After using makou it can break randomly (I've tested it on two different computers), usually when moving code/editing modules/, but it can happen almost in any action when there is such a problem It was seriously just rolling numbers and copy pasting ladder from bone village until I got it to work.įirst, congratulate you again for making the best utility of FF7, although being synchro I still long for the stability of versions 1.6.X, again I have delays and serious problems due to instabilities, I leave my conclusions after months of long work (in the last version 1.8.5): MWAHAHA! HA!HAHAHA!HAAAA! Ok it was a donkey and a half but I finally got the vine to work. I'll go look at some other ideas and come back to it. So I'll see if I can get it to work tomorrow.Įdit: Apparently ladders are complicated lol. Plus at this point I have distractions at work (half my shift is easy with no one bugging me but the other half.) and I've been trying to figure this out for hours with my only breaks going towards my job. I feel like I almost have it but coordinates are off slightly. Maybe add a climbable vine to the cave in the ancient city and see about adding a new area.Įdit: and some hours later I'm fiddling with placing a ladder on the coral valley vine going up to the walkmesh in front of the cave. Not sure what to do next, probably go somewhere to see if I can mess with walk mesh. But feeling good that I can mess with on screen NPCs. I didn't set any stop to it though so anytime you walk up to her you get another (whoops). Added small script to give all Materia and it worked. Whew! That was the problem with the model. Hoping that making sure to add a new model at the end of the model list will give better results. I had to reset flevel when I tried to delete her model and put Nanaki in it's place. Yuffies model obviously shifted what models show up where since I on accident spawned her in the middle of the list. When I talk to the materia it says what I copy pasted for it. Tried adding Yuffie to the end of the list of NPCs and added her model to the map. Save Point turned into Hard Hat man cause I had deleted all other model groups aside from cloud/party and one listed save. Thank you for the suggestion but it was me being blind lol.ĭid experiments and moved savepoint. Just so I can see everything up close when I try experimenting on other things. I'll probably work with a different save location from now on. Default steam game even has the flames as very faint for some reason so it wasn't 7th heaven or any mods that were causing the flames to be faint. Checked the original pic and noticed slight discoloration that looks like its there as well.
So I moved it again and I saw this time that it was there. Went back and saw that the flame on the savepoint was very faint anyways.
So I reset what I did by copying flevel out of the steam default file. Fix potential memory leak/crashes on copying Group Scriptsįirst I tried your suggestion, It just raised the question point of the save mark up in the air.Fix search for bit test operations ( #75).Fix potential memory leak on field model loading for PS version.Trying to minimize bad texture loading on opening a DAT file alone with a BSX file.Fix Save As feature for files outside an archive (like a DAT file opened alone for example).Fix potential crash on creating or saving a field map.Fix multiple inconsistencies in field map format ( #116).Fix window.bin compression format to be closer to the original compression ( #112).Fix compression error on import ( #117).Fix replace all texts feature, and add a message about how many texts were replaced ( #114).Remove strict LZS format checking option.Prevent edition of letter width and letter left padding if not available for the current letter in window.bin editor.