[FF7PC] Post bug reports here [use The Reunion thread instead]

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It seems that the script in Bone Village has a logic error. When you successfully finish the condor minigame of the main story, but don't pick up the Phoenix materia, you can also get the materia on disc three in Bone Village, while you can still pick up the materia in Fort Condor. I guess the game should check if the minigame is won or not, instead of checking if the materia is in the inventory.
See here:
http://steamcommunity.com/sharedfiles/filedetails/?id=442678385
 
this is already fixed. it should be on the reunion database with any other script errors. if it isnt ill add to document.
 
alright so this is 100% repeatable. It only occurs if you are pressing the ok button when getting off the ladder when you enter the field from the bottom. if you climb up to where you can walk and get back on the ladder it will not occur.
a few things i noticed was that the triangle you stand on when getting off is directly above the ladder but cloud automatically takes a step towards the walkway. So if you press ok while doing it he tries to go back down the ladder but cant because hes stil trying to take the step, which he cant do because hes facing the wrong direction now.
As to why it only happens on first dismount when entering scene i dont kno
I also had this bug occur without NT active, still using your exe though. its a vanilla bug id geuss
Uprisen has found a bug in rktbas2.  From what I can see, because you can enter from below, the circle press is still allowed, which will start a script that should not be able to be run.  I am going to run through a few fixes and see if the problem goes away. It should be as simple as checking the starting triangle before OK is allowed to call the script.
 
field uttmpin2 theres a "hidden" rotating door at the bottom of the screen and you can soft lock it by spamming "ok" when going through it.

shpin_3 is another bugged field.  There is a body next to the ladder and if you position correctly you can interact with both at the same time. This will lets you move with the txt bubble up, you can then start the trigger with sephi, end the first conversation which will restore your movement and you can attempt to leave the field during sephi talking, this can lead to a soft lock.
 
Accidentally posted in wrong thread so posting here too:

- In Shinra HQ after meeting Rufus, you control Aeris and if you enter the elevator and then exit, when exiting the glass elevator, the light that shines from the open door turns off too early (before you leave the elevator). Entering the elevator works fine though.

- Same scenario as above, there are 2 elevators, Player can enter the left elevator, in which case the elevator boss battle is on the wrong side and doesn't make sense. Player shouldnt even be able to enter this elevator as in theory there's a massive robot in there.

- When you first get to Shinra HQ and take the direct approach through the front door, you can optionally go to the Accessories shop on the second floor, and a small cutscene will play when you talk to the clerk - (Barrett talks about how they aren't going to rob the store, they are here to rescue someone). If you do not see this cutscene the first time, then later after the Rufus fight, while controlling Aeris, you can talk to the clerk and the same cutscene starts where Barrett is talking about how they are here to rescue someone, even though Aeris is right in front of him.
 
Minor field script error, I think:

While in Junon for the first time, dressed up as a Shinra goon:

In the Barracks off Junon (Left):
There is a soldier who says
"Oi. You're still on duty!", "Then again, I'm hardly qualified to grill people.", followed by
"Whatever you do, don't turn into a slouch like me."

The hitbox for the dialog is very off. I can use the (heater?) in the next room over, or the couch on the other side of the room, and still get this line of dialog.
 
I've found an issue with the Bomb enemies from the Corel area. My copy of ff7 does not function with The Reunion disabled, so I can't test vanilla, but I think this does happen there.

When a Bomb detonates, it turns the entire battle arena black. This condition persists until the end of the battle, which I somehow doubt was the intended behavior.

Video example
 
this is a weird bug that appears in blin63_1: in the "doors minigame" if you continue to select "Better not" (or no in original game) when asked to open a door sometimes the same question text will popup again and again without having pressed action button on the door. I really can't understand how this bug is triggered (for a test i've pressed better again more than 20/40 times)

Tested with new translation on and off: it appears in both cases
 
Hello,

The icon of the Masamune in the inventory it's a gun. In Steam version and PSX.

Just to report.

Cheers,
 
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the shadow on the highwind i noticed does the inverse of what it is supposed to do based on altitude

when you move up (towards the source of light) the highwind shadow should get larger (and blurrier due to larger penumbra), and when you move down the shadow should come into focus and become smaller

but the shadow instead gets smaller as you go up and larger as you go down

I'd imagine its the same in psx version but i dont remember, i only notice now because of the graphical mods, you notice a lot more stuff when you can actually make out what they are!
 
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cannot replicate.  Need save and how are you getting icon to end up there?
when the commander says march and you need to go in formation you can enable the hand over the cloud head (only in this moment, never tried when you are in formation). When the screen fades to black cloud can still move freely and if you go to the position of the assistant director box you can see the hand... a disable character movement in this moment should fix the problem
Screen with only black fade removed


save 3, file 6 https://www.mediafire.com/file/cg95biu2e4kddip/save02.ff7/file (just exit the door on the left to start the parade)
 
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This is the original as well. Not a bug but a possible field improvement:

IMG_20200410_164105_compress54.jpg
 
obviously you guys know this, but the vanilla model has no sword on the back

using the model with the sword makes it look a lot worse than it really is
 
obviously you guys know this, but the vanilla model has no sword on the back

using the model with the sword makes it look a lot worse than it really is
right, with model overhaul this scene is absurd... but with this animation the developers should have used bhff.hrc (cloud model with sword)
 
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