[FF7PC] NPC Reconstruction (Discontinued, use Unified Model Installer)

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Thanks for replying

I have an ATI Mobility Radeon X300 graphics card

Im running Windows XP Professional sp2

I used the NCP RP v0.6 patch from the link on the first page of this topic.

Theres a v1.02?

EDIT: I was using the XP patch but tried the 1.02 patch just there, no change.
 
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Humm... you can try installing the Higher resolution patch... it's a patch that makes the resolution of the game higher... I don't know exactly why but it helped some to fix compatibility problem between there graphic card and the game....
Here the link to the topic of this patch:
ttp://forums.qhimm.com/index.php?topic=6005.0

Note: You need the 1.02 patch to get this patch to work.. and if you don't have the U.S. version you have to rename some files and install the 1.02 patch of the U.S. version.. there is more detail about how to install it in a non U.S. version at the bottom of the first post of the Higher resolution patch's thread.

Tell us if it worked.
 
No luck I'm afraid. I do have the U.S. version. Thanks for the help anyway. Any other words of wisdom?
Cheers.
 
So so so awesome work guys, well, i have a question, ive downloaded the final version posted in the forum but its suposed to chage the worldmap characters? (i think ive heard that in the forum but i not sure..) the thing is my game doesnt change that..some help please?^^
 
Sephiroth Crescent, were the field, world_us, and chocabo lgp files the default ones and did you maxium install FF7? If so, did you create a new lgp file with the updated models in the folders that you create to make it work? Also, it does update the world map files.
Hey, since I know you, I could send you a PM with a link to my working files if you can't get it working.
 
I just learned about all these cool improvements to FFVII after not touching it for 10 years.  I followed the instructions on http://fem1.uniag.sk/Miroslav.Jezik/ff7ncopam.html (which are repeated in a lot of places).  However, I'm not seeing the new NPC models on the field.
Videos are working fine.
I patched to 1.02 and applied the high res patch.  That is working fine.
I applied the high res Cloud patch for battle scenes. That is working.

As for the NPC recontruction patch:
I have the English US version of the game.
I made sure that it was the original versions of char.lgp, chocobo.lgp and world_us.lgp in the directory. char.lgp was of size 47,842KB.
I used LGPtools to extract char.lgp to a char subdirectory.
I applied the patch which worked a while and reported success.
I then use LGPtools to create a new archive called char.lgp from the char subdirectory. That char.lgp is size 60,171KB. 

However, in the game, it is still using all the default models on the field.  :-(
Anyone have suggestions as to what might be wrong?
Note: I did NOT apply the hand patch.

Thanks
 
Make sure you selected the full install option when installing the game.
 
ARrr so this where ppl are getting my email and msn from muhaha not any more

ok now to help you

 do you  have  maximum installation of the game


Damn dziugo beat me to it :( lol
 
Diamond60 :

Well from what I read (exept if you didn't selected the full install option) it seems that you done the right thing ... the only thing I see is that you might have done the new char.lgp in another directory than the "...\final fantasy VII\field\" thus not replace the file char.lgp.... you have to replace the original char.lgp with the new one.... the rest seems to be fine...
 
I just learned about all these cool improvements to FFVII after not touching it for 10 years.  I followed the instructions on http://fem1.uniag.sk/Miroslav.Jezik/ff7ncopam.html (which are repeated in a lot of places).  However, I'm not seeing the new NPC models on the field.
Videos are working fine.
I patched to 1.02 and applied the high res patch.  That is working fine.
I applied the high res Cloud patch for battle scenes. That is working.

As for the NPC recontruction patch:
I have the English US version of the game.
I made sure that it was the original versions of char.lgp, chocobo.lgp and world_us.lgp in the directory. char.lgp was of size 47,842KB.
I used LGPtools to extract char.lgp to a char subdirectory.
I applied the patch which worked a while and reported success.
I then use LGPtools to create a new archive called char.lgp from the char subdirectory. That char.lgp is size 60,171KB. 

However, in the game, it is still using all the default models on the field.  :-(
Anyone have suggestions as to what might be wrong?
Note: I did NOT apply the hand patch.

Thanks
To clarify some questions
I did do maximum install. However, I wouldn't mind knowing how to verify that the max install done by the game is the max/full install that everyone says is required.  Any specific file to look for to tell the difference?

I did replace the char.lgp in the field directory with the new one that was created.  I even tried running the game both with and without the char subdirectory (unpacked but patched) in the field directory.
 
I did replace the char.lgp in the field directory with the new one that was created.  I even tried running the game both with and without the char subdirectory (unpacked but patched) in the field directory.
Can someone tell me how I can manually verify that the files in the unpacked char directory have been properly patched?  I want to narrow down the problem to the patching versus the LGP packing versus the game itself.

Thanks.
 
Update!!
Turns out it was the full install. Even though I am 99% sure I chose the largest install option for the game I looked in the registry and saw that FullInstall was set to 0.  I changed the regkey value to 1 and now the higher res models are being used.  So apparently it was still reading some of the lgp off of the CD.
thanks for the advice.
 
Hey guys ive been playing with this patch and i found 2 "bugs":

1- Character faces make strange things when  standing for a while, well, the thing that they do is like their faces go like a ghost or something and do something that i dont know to explain  :cry:

2-When Cloud Strife makes his "crazy head" action and put his hands in his head in reality he's not doing it so its like the char action is not "well-fixed" or something...

I hope you understood my bugs report  :-P
 
Diamond60: Just an advice ... don't double ... well in you case triple post in Qhimm forums... you could be banned ... there is a botton called modify ... do it next time (just don't want you to get banned :wink:).  Oh and I'm Glade you managed to get it work!

Sephiroth Crescent : The Character face problem that you speak of is a texture problem ..... it's when the eyes are suppose to blink some models do dirty things ... the only model that I noticed that is doing this is Barret... but there is most likely others that could do it.  Normaly when the eyes blinks it's suppose to make disapair all the textures on the head... but for some reason with Barret some black things apair instead...  anyway... I don't know at all what you are talking about with the 2nd bug you found... sorry ....
 
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Okay Stormmedia, so the 2nd bug im talking about im talnking about Cloud for example in the Temple of the Ancients when he goes crazy and he put his hands on his head , the hands not even touch his head, so the scene goes strange lol, i hope its possible to fix that cause the scene its really LOL when you see Cloud in this way  :lol:
 
think u could send a pic of this happing? cus its hard 4 me to picture wat ur sayin and i want to kno wat the/a scene would look like (manly cus wen i try 2 install the patch i get an error so that i have to reinstall ff7(and i folo the instructions word by word))
 
Sephiroth Crescent : Ohh I know what you mean now... well .... This is not realy a bug in fact... it's just that the arm aren't long enough for this annimation... but I don't think it's realy better with the original models... ... the problem is that when we test the annimation... we have to make sur it fits all the annimation... for exemple if we makes the arms longer ... when he hold his sword in his hand.. the sword won't fit with his hand.  So we know that some animation may looks weird... but we try to make the models to fit with the more animations we can...

Anyway... thanks for this bugs report :-).
 
Diamond60: Just an advice ... don't double ... well in you case triple post in Qhimm forums... you could be banned ... there is a botton called modify ... do it next time (just don't want you to get banned :wink:).  Oh and I'm Glade you managed to get it work!
i keep getting beat to the post:( anyway might ask Qhimm if i can have control of this topic
 
Hi there ^_^

Apologies if this has been posted before, but I have a little dilemma. I just recently found out about the 2 patches, Reunion and NPC Reconstruction, and while I love what you guys are doing with all the NPCs, I prefer the Cloud model used in Reunion. I can't figure out how to (or if it's even possible to- don't know much at all about LGP) use the Cloud model from Reunion with the rest of the content from NPC. The NPC one looks very disproportionate (big chest, too short legs). Not sure if maybe it was done to go with the rest of the models, height wise or something. I guess I'll just use Reunion on it's own if I have to.

Edit: I just found an older version of NPC (0.2) on Ground Zero, which didn't modify the main characters, so I was able to patch Reunion over it and now have nice Cloud ^^ Probably a lot of NPCs won't be changed, but at least Avalanche are, which is cool.
 
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Hey guys. On my first post I'd like to congratulate you on doing what I've been planning on doing for the past year (only mine will be much more elaborate when it's done - I'm remaking the whole world essentially along with models and textures. So far model wise, we've got all of it except for a few monsters in the Temple of the Ancients and 3D re-made levels go up to the Train Yard).

What I'd like to know is how would you go around to modifying the PS1 version? I say this because a huge database of people, including myself, play FF7 via our PSP's. Now the PSP file for FF7 is an ISO from the PS1 version converted to meet homebrew standards to run on a PSP. Now, I wouldn't mind compiling all three discs for the PSP again but I'd like to do it with the new models, including the High Res Cloud.

What I need to ask you though is is it possible to modify the PS1 version?
 
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