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

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Yeah, he's talking about the explosions. By calling it fireworks, he's showing he thinks of it as entertainment and really doesn't care at all about the people who will die in the plate collapse. He's an applehole like that.
 
Yeah, he's talking about the explosions. By calling it fireworks, he's showing he thinks of it as entertainment and really doesn't care at all about the people who will die in the plate collapse. He's an applehole like that.
That's how it is except he's talking about the reactor exploding from the bomb and killing them.  He doesn't mind sacrificing the reactor if it means killing them (unless he's alluding to what he plans to do in the future).  But the reactor never blows up.... :P
 
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I've changed idiot to imbecile.  Feels better here esp coming from Scarlet.

Scarlet
“But… even if we did make the perfect
  weapon,could that imbecile Heidegger
  actually use it?”
 
I just tried the 60 fps mod. Wow, it's beautiful, and the battles actually feel like how they SHOULD have been, but off course, leave it to Square Enix/Eidos to botch up the port lol. Keep up the awesome work, man.
 
Does anyone here have any experience with the original graphics?  I need the original font texture altering so that people with the Steam version can have the love hearts in dialogue.  Menu Overhaul does this with the mod path, but original game needs texture editing.  They fixed this issue in FF9, but FF7 did not come with the love heart.
 
Quick question, is it safe to assume that the 60 fps battle mod will receive stability improvements (as in, when attack animations seem to speed up for a split second)?  Also, the enemy disappearing animation sometimes speeds up.
 
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After installing this i cant seem to run the game at all, i get crash instantly. I even uninstalled it again and for some reason still get a crash? It no longer works at all?

Fixed it sorry
 
Quick question, is it safe to assume that the 60 fps battle mod will receive stability improvements (as in, when attack animations seem to speed up for a split second)?  Also, the enemy disappearing animation sometimes speeds up.
I've pretty much done all I can do, I think....  although you're right that it still needs work.  Hopefully someone more adept at assembly can have a look at what I have done and see if they can fix these issues.  If not, it's a cross we'll have to bear. The problem is that the game does not work the way I have coded it in the PSX version. My version has to look like the same outcome whilst using a hacky solution.  This leads to some things breaking.
 
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I've pretty much done all I can do, I think....  although you're right that it still needs work.  Hopefully someone more adept at assembly can have a look at what I have done and see if they can fix these issues.  If not, it's a cross we'll have to bear.
Fair enough, and I do thank you for the work that has been done, doing the work Square Enix was too lazy to do themselves.
 
Fair enough, and I do thank you for the work that has been done, doing the work Square Enix was too lazy to do themselves.
And they had the source code, which makes it far easier.
 
Hi DLPB

I have been informed about a bug in a 3D model in the "blin60_1" field.


In the game shows like this:



But the correct model should be like this:





The problem has been fixed using Kimera by some guy called "Rodrigo Sato" and they want me to ask you wether you fixed this or not in the Reunion pack.
 
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I don't know how to fix models in Reunion.  If someone else wants to fix it, I can add it :)
 
I would guess it's likely the same fix as the Vincent model where he looks like a ballerina.  Just needs to call the correct animation
 
The default animation of this model is called : BOCB

29n6wly.jpg


You can see, the model seems horrible.

But if you change the animation of model, the model can see better.
But this model doesn't arms! Because with the animation BOCB the hands are on the back.

30dfs6q.jpg


The animation BOCB is the same animation of the "infantry soldier":

zirjib.jpg



Thanks to the user NovaSlayersNext, he tried to fix the animation, creating other.

f07u6h.jpg



Now we are finding out to fix this error on PSX version.


Edit: I don't still understand why two women are watching the Building Shinra on sixty floor, the models should not be soldiers or warden?

Besides Keibi in japanese is "Guard".
Regards.
 
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Edit: I don't still understand why two women are watching the Building Shinra on sixty floor, the models should not be soldiers or warden?

Besides Keibi in japanese is "Guard".
Regards.
Well, the model name is Edea so they're clearly Shinra Sorceresseses (?)
 
Maybe then it's not a problem of the model using the wrong animation, but that the wrong model is being used.  It would make more sense if it were the MP's guarding it instead of a receptionist
 
I would like to change the "model Edea" for two MP red on PSX.
How could do I?
 
Wow, it's that model?  What the hell's happened? I always thought the guards were asleep there or something.  But now I find it's because the model is corrupted.

And yeah, it's fairly easy to change models with Makou.
 
Wow, it's that model?  What the hell's happened? I always thought the guards were asleep there or something.  But now I find it's because the model is corrupted.

And yeah, it's fairly easy to change models with Makou.
Makou Reactor only can edit modelts on PC version :(

On Psx version is other story.
 
Wow, it's that model?  What the hell's happened? I always thought the guards were asleep there or something.  But now I find it's because the model is corrupted.

And yeah, it's fairly easy to change models with Makou.
I have made a model for that and a new animation too. I guess I called it EDEA.a. It has the hands on the front so it looks more like reception lady from Japan. Is it corrupted on psx, too? I knew that the PSX version has slightly more polished script and some scenes have a different global light setting.
http://www.gameranx.com/updates/id/...-7-now-in-hd-on-pc-comparison-shots-released/
 
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