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

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Other bug model, this time is Cid.

Check the animations in the fields sininb2 and sininb1.

And a video:
Not sure what issue is, but, if it's a model problem, post a bug report in Kaldarasha's thread :)
 
Really is the animation.

The animations programmed own to Cloud.
Yep, his skeleton is similar to Barretts. Either I make a new animation for his skeleton which must be added to the model loader and/or a simple 7H patch.
 
It's definitely not him :P  First, Zax is dead. For certain. Second, the man is one of the many people with tattoos (the experiments by Hojo) who then get an urge to join Jenova's Reunion.  Cloud is the same, except he doesn't have a number because he was considered a failure. Red didn't get the same treatment I don't think.
The guy is tatooed, he was a subject of the experiment, he got the urge to join with Jenova... all that doesn't conflict with the theory of him being Zax.
And Zax is dead yes, sure thing.... in the Tornado Labyrinth at Jenova's Reunion, it could be  :P

And also, how could Cloud complain so much about being the only one not having a number, if his companion Zax didn't have a number either ?
Cloud wants to be like Sephiroth, he wants to be that n°2, and he believed he was Zax. So no surprise if Zax happens to actually be the n°2.

But really, to each their own. I'm not trying to convince anyone, but I just like to defend my theories  ;D
 
Zax was killed by the Shin-ra soldiers, at least that is what you can deduce if you see the flashback at the Niblheim basement.

5 min 30 sec

 
And also, how could Cloud complain so much about being the only one not having a number, if his companion Zax didn't have a number either ?
Because at that time he didn't know who Zax really is AND Hojo couldn't turn Zax to a Sephiroth copy because he was to resistant to the Jenova cells.

The other thing which speaks against your theory is that Nomura has said himself that the person of Zax (and with that the answer to Clouds mystery past) was invented very late in the development process. And that scene with this guy is very early in the game. It is only meant to foreshadow a little bit the whole Sephiroth story.
They have written the story at the same time as they made the game. In some way you can say they have made that game by accident. ::)
 
minor mistake. in the manly hall, Aerith stops Cloud from saying "are you a man" using Cloud instead of {CLOUD}
 
minor mistake. in the manly hall, Aerith stops Cloud from saying "are you a man" using Cloud instead of {CLOUD}
Ah ffs!  It's so easy to miss things when you change them.  So many things to keep track of. I did a check for this too and somehow it got missed.  Well, R04 final is due soon ( but updates will still occur to it, and I am moving on to one new mod).
 
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I've polished up the old font and box size.  Made it neater. 

Beafore
http://i.imgur.com/5TXuy20.png

After
http://i.imgur.com/V9TjyCe.png

What's changed:

1. Comma spacing is closer
2. Full Stops no longer have an auto space
3. Space after closed single inverted comma is smaller, space after open single IC is smaller.
4. Box height is smaller
5. Text is better centred in box
6. Lines are closer together
7. Explanation mark and question mark spacing altered
 
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@ Green_goblin : Yup I hadn't forgotten about that.

@ Kaldarasha : Haha.. I didn't know that ! Thanks for sharing. Yeah that's solid, I can't go against that.. Okay then, that bugger isn't Zax xp :kinda bit sad:

Another guy that left me with a strange feeling is that merchant in Upper Junon. You first meet him as a normal NPC, and then later in the game you find him again but this time wearing a black cloak, saying something like recently he felt like dressing like that. What the heck with that guy. I'm curious to compare his model with the model of the guy in the pipe, to see if it may be him..

@ DLPB : Looks neater. So you're sticking with the initial design, but enhanced and polished ?
 
I am still debating what to do.  It's looking like I'll have 2 mods, one with the New Menu + Optional Translation, and one that is one complete work, non-optional Old Menu with enhancements + Translation + New difficulty.

It's a bit tricky.
 
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Hey DLPB, I cannot answer your PMs because my post count is too low.

Please remind me where are the icons you want to modify and send me the PSX data, I can add those changes.
 
I am still debating what to do.  It's looking like I'll have 2 mods, one with the New Menu + Optional Translation, and one that is one complete work, non-optional Old Menu with enhancements + Translation + New difficulty.

It's a bit tricky.
That way, everyone would be happy, unless maybe those who'd want New Menu + Weapon. But one who'd want Beacause would still have the choice between New or Old Menu, that is good.

Me, I'll stick with whatever Weapon comes with. But I'm not displeased if the Enhanced Old Menu project is bound to Weapon, I fear to feel a bit lost with the New Menu.. like if I'm not at home. But hey, it looks good, but looks maybe also as if it was another game too.

You would implement all the new icons too ? Controller buttons, materias, items icons, symbols..
 
If I do a complete work it pretty much has to be old font because of the work load and because that is what Steam users can use. It's waaaay too much work to keep track of 2 menus with  6 mods.
 
Is there a reason why the new menu can't be made to work for Steam users?  I'm not against having the old menu polished up, but I feel like the time and effort you put into the new menu would go to a complete waste.  Not to mention that the time and effort you would put into polishing the old menu could be used for your other projects such as Goblin's Bar or Weapon.
 
Just recently got around to playing FF7 again. Great work! But I have a problem when using the menu overhaul. In battle, when selecting spells, each spell is separated by two rows, which means that when I have to select my second spell, I have to press down three times. I remember not having this problem when using the old menu overhaul back when it wasn't part of the reunion. Is there a way to fix this, or just revert the battle interface to not use the FF9 style battle interface?

http://postimg.org/image/eh90hmji5/
 
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The new menu cannot work with Steam.  It's impossible.  You need to convert to 1998 in order to use it.

As for the battle interface, that's how it is :)  The only choice is to have MO or not really. There are 4 items per page rather than 3 though too.
 
Hey DLPB, I cannot answer your PMs because my post count is too low.

Please remind me where are the icons you want to modify and send me the PSX data, I can add those changes.
Can you join IRC?  We can discuss it properly there.  It's not too involved but I am unsure of the limitations myself, so we need a chat.

https://www.ff7catalog.com/threads/2945/
 
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