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

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Has anyone tried to make this mod works for Android version? Since it's the same file structure I think it's possible to copy the modded pc files over android's but I still would like to know if anyone tried this yet
 
I will seed this, & thank you for uploading another awesome mod for me to enjoy. Starting a whole play through with this installed.  ;)
 
You're welcome.

In other news, my effort to make the game run from various predefined paths looks like it will fail. The problem is getting the game to load the Steam driver from custom folders (I got all the other files working from one folder).  Changing it from the root folder is tricky and causes a lot of issues I dunno how to fix.  Changing just the main path won't do it - and that path is itself limited in space in the exe. 

I do have a plan, though to still make modding a breeze.  But it won't involve changes to memory or exe ;) Keep you posted.

Hmm saying that... I may have 2 plans.   :-o
 
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See  reunion database. I fixed up farm and everything seems to work perfectly now.
 
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The field entry is called farm. As far as I tested, it was all fixed.  No issues on my side.
 
I've fixed the entire map. Check the entry and it also tells you whichversion the fix appeared in. It was very recent.
 
Ah yes I do recall it was fucked. I reprogrammed the lot anyway.

Edit.  When you play the latest Reunion, please do let me know if the issues are resolved.


- Aero3 (an attack used by the optional boss "Rapps" and another monster in the Whirlwind Maze) doesn't use the same sound effect as on PSX: it uses the same sound effect from Molboro's "Bad Breath" and other enemy attacks:
(go to 00:20)
Here's the correct one:
(go to 01:45)

I will log it in the Bug Tracker database.  I don't log these type of errors in The Reunion, since battle errors are only being corrected if I ever get round to my own difficulty mod.  I think. I may correct them for both, but time is a factor.

- Omnislash Limit Break sound cuts off when Cloud is charging his sword:
(go to 00:19)
Here's the working one:
(00:45)
Already knew about this and if my new sound DLL works, this is already fixed.  It's an error in exe.

- There's also a similar problem with the Comet2 magic:
(go to 01:35)
Didn't know this one, but likely same issue as above.  The command to play the effect is still there above and probably is here too. And the effects exist.

Your other issues are fixed and are on the Reunion Database.
 
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Well thanks for everything. "ferned"?
That'll be the forum's censorship kicking in. Probably meant to say "fuсkеd" ;)

Also is this "Bug Tracker database" something available for public view?
I believe this is the tracker. Check the different tabs at the bottom.
 
Thank you for making this mod. It has allowed me to revisit a game and enjoy it that I hadn't really enjoyed originally (Blasphemy, I know).

A question regarding the parade in junon though. After noticing ingame and afterwards checking in the reunion database I've seen that you fixed the bug that allowed you to go in from the front. Which is fine. It's just that the margin of error seems to have gotten extremly small when getting in line without being called back. Since getting in line at least is necessary for progression that particular part got a bit frustrating.

Could be that's just me though, as I'm used to the old trick.
 
It is extremely small.  Unless you fail 3 times. You basically need a near perfect run to get the best points. When Weapon is released, that will be the standard required to get the best results. It may be wise that I make it slightly more lax for non-Weapon, but it's such a small part of the game that even through frustration, it's over in no time. And even the slightly more lax version would be criticized. It goes pretty darn easy, as I say, after 3 fails. Then again, FF7 is a very easy game originally, so that may be why this stands out more.


 :-D
 
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In other news, I have successfully created a new modding method for FF7. I will be using it from now on with The Reunion.  Other people can choose to adopt my method or just stick with the old.  My method has the advantage of allowing multiple mods (unlimited) to be selected easily from a drop down list, and each mod having the ability to load its own dlls and use Hext instruction files without the need of any launcher.  By mod I don't mean it has to be a full mod.  You could make varieties of mods using this method, because I've coded it know when a file is present in the new area and when it isn't.  So you can place "magic.lgp" in a folder called "MyMod"  - and that one file will be changed, while the rest remain used from their original locations.

If I am right - and I think I am - it will be quite possible to mod FF7 without changing ANY of the original files with a mod. Going back to the old game is now as simple as a drop down menu with an OK button.
 
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