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

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I don't know how to use spoiler, so sorry...

Maybe it's better to use "Exit" here.



Materia tutorial with Barrett:







Save tutorial:





In here the capital S is missing (Save):



Equip tutorial:



Materia tutorial:



 
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It's cool, I have to open the game anyway :)  You don't need to screenshot em all.

Leave is correct, since you are leaving the shop.  But I'll increase the box.

I have no idea why yours is so high up... mine isn't.
 
I had have posted this idea to Sega Chief a while back ago but what do you think about a black smith mod similar as in FF8? As you have posted you want to give the enemies resists to attack types. The mod I have in mind would divide the weapons into 2 or 3 weapon classes and a weapon can be upgraded by a blacksmith if you have the necessary Items and if he has the skills to upgrade it. With weapon classes the player could better react to changed conditions without to swap to another character.
For Cloud I have thought about 3 classes one edged (good against organic creatures), double edged (boosts magic and can inflict some status alignment) and hard edged (can inflict slow, not sure about the target enemy class).
Collecting materials does also mean that you can add new rewards for minigames for your 1/35 Soldier minigame.
I also think that enemies shouldn't drop money but sellable Items (human enemies are an exception). I would say that a trading like system fits in the rough world of FF7.

If I could I would change the whole materia system to a class based materia system (would be easy if we could give the characters a predefined set of materia, but this would need to hack the magic and the weapon menu) because as it currently is it makes some character useless. But I think that's too much I want. :roll:
 
I'm sticking to original game as much as I can, firstly so it is still FF7, but secondly because changing so many things will mean the mod never gets finished.  But you're welcome to add these changes to Weapon at some point in an additional mod.
 
Things get more difficult for me....  Stupid game.  The game limits stats but then adds on any additional stat bonus... I'll look into fixing that tomorrow.

edit

Fixed
 
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Hi, it looks like the download link for this is broken, can anyone reupload or point me to a mirror? I'd like to give it a try, thanks!
 
Offscreen texts:







This materia is called "Property" in the field message (Mayor Domino gives this in the Shinra Building), but in the Kernel it's called "Force". Which one is the correct?



I will be posting more screenshots as I'm doing a complete walkthrough on the PSX.
 
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Property is correct. And it's property in my kernel.  Have you done something wrong?  Are you using R03b? Seems to me like ts may not have properly encoded the text for you, or you have swapped kernels? (or was your kernel read only somehow when you ran the installer?). 

Urgh... that big dopy original font strikes again.
 
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I think I'm using the old R01 kernel. I will have to update it.
And I'm not playing the PC game, I imported all the translated content into the PSX game and I'm playing using an emulator.
 
I think I'm using the old R01 kernel. I will have to update it.
And I'm not playing the PC game, I imported all the translated content into the PSX game and I'm playing using an emulator.
That's a problem.... because the issues you may have may have nothing whatsoever to do with the PC version or my installer. The Force issue certainly does not.
 
You are right, probably these are my problems. I'll try to fix them myself.
 
Funny thing, but recently someone asked me that about NT; they got a bunch of weird names like Force instead of Elemental when running it through 7H's gameplay category.
 
Force was my original name for it and although it's a good name for the materia, it occurred to me that poison could not be considered a force (although the meaning here was "Force of Nature").  Also... the actual translation is exactly "property" which is used on a few RPG localizations inc BOFIII.
 
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I don't have an screenshot for this one, but this kernel text may be much too long depending on the enemy's name:

{Target}{Attack} has no skill power remaining.

MAybe it's better to use the original text:

{Target}{Attack}'s skill power is used up.

I found one enemy in the Shinra Building and this message showed a little bit out of the battle box. I don't remember the enemy name, it was those sword guardians on the 68th floor and you can steal the Hard Edge from them.
 
I'll have a look.  Can't use the one you recommend because enemy names have a space after them and the apostrophe then ends up looking bad.

However, it is not TARGET ATTACK.
 
What about:

{Target}{Attack} has no MP remaining.

Because that is what is happening in fact, enemies also have MP.
 
What about:

{Target}{Attack} has no MP remaining.

Because that is what is happening in fact, enemies also have MP.
I suppose.  It's not target attack though.  It's monster name and ID. :)
 
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