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

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I'm kind of confused... If I remember correctly, back in R05, I could select a lot of options during installation. Most of these have now probably been moved to the options.ini, but I cannot change any options concerning keeping or translating the original character names. In my game, Marlene is called Marin at some times and Marlene at others.

I have seen the issue in the Reunion database and it will probably be fixed in R06b, but even if I wanted to change that option, where can I do so? I don't see it anywhere in the options.ini. And if I wanted her name to always be Marlene (as well as Reno being Reno and so forth), should I activate or deactivate original character names?

Also, I think I remember an option to swap the X and O button graphics (not the buttons, just the graphics), or was that a 7H feature? (Not running the bugfest that is 7H this time around :P) If not, where can I change this setting?

Finally, I just played through the scene at Aeris house where Elmyra tells the party how she found Aeris 15 years ago. In the first flashback two scenes at the train station and where Aeris runs down the stairs and trips, she has a remade model that looks fine. But in the following scenes where she tells Elmyra about the death of her husband and the one where Tseng tells Elmyra that Aeris is an Ancient, Aeris uses the original FF7 model, which looks vastly out of place as her head is twice the size of Elmyras xD Couldn't the remade "Little-Aeris" model be simply used in all four scenes, or is this a bug?

I really enjoy playing FF7 with Reunion, it's so much better than 7H! Looking forward to R06b, keep up the good work DLPB!
 
Please excuse me, but I already read the first post and the database before I posted my question. Neither the first post nor the database tells me where these two options can be set, and I don't see them in the options.ini, that's why I'm asking  ;)

If you mean I should post my logs, I'm not reporting a bug; I'm just asking a question, hopefully politely so, don't mean to annoy or offend anyone. If I simply overlooked the settings somewhere, or them being mentioned somewhere, or if these settings have been removed, please tell me.
 
I'm kind of confused... If I remember correctly, back in R05, I could select a lot of options during installation. Most of these have now probably been moved to the options.ini, but I cannot change any options concerning keeping or translating the original character names. In my game, Marlene is called Marin at some times and Marlene at others.

I have seen the issue in the Reunion database and it will probably be fixed in R06b, but even if I wanted to change that option, where can I do so? I don't see it anywhere in the options.ini. And if I wanted her name to always be Marlene (as well as Reno being Reno and so forth), should I activate or deactivate original character names?

Also, I think I remember an option to swap the X and O button graphics (not the buttons, just the graphics), or was that a 7H feature? (Not running the bugfest that is 7H this time around :P) If not, where can I change this setting?
Both the options for non-canonical names and for swapping X and O are available in the installer options when you install R06. You can miss them if you just click "Next" all the way through the install, but otherwise they are hard to miss.
 
Both the options for non-canonical names and for swapping X and O are available in the installer options when you install R06. You can miss them if you just click "Next" all the way through the install, but otherwise they are hard to miss.
Thank you very much! Just tested reinstalling Reunion and found it. I indeed do not remember seeing this screen when installing it a few days ago, and I usually don't just spam-click Next, very weird... Must have clicked twice by accident or something.

Please let me make this clear from the beginning: I do not wish to annoy anyone! I love Reunion so far, but I am suffering from a quite severe case of being a perfectionist :-D and I want my FF7 experience with it to be just right, that's why I'm asking so many questions. I hope everyone understands how I feel about that ;) I'm an aspiring programmer myself and I seriously would have loved to be on board with this project from the beginning :-[

I do not see any documentation of the options on the installation screen. Do I have to check or uncheck specific fields for the results I want?

  • 1. Are there any major differences between American English and non-american english besides things like center<->centre or the like? Are there specific accents involved in one or the other for instance? Depending on that, I would take my pick...
  • 2&3. What are the specific results when I check or uncheck Incorrect Character/Place names? I'd like my characters and places to be called 'Marlene', 'Reno', 'Nibelheim' etc., the names that are from the international "compilation of FF7 canon". Do I have to check or uncheck these options for this?
  • 4. I'm quite certain I would like to check "Series canon", since I like Final Fantasy as a series a lot, so if the translation is more in line with the other games with this enabled, that's what I want.
  • 5. I know there are different controls for O and X in Japan and the US in most Playstation games, and the European versions (which are what I used to play back when I used consoles) are even weirder since some use the US standard and some the Japanese. It was a real mess back then having to relearn the controls for every new game. That said, I'd like my Confirmation button to be called X and the Cancel button O (yes, I know I can assign them whatever keyboard or controller button I wish, this is just for the button displayed in the game). Do I have to check or uncheck this option for this result?
  • 6. I guess the last option has to do with the names not being too long for dialogue windows? I leave the characters names as they are by default, so my guess is that this option is sort of irrelevant in this case, right?
Thank you everyone for bearing with me! And thank you so much DLPB for creating this mod! Looking forward to playing FF7 with it and I'm even more excited for this yet far away day in the future when you declare it finished and let us have a look at your code!
 
hey DLPB, just wanted to say thanks for putting in the work on this. really digging the 60fps battles, and the fact that everyone's mouths are closed!  ;D

btw, you got any of that r06b ? :-D
 
Following up on an earlier post regarding a game crash issue after battles before the exp/ap/item screens:

1. An explanation of the bug

I'm getting an issue that happens immediately after completing a random battle, right before the blue exp/item rewards screen pop up, where the screen will just stay black with the victory music looping, and my game crashes with the Error window. This has happened three times, and I haven't fought the Air Buster yet. I have Reunion plus hotfix 6 plus Satsuki's textures plus Grimmy's minigame textures, and that's it.

2. Does the bug happen at same point more than once?

Seems to happen randomly after battles.

3. App.log (found in root folder)

See link at the bottom of post.

4. Reunion.log (found in The_Reunion folder)

See link at the bottom of post.

5. crash.dmp (found in root folder)

See link at the bottom of post.

6. Your save file from just before the crash or hang

See link at the bottom of post.

[if this is a performance issue]
7. Your CPU spec

Intel i5 2600k

8. Your graphic card spec

GTX 970 x2 in SLI

9. Your operating system

Windows 10

Here are the files: https://drive.google.com/file/d/1-u7cKIqXZovtCeVSh9DaVLgOKZk_24AX/view?usp=sharing

Thank you!
Hi DLPB, just following up. I fixed the link for my files (see above). I changed the FPS setting to 2, and so far, I haven't had the same crash that I had with it on 1. But when it was on 1, it crashed on 3 occasions after battles before the screen transition back to the field. I'm going to try 0 now and see what happens.
 
Every time it crashes, please continue upload the app.log immediately [I only need app.log for this crash], as that's the only way I can track it.  I'll check your file now.
 
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In fact, scratch that.  It still isn't displaying the correct info in app.log.  Await R06b and we'll continue then :)
 
@Timber:  Please turn off New Translation option and try to replicate the bug.
Confirming that I turned New Translation off and the bug still occurred.
 
With regards to this bug from reunion database:

60fps Battles (mode 2 / interpolated) - Some visual effects are missing (like rifle fire / rain effect v dragon with Sephiroth).
Just as an FYI, the 'Zzz' effect is also missing when characters have Sleep status.
 
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Just encountered 3 bugs, here is a quick video:


- In the corel flashback, there is a guy in a white hat, and his hat keeps dissappearing / glitching. This can be seen as he is walking towards the house as well as inside the house.
- After the flashback if you talk to Red XIII his dialogue seems to be missing.
- The door to the ropeway car is closed instead of being open (EDIT: This only occurs when New Translation is enabled)

Savefile: https://drive.google.com/open?id=1DOT7pnZoF7oe5-gfaJ79lNsiCccoBq3F
 
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i don't think all of those are reunion bugs.  please test without reunion by disabling reunion from options.ini.  any that aren't reunion should be placed in the big bug thread.    but I'll test this time.  8-)

The door to the ropeway car is closed instead of being open (EDIT: This only occurs when New Translation is enabled)
I havent touched this, so no idea why it's closed. Are you certain it's not an existing bug with original game?
 
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- After the flashback if you talk to Red XIII his dialogue seems to be missing.
@timber:  need more info... what dialogue should be presented? Are you sure it's missing?  Look for PSX play through and check.
 
i don't think all of those are reunion bugs.  please test without reunion by disabling reunion from options.ini.  any that aren't reunion should be placed in the big bug thread.    but I'll test this time.  8-)

I havent touched this, so no idea why it's closed. Are you certain it's not an existing bug with original game?
I just disabled reunion and confirmed that the bugs don't occur on original game.

To clarify the Red XIII dialogue, FYI original game he says: "..."
and in Reunion he says: I

At first I thought the ropeway car door issue may have been caused by FF7 SYW "ArkTsukiVock" (v4) upscale, but again I tested and it only occurs with New Translation is enabled.
 
I've looked through original psx for flashback scene and there is no "..."  - which exact part of the game is it?  Remember there is more than one flashback.
 
I just disabled reunion and confirmed that the bugs don't occur on original game.

To clarify the Red XIII dialogue, FYI original game he says: "..."
and in Reunion he says: I

At first I thought the ropeway car door issue may have been caused by FF7 SYW "ArkTsukiVock" (v4) upscale, but again I tested and it only occurs with New Translation is enabled.
I can confirm that I got this bug as well at this point. AFAIK, you only see it when you talk to the party before boarding the Gold Saucer ropeway and then choose to stay rather than board the ropeway when asked. If you stay, you can talk to the party members again and Red XIII will just say "I". Nothing else installed, just The Reunion over the Steam version. Unfortunately I don't still have a save before that point.
 
Checked again...  you're right.  The door is open with the original flevel....  But... there's no code to do it.  It doesn't make any sense to me.

ropest > door > script 1

is called... but I have no idea where. Could Makou have a bug and not be showing walkmesh doors properly? - or some sort of hardcoded weirdness?  It's VERY strange this. The bug exists  because touphscript has deleted the entry as it can't detect it being called... and nor can I.  Yet it definitely is called.
 
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OK... I've figured it out. It's still a shit script error.

MAIN is not set in door - so it overruns to script 1 (a major script error).  Luckily...  this had the desired effect so was never picked up by Square testers as a bug. 

Unfortunately, it does mean that any time you use touphscript, the bug will be uncovered and

Hide the state #0 of the background parameter #1
Return


will need adding to MAIN of Door [or main of anything tbh) - and NOT script 1.
 
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