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

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Spoke to Luksy, he's just trying to get some motivation together.

In meantime, I fixed the opening bombing mission.  The door now opens for Jessie after you run down the stairs.  Also fixed this:

http://finalfantasy.wikia.com/wiki/Raid_on_Midgar_Glitch

I had a look at making the cannon graphic disappear from world map model before you reach it at the correct point in story, but it disappears based on game-moment, and without a world map editor, I can't fix that.

Fixes so far
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General Flevel Fixesancnt1 / ancnt4: Corrects Vincent's animationblin67_2:  Fix Tifa infinite Love Points bugcanon_2: Fixed story skipping glitchchrin_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 Renochrin_2: Fix issue that led to removal of Gongaga cutscenecosin1_1: Fix Barret infinite Love Points bugdel1: Allows player to talk to NPC on boatelminn_1: Inserts missing Barret dialogue if not in party when receiving PHSelmin4_2: Fixes old man's dialogue so that all three are shownfr_e: Possibly to correct animation speed during FMVfship_4: Fixes menu access bug after talking with Yuffiegongaga: Tifa/Aerith Love Points check is now >40 and not >120goson: Fixes the mayor's dialogue to show up correctlyhyou8_2: Fixes infinite Elixir issuejtemplb: Aerith/Cloud now correctly exclaim at the same timelas2_1: Removes stupid "secret cow" added with 2012 versionlastmap: FMV is now full length and not choppedmin51_1: Some TV dialogues originally had little chance of being seenmtnvl3: Second soldier's dialogue is now accessiblenmkin_2: Door will now open and shut for Jessiepsdun_2: Enables Aerith's dialogue when skipping Kalmtrnad_2: Missing Cloud scene reinstatedtrnad_4: MP Turbo materia is now blue instead of yellow---------------------------------------------------------------------------------------------Weapon Flevel Fixesgames_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 bugkuro_4: Enables original clock minigame difficulty---------------------------------------------------------------------------------------------Beacause Flevel FixesBeacause uses all of the general fixes by default, but adds these also:frcyo: Option vars fixedmtcrl_9: Rope bridge scene in Corel reinstated
 
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One last for now:

sichi: When proceeding north, you are not returned to world map


This drove me mad the first time I played the game.  After seeing the Midgardsormr hoisted aloft a pike, you can proceed north but you are then still returned to the world map.  I ended up going back along the marsh wondering where the hell I was meant to go.  So now, when proceeding north, you are placed in the cave.

it also doesn't help that they completely buggered this scene up by not removing the Midgardsormr from the world map after this point... so you see it dead, go back out, and hey presto, Sephiroth hasn't killed it after all.

And if you kill it before this point, the cutscene still occurs. 

More than that, you get past the Midgardsormr only to find that it's dead by Sephiroth's hand.
Basically, you have to separate your own battles and the world map model from the story... And the story is that Sephiroth killed it.

If I was a lamo fanboy I could perhaps make my own shit up and state that there was a Mrs Midgardsormr.
 
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If I was a lamo fanboy I could perhaps make my own shit up and state that there was a Mrs Midgardsormr.
This is what I always assumed.  A new player will no doubt try to run through the swamp only to get annihilated.  Once you finally do get across using a chocobo (or awesome timing), seeing that Sephiroth completely destroyed one helps emphasize his power.
 
That's true, but after that scene it's a bit silly to have it still swimming about on the world map.  It's heavily implied at the farm that there is one Midhardsormr.  So really, once dead, that should be it.  I think it was also a mistake to make it beatable.

With Poison you can defeat it quite easily.
 
You could just as easily theorize that the Midhardsormr was asexual and the one you end up fighting in the swamp was some sort of self-incestuous offspring reincarnate of the former.

The Phoenix is fairly prevalent in FF culture, here is a snippet from wikipedia...

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In Greek mythology, a phoenix or phenix (Greek: φοῖνιξ phoinix) is a long-lived bird that is cyclically regenerated or reborn. Associated with the sun, a phoenix obtains new life by arising from the ashes of its predecessor.
If a bird can do it then why cant a snake? Isnt there a line about it smelling like it had been burned? I could be wrong, havent actually played the game in a while
 
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Well, the snake can't because in mythology, there was only one midgardsormr... and in FF7 you are told there is one. ;)  A phoenix is a completely different issue..
 
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Perhaps it's there after the cutscene because it's the only battle to learn the Enemy Skill Beta? Otherwise, if you'd miss out before Sephiroth kills it, you'd miss out completely.
 
Perhaps it's there after the cutscene because it's the only battle to learn the Enemy Skill Beta? Otherwise, if you'd miss out before Sephiroth kills it, you'd miss out completely.
I don't think the dev team really thought as deeply about it as we're doing here.  I think to them it's a matter of separating story from gameplay.  Or it could be that they were just rushed, or that they simply didn't have time to make it all work.  I think likely scenario is they just left it despite the obvious plot issue.  Either way, it's not really a big deal, but I can fix it up with my Weapon mod.
 
My question is, if that's the only enemy you can learn Beta from, Then what happens after you master your E.Skill on Red XIII? if you remove it from the game after Sephiroth kills it, then how can you master other materia?
 
I'd simply move beta to  another enemy besides Sormr :)  if I were to do that for Weapon.  Although I also like the idea of you being able to kill it (much later in the game)... so I could just as well remove the cutscene.  I always thought the idea of Seph placing it onto a pike was ludicrous.
 
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I would rather see Beta become a more powerful ES and get rid of the Sephiroth cutscene. You could then possibly edit the snake to be a more powerful enemy so that the Chocobo is the only way to cross. This will keep the snake in the game, and you gain something out of it with Beta via a side quest later in the game.
 
I don't like the idea of Weapon changing the plot though.  I don't want the storyline/characterizations to take a hit just because I want a tougher game... although I suppose if you could tick an option on or off in that regard while still installing Weapon I'd be fine with it. Just my two cents on the whole thing.
 
Mostly it would keep the game the same, but certain things like that, I don't think there's much alternative.  It's a rare exception.
 
Let's make an alternative solution. Instead of fighting against a grown up midgardsormr, the group could fight against a baby version of it (with the default strange it has now). Sephiroth (or to be more precisely Jenova) will kill a grown up parent snake. Maybe it is good to add to the encounters a rarely appearance of grown up snakes, which will kill characters beyond a certain Lvl and will kick out of the battle the last remaining character. Only to show that the midgardsormrs are tough enemies, which would underline the power of Sephiroth.

Well, the snake can't because in mythology, there was only one midgardsormr... and in FF7 you are told there is one. ;)  A phoenix is a completely different issue..
Well with Sephiroth, who represents the midgardsormr (Cloud=Fenrir, Vincent=Hel, Hojo=Loki) and the one in the swamp we have two in the game. I would explain the snake(s) in the swamp as one of Hojo's researches about the Jenova cells.

For the weapon mod:
I think you should take a look on what you can do with 7th Heaven. It is absolutely possible to swap the scene.bin and the kernels after a certain point in the story, which could be used to rebalanced earlier parts in the later game. As explanation can be used a reaction of the monsters to Meteor and/or Sephiroth influences on them to kill more living beings to fill the lifestream with souls.
I would say that Sega Chief is a good partner for this project, of course more would be better. But you really shouldn't try to fix the easy battle system alone. Not that I think you can't do it by yourself, but I don't want to wait another 3 years for it. :P
Well I hope when you start on Weapon NFITC1 will be ready to finally show us his better things.
 
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Hey DLPB, I noticed you were the originator of The Reunion mod, which included the Menu Overhaul found in Tifa's Final Heaven. I posted this question on that FAQ thread, but I figured you might be the best to answer it since you would know the full mechanics.

How does the "Break 9999 Limit" work in the Menu Overhaul? Say I don't activate it now, can I still activate it later in the game? What happens if I'm at level 99 (maxed out in game), and my HP was only 7-8k, would activating this "Break 9999 Limit" option be useless at that point because I can no longer level up? And what happens if I deactivate this option after I activated in the first place... say my HP was above 9999 (e.g., 13K), and I remove this option -- would re-opening FF7 show 9999 HP again? Hope this makes sense... just wanted to see at what point in the game should I attempt to use it and whether there's a time limit to when I can actually use it before it becomes useless.

In addition, what was the purpose of the disable mouse input (I thought FF7 originally had no mouse input in-game?) Are there any advantages (graphical/speed improvement/reliability?) to checking that option? I currently have it unchecked in Tifa's Final Heaven but wasn't sure what the option was for.

Thank you! :)
 
How does the "Break 9999 Limit" work in the Menu Overhaul?
The changes necessary to make the limiter work properly, and the graphics show correctly, in the menus are added.  That's all it does.  If you then load a new game after reapplying reunion with 9999 mod, you'll have the same HP, but your max hp will likely have changed.  It all depends on your equipment and stats.

I find the 9999 break limit totally pointless and I hate it with a passion.  But in the interests of other modders, and to make things more complete, I added it.   There is going to be a HUGE issue with R02...  it is not backward compatible with R01 or ANY mod that used R01 or previous versions.  So modders will need to incorporate the changes from scratch, and users will have to use clean files.

In addition, what was the purpose of the disable mouse input
This was a change Aali found me so that the mouse didn't affect menus closing.  The PC version has limited mouse support, and shouldn't.  Perhaps they were going to make it possible to select letters in naming screen using mouse.  I dunno.
 
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There is going to be a HUGE issue with R02...  it is not backward compatible with R01 or ANY mod that used R01 or previous versions.  So modders will need to incorporate the changes from scratch, and users will have to use clean files.
BANANAS!  Wow, now that's going to be a difficult feat. to pass.  Hope everything goes well within time. D:
 
Spoke to Luksy, he's gonna try to get on at some point during the weekend and then we'll try to wrap this whole thing up and put it to bed.  I'm confident that this can be achieved in 2-3 hours of work time.
 
So looking forward to see R02 out... It felt like it was about to happen any day for a few months now.

Let's hope Lusky is ready to give it the last push...  ;)
 
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