script fixes (like Cloud and Aerith both saying "The Promised Land!!" at the same time. This is approaching release day very soon.

In meantime, another of my favourites:

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The Shinra people told us that everyone would be happy once the reactor was built. But all it brought us was sadness…”------------------------------“Tell me, young man.”------------------------------“Can't we be happy without having to sacrifice anything?”------------------------------“Can't time pass without unhappiness?”
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Mayor“The people at Shin-Ra said  that a Mako reactor would  bring us all happiness.”{NEW}“And yet,all it ever did bring  us was grief.”------------------------------#xy 216 32Mayor“Tell me,young man…”------------------------------#xy 171 32“Can we not attain  happiness without sacrifice?”------------------------------#xy 208 32“Can we not live life  without suffering?”
 
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Another fix.  This time the soldier on the right at the bridge of Mt Nibl never got to have his dialogue seen, because the soldier on the left ( Cloud in the true story) is blocking his way.  I've moved them into better positions so both dialogues can be seen, and at the same time still making sure the player can't leave the area.  The lost dialogue is:

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{TIFA}“It gets harder from here! Follow me!”“I'm all right. You be careful too, Guide.”
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{TIFA}“Okay,from here on it gets  a lot tougher. Keep up!”------------------------------“We're fine. It's her that  needs to be careful.”
 
OK, so...  all that is left now is the questions for Luksy, and the update to ts.  Luksy is busy with work at the moment, so in meantime I'm seeing what else I can fix up.

The retranslation is done, all checking is done, it's not going to be improved much now at all.  I'm not ever making any full revisions to the text again.  The only changes after R02 will be minor, and largely by others spotting them (I'm confident these errors are an absolute minority if they exist).
 
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Great news all around!

Let's hope you can push this one out and that it can be a huge success! I am also hoping that the new retranslation will one day be fully voiced! That's be great!
 
While I'm waiting for Luksy I've decided to start the 99 1:35 Soldier quest.  It's very simple really...  the problem is the time it takes.  A lot of it is just copy and paste, and Mystere could maybe cut that down a bit too, but even then I'm thinking of perhaps doing this by editing the files by hex in batch rather than Makou Reactor... if it's possible, since this is entirely a duplication effort.  The only things that really change are the savemap vars and the soldier coords.

It really is just a 1:1 copy.  Of course, the fun part is choosing the locations.  I've already got one of them done.
 
While I'm waiting for Luksy I've decided to start the 99 1:35 Soldier quest.  It's very simple really...  the problem is the time it takes.  A lot of it is just copy and paste, and Mystere could maybe cut that down a bit too, but even then I'm thinking of perhaps doing this by editing the files by hex in batch rather than Makou Reactor... if it's possible, since this is entirely a duplication effort.  The only things that really change are the savemap vars and the soldier coords.

It really is just a 1:1 copy.  Of course, the fun part is choosing the locations.  I've already got one of them done.
99 is a lot.
 
Luksy has agreed to make me a small program to add in the 99 Soldier quest. Since all this is duplication it can be done without affecting any other mod, and can be patched to any flevel without conflict (assuming a modder hasn't used the same vars I have.  Nightmare 7 doesn't).

Luksy is doing the annoying (and hardest) part of creating the program to edit flevel, and I'm supplying him the script  to use , the fields to add the script to, and the coords of the soldiers (the longest and most fun part).

It should be a fun little mod when done :)
 
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I'm waiting on this. I will buy the Steam version once you guys are done. What's the status on the Iscar mod? Is that ready to go or will that need to be added later?
 
Luksy has agreed to make me a small program to add in the 99 Soldier quest. Since all this is duplication it can be done without affecting any other mod, and can be patched to any flevel without conflict (assuming a modder hasn't used the same vars I have.  Nightmare 7 doesn't).

Luksy is doing the annoying (and hardest) part of creating the program to edit flevel, and I'm supplying him the script  to use , the fields to add the script to, and the coords of the soldiers (the longest and most fun part).

It should be a fun little mod when done :)
I just hope someone does a guide. I've never been able to perfect complete anything but certain platformers (Mario, 1st Gen Spyro, Banjo Kazooie, etc) without a guide so... XDD
 
One quick question. There is a field (trnad_4) where we can find a blue materia (MP Turbo). However this materia shows in yellow. I've opened this field using MakouReactor and I see the 3d model but I don't really know if it's possible to change its color. Do you know anything about this?

Regards
 
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Iscar mod hasn't even begun... it's got the lowest priority.  Getting the game to play better based on the original is priority, then I can hopefully get around to removing him.  The script won't be too hard...  placing new model in and stuff may be!

@green goblin.  This issue has been fixed already for Reunion, along with many others.  It is a fault with the original game, including PSX version.  A full list of changes will be in the readme.
 
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@green goblin.  This issue has been fixed already for Reunion, along with many others.  It is a fault with the original game, including PSX version.  A full list of changes will be in the readme.
Good. If you could tell me what exactly should I modify to change the color... As you know I'm planning to port your R02 into the PSX game but I also want to fix all those little issues.
 
Look at Makou, find the correct map, and substitute the correct model in from elsewhere (that uses the correct materia model).  Copy and paste.  I have no time to go into specifics, but changing this is really easy.
 
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ok, that dialogue for the world map saying there's something missing (the canon) is almost certainly unused (looks like the developers opted for the field exposition rather than world map, but I think world map would work better).  If we ever get a script editor for world map then we'll know how.

I will be using Kal's recommendation and removing the canon before you get to junon, so at least it won't be magically disappearing anymore.
 
Up to date list of flevel fixes (if you know of any more issues then say so):
General Flevel Fixes

ancnt1 / ancnt4: Corrects Vincent's animation

blin67_2:  Fix Tifa infinite Love Points bug

chrin_1b: Aerith missing dialogue in dream sequence reinstated
              Cloud/Aerith no longer turn to face Reno by accident
              Other changes to fix Cloud/Aerith interaction with Reno

chrin_2: Fix issue that led to removal of Gongaga cutscene

cosin1_1: Fix Barret infinite Love Points bug

del1: Allows player to talk to NPC on boat

elminn_1: Inserts missing Barret dialogue if not in party when receiving PHS

elmin4_2: Fixes old man's dialogue so that all three are shown

fr_e: Possibly to correct animation speed during FMV

fship_4: Fixes menu access bug after talking with Yuffie

gongaga: Tifa/Aerith Love Points check is now >40 and not >120

goson: Fixes the mayor's dialogue to show up correctly

jtemplb: Aerith/Cloud now correctly exclaim at the same time

las2_1: Removes stupid "secret cow" added with 2012 version

lastmap: FMV is now full length and not chopped

min51_1: Some TV dialogues originally had little chance of being seen

mtcrl_9: Rope bridge scene in Corel reinstated

mtnvl3: Second soldier's dialogue is now accessible

psdun_2: Enables Aerith's dialogue when skipping Kalm

trnad_4: MP Turbo materia is now blue instead of yellow

---------------------------------------------------------------------------------------------
Weapon Flevel Fixes

games_2: Odds of a complete win now around 400-1 and not 3709-1
               Rounds are 5 as opposed to 10
               If you ever did manage the 3709-1 feat originally, you were awarded a bug

kuro_4: Enables original clock minigame difficulty

---------------------------------------------------------------------------------------------
Beacause Flevel Fixes

Beacause uses all the fixes in general by default, but also adds this fix:

frcyo: Option vars fixed
@Green_goblin you can check these scripts in Makou and see what has been changed.
 
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http://finalfantasy.wikia.com/wiki/List_of_Bugs_and_Glitches

edit

I have had a look at the script in question, and it used at Chrin_1a > Earith > Script 8.

This is called from Direct > Script 6.

As you can see, [3][18] bit 7 conflicts with the bit set at the inn in Niblheim with the old guy (which is why if you talk to him and ask him about the town, this event will never occur)

So:

a. Is this event MEANT to occur...?
b. Is this an event that was supposed to be removed but accidentally was left behind?

Either way, it needs a fix.

edit 2.

The Aerith's "ghost" is intended after all (after gamemoment 672, which is when Aerith dies).  It's likely not meant to really be her, and more how your brain can sometimes see things it is missing.  I think the idea here is for a split second, Cloud thinks he sees her (on the other hand, it could be intended that way, but that's my interpretation.  There is a disabled NPC that goes on about seeing some sort of ghost).  She basically just flashes on and off.  I am not sure why they scripted it the way they did, but that's the end result.

So I've corrected the bug in the Nibl inn which prevented this scene happening.

edit3.  if I had to go with an explanation I'd say the Aerith apparition is deliberately targeting the player, the idea being "Did I imagine that just now".  I find that kinda quirky.  I'm happier to find out that this was intended in script and not a bug which I thought it was for years...  but perhaps that's the fault of how the scene is scripted.  I may edit this scene so that there is a fade-out and not a flash on and off.
 
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https://mega.co.nz/#!85MTDQaZ!9SMUh3K9fW1sMo4ih8cV_KbBqOTeRMWw6sCRb4_PbzI

The "Something is missing" etc text has nothing to do with the cannon lmao... I just checked the chocobo dialogue, and it occurs as the first dialogue before the "Wait there". [World map does not support "new page" like field from what i can remember...] 

Context changes the above text to something more like "I'm forgetting something..." etc... since you have missed Kalm. I'll ask Luksy.

Anyway, the cannon still needed fixing, so no loss there.

Tifa also has unused dialogue for this part:

#cy 176
{TIFA}
“Let's see,
  where was I going?”

This dialogue can't ever be seen under normal circumstances.
 
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