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

  • Thread starter Thread starter DLPB_
  • Start date Start date
Status
Not open for further replies.
Got around some weird problem where parts being added in through Kimera weren't opening correctly and I think I've guessed this bluer hue Mr. Bloodshot used for the clothes. So...

Edit: Noticing a lot of little details he added like studs on the glove, etc. Wish I could do that.

Edit 2: Ta-da - http://www.mediafire.com/download/ni3xafxpqg0p2r6/Bloodshot_-_adjusted.7z

I put in the hi-res parts and recoloured them to try and match Bloodshot's colour, but it's tricky without notes. I also removed the weapon files from the 2nd Cloud model so it doesn't clash with weapon mods for the final battle.
 
Last edited:
I have a "aafe.a" file in a LOT of folders here.  Surely only one is needed?  They're in totally different model folders also. Like World Cloud, field cloud, NPCs, Johnny...

I take it they are all using this same file?
 
The world map .lgp should be using three-letter designations for it's files; maybe that's a left over? As for the others, the char.lgp should only be able to use one, unless there's something like 7H that can dynamically swap in different files during the game's run-time.
 
This is Reunion though.... I think Kaladarasha has left the animation files in every folder.  I have one folder here for animations.  So the others need to be deleted for Reunion.
 
It is more that Kimera has created these files. Well the latest version of it doesn't save these files anymore when the model will be saved, on the other hand it is often more comfortable to have the animation in the same folder for model editing. If I can put my finger back on moding then this will probably change because then I will investigate which animation is for which model.
 
It is more that Kimera has created these files. Well the latest version of it doesn't save these files anymore when the model will be saved, on the other hand it is often more comfortable to have the animation in the same folder for model editing. If I can put my finger back on moding then this will probably change because then I will investigate which animation is for which model.
It's cool, I can always just delete the file now I know what i'm looking for :P  Are all animation files ".a"?
 
There are a few field ones and world map ones conflicting (probably in the world map folders by accident).  Are the newer modified ones better than older, or same?
 
@Sega Chief This battle model is now perfect.  Thanks a lot.

The updated Cloud animation also looks good.
 
Also, the tools I have don't seem to be able to extract "Submar.bin" from PSX English game.  So anyone out there get me the files from it?>
 
Ah, well... shouldn't report bugs from that one. It's unsupported. ;)  Although this time you found a problem with dialogue.
I made a new FF7 installation using the latest reunion, just to test out the issue with Cid's dialogue during the retrieval of the huge materia (field rcktin4) This is the issue:

Code: [Select]
Code:
{CID}“{CLOUD},you know  how to use this,right?”{NEW}  press Π,µ,Σ,or ∂.”{NEW}  or ∂.”{NEW}“If you punch in the right code,  the lock’ll be released and  you can grab the materia.”
As you see after the second {NEW} Cid just reiterates the last part of what he said right before so it looks to me that either the "or ∂" after the {NEW} should be removed or, it should be taken off the first sentence. Though, due to the window size it looks fairly awkward to have that single button appear in its own window. I can't recall as it has been ages since I played the game with the original translation, but perhaps that was a leftover from the original pc port, due to the button prompts name taking a lot of space thus requiring the last prompt to have its own window?


Second thing I've noticed as I approach the end game is something that happens in field las4_0 at the bottom of the northern crater where your party reconnects after being split into two at the earlier fork. If you end up sending Tifa to the right, once reconnecting, she'll give you a Mystile/Mystère armor however, the game has always been reporting that incorrectly with the message "Received Key Item Mythril".

I've noticed however that such a behaviour is kept in Reunion where, upon getting the item from Tifa, the message will still say "Obtained Key Item Mythril !" Not sure if this was left there intentionally or not, but since I've seen no mention of it in the bugtracker I am pointing it out again.
 
I'll check.  Edit.  Well spotted.  You're right.  We had a few of these in Fort Condor and so on also.  Amazing this has taken until now to be reported.

The other issue is a touphscript issue that I've already notified Luksy of.  ts doesn't decode correctly those PS button tags.
 
Last edited:
I'll check.  Edit.  Well spotted.  You're right.  We had a few of these in Fort Condor and so on also.  Amazing this has taken until now to be reported.

The other issue is a touphscript issue that I've already notified Luksy of.  ts doesn't decode correctly those PS button tags.
Don't get me wrong, my issue is not with the button tags not being displayed correctly, but with how the new window is created in that scenario. You have cid telling you Press Square, triangle,circle or cross. Then you press your confirm button to advance the dialogue just to have cid say "or cross" once again.

What should be looking like should be something like this:

Code: [Select]
Code:
{CID}“{CLOUD},you know  how to use this,right?”{NEW}  press Π,µ,Σ,or ∂.”{NEW}  “If you punch in the right code,  the lock’ll be released and  you can grab the materia.”
or

Code: [Select]
Code:
{CID}“{CLOUD},you know  how to use this,right?”{NEW}  press Π,µ,Σ”{NEW}  or ∂.”{NEW}“If you punch in the right code,  the lock’ll be released and  you can grab the materia.”
I personally like the former rather than the latter, but since I am not the one toiling on the patch, it is just a suggestion.

EDIT

 
I'll check.  Edit.  Well spotted.  You're right.  We had a few of these in Fort Condor and so on also.  Amazing this has taken until now to be reported.
Well the brain can end up auto correcting a lot at times, I never spotted the ones in fort condor for instance :P
 
Last edited:
That's likely to do with the realtime edit I made.  A program automatically edits the text and I've obviously made an oversight.  Sorry, I'm a little tired :P

Your bug reports will be added and will be fixed for R04d.

edit.

The text bug does not exist for R04, that I can see? The text I have here is

“Every time it says ‘enter key’,
  press {C},{X},{T},or {S}.”


One moment, while I check the realtime changes.
 
Last edited:
Yeah, that text bug above with Cid does not exist in R04. The text I have here and what is appearing in game is

{CID}
“{CLOUD},you know
  how to use this,right?”{NEW}
“Every time it says ‘enter key’,
  press {C},{X},{T},or {S}.”{NEW}
“If you punch in the right code,
  the lock’ll be released and
  you can grab the materia.”

Are you sure you are using R04d.
 
Last edited:
Yes I am sure, however my ignorance lied in the usage of Touphscript. The text is indeed fixed. My apologies.
 
Last edited:
There are a few field ones and world map ones conflicting (probably in the world map folders by accident).  Are the newer modified ones better than older, or same?
I have fixed the model height issue with the animations so they move on and not in the ground. I also remember that I fixed three animations for the Cait Sith model in Junon. FCAC, FCAD and FCAE.
 
But are these 4 letter animations in the world folders that also match field ones wrong?  Are they in wrong folder.
 
But are these 4 letter animations in the world folders that also match field ones wrong?  Are they in wrong folder.
They don't effect anything, but can be deleted. They were created when I saved a model.
 
Status
Not open for further replies.
Back
Top