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

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Also, there's a materia colour issue in the Tornado Labyrinth. One of the materias is the wrong colour on the ground.

Do you think you can get me a list of changes to fix the church scene with Leno so he comes in later and so cloud doesnt turn to face that direction?
 
@ cmh175
I really would like to work on the Community flevel project, but at first I need to work on my Model overhaul to bring it to work with the Reunion.

@ DLPB
If I find where and understand why I have made the change.  :P

I have found where we have started the discussion.
https://www.ff7catalog.com/posts/138507/
 
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We're getting slightly OT, but I'm in the early stages of writing a script patcher so I can separate all the script nonsense from ts, the idea would be to make changes with mako, save the flevel, and then dump the individual scripts using a new tool. After that it's a matter of distributing patches as a collection of scripts, and using the tool to reinject them into the flevel on install.

The main issue is getting different mods that modify the same script to play along with each other, I can think of only two solutions for now: either each mod creator would need to create a custom version of each conflicting script for each combination of mods (as you can imagine this would get out of hand very quickly), or the end user is presented with a diff-like screen that gives them the option of deciding how conflicting scripts are merged (which will be tricky for anyone unfamiliar with ffvii scripting).
 
We're getting slightly OT, but I'm in the early stages of writing a script patcher so I can separate all the script nonsense from ts, the idea would be to make changes with mako, save the flevel, and then dump the individual scripts using a new tool. After that it's a matter of distributing patches as a collection of scripts, and using the tool to reinject them into the flevel on install.

The main issue is getting different mods that modify the same script to play along with each other, I can think of only two solutions for now: either each mod creator would need to create a custom version of each conflicting script for each combination of mods (as you can imagine this would get out of hand very quickly), or the end user is presented with a diff-like screen that gives them the option of deciding how conflicting scripts are merged (which will be tricky for anyone unfamiliar with ffvii scripting).
Damn it! The like button is broken. Says something about no double karma action in 24 hours. Can someone else push the like button for me, please?
 
Also, there is a small text issue in frcyo (chocobo farm), where text overlaps when you feed a chocobo.  I've sorted it.
 
I think this is a model issue, but with Vincent's first Limit Break, Gallian Beast, when he uses his Beast Flare technique I get one of those little error messages on the screen (I can never seem to quite catch exactly what it says). It doesn't effect game play and looks fine visually, but I figured it'd be worth mention as I'm that loser that actually uses Vincent's Limits (once I'm sure he won't be healing the opponent, anyways. XD)

Also, messing around with Aali's driver options, but after playing the shooting minigame at the Gold Saucer I can say for sure that I've got something speeding up the minigames beyond belief (I'm just glad that motorcycle speed-up wasn't my imagination!)  I'm gonna mess with some of the fixes mentioned early on in this thread, but I figured it might be worth mentioning just in case.

PS - Awesome on the Steam support! I have no interest in that version myself, but it's great for those that shelled out for it! ^_^
 
The frame limiting options should be there and must be latest aali driver.  Then they will be correct speeds.
 
I think this is a model issue, but with Vincent's first Limit Break, Gallian Beast, when he uses his Beast Flare technique I get one of those little error messages on the screen (I can never seem to quite catch exactly what it says). It doesn't effect game play and looks fine visually, but I figured it'd be worth mention as I'm that loser that actually uses Vincent's Limits (once I'm sure he won't be healing the opponent, anyways. XD)

Also, messing around with Aali's driver options, but after playing the shooting minigame at the Gold Saucer I can say for sure that I've got something speeding up the minigames beyond belief (I'm just glad that motorcycle speed-up wasn't my imagination!)  I'm gonna mess with some of the fixes mentioned early on in this thread, but I figured it might be worth mentioning just in case.

PS - Awesome on the Steam support! I have no interest in that version myself, but it's great for those that shelled out for it! ^_^
I think you didn't disable popups. Otherwise you'll just get random notices throughout the game. Most of them are harmless. The settings are easy to miss in notepad. Is this not configurable in bootloader anymore? 

The discussion about installing overlapping flevel scripts sounds really interesting and would really help make things more user friendly and unified. I'm going to try installing the reunion with a mostly default flevel, with the changes added to a vanilla flevel. My scripting skills and experience aren't great but it sounds like without the original retranslation and MO, it'll probably only effect the parts you intended it to.

Does the reunion include the Vincent Ballerina fix? I'm not sure of the details of the file Obesebear uploaded so if not I'll correct the animation after the install.
 
@cmh - I'm really not an expert at notepad editing (I really have to be told if the problem is there), so its almost certainly that! Could you tell me the exact thing to edit/look for? I find stuff using the find function from the top of the document.
@Dan - I think I have the  most recent, but I'll double check.  I do, but it looks like I found the part I messed up in the notepad file, so this should fix it! Aaand it does thanks so much! :D
 
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We should probably start a topic for this, but…

Just thought of another cunning plan
HrIo73Q.jpg


Mods that change flevel scripts could simply hijack an unused script (or even add entirely new entities) to insert their custom code, after that it's a matter of inserting the call in the target script, anchoring it before or after an op that you know already exists in the original script.

This should (in theory) eliminate conflicts, as long as modders work together to make sure that they don't use the same empty scripts.
 
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@cmh - I'm really not an expert at notepad editing (I really have to be told if the problem is there), so its almost certainly that! Could you tell me the exact thing to edit/look for? I find stuff using the find function from the top of the document.
If you are using latest aali driver, you can't.  He's disabled the ability to hide errors.
 
Ah, thanks Dan. It's really not that big of a deal, so that's okay. ^_^
 
Well, actually, there is a patch that's been made to remove it again on his driver, but I can't release that can I :P  I didn't make it, but I use it.  :P  Guess you need to learn some assembly.
 
Hello, DLPB and congrats on the release! I have been eagerly waiting for this mod for a while! :)

Unfortunately, I am running into a problem with the installer.
It looks like this for me:

n53fr8.png


I am unable to re-size the window or go past this point. I am running Windows 8.1 on a Macbook Pro Retina using Boot-camp if that makes a difference. Thanks, any help would be great! :)
 
Dan - Btw, the installer is awesome I love the use of the music and the Sephiroth animation with his sword coming off the screen is pretty sweet.

A question on translation you've probably talked over with Luksy, but... moguris? With a word that's clearly Japanese to many familiar with the language (as well as a word that's going to stick out due to breaking from English canon, something I love and support in this case), moguris sounds awkward.  I think it might be better to go with the singular plural like in moose, as that's the nature of Japanese words in general.

Although my thoughts on this are mainly due to a pet peeve of mine when seeing words like 'chibis' all around the internet. XD
 
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Moguri is the correct name.  You can keep the incorrect moogle (canon or not, it's incorrect.  Other non-english cannon also opt not to use Moogle, which came about because they saw "ri" and made it an l) with the options in the installer.  Keeping Moguri for singular as well as plural, is a possibility.  That would be for Covarr to decide.

@tiz.  I will fix that soon.
 
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Oh shoot, I really wasn't clear. I love Moguri over Moogle. It is incorrect, but it's also English canon, all I was trying to say.  I was just talking about the plural thing on Moguri! *hopes she's clear this time*

Oh gosh, I love those little symbols to indicate barrier status! That's so cool!

Possible error that can be attributed to the original game: I'm doing all the Fort Condor battles and just got the one where the prize is '5 Potions' (battle 6), but I'm pretty sure it's actually 5 High Potions (the original game made the error of labeling them potions as well according to my source). Also the guy repeated the same message from battle 5 about Bomb Catapaults now being available, don't know if that's an error or if he is supposed to repeat himself.
 
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I think Fort Condor's screwy, this is the third time in a row I've gotten the same statement about 30 enemies and bomb catapults and I didn't get the Superball (original localization name, not sure if accurate to retranslation) I was expecting.
 
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