Final Fantasy VII Remake

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Chris Rubino

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crubino

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18 comments

  1. crubino
    crubino
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    I'm sorry that I'm no longer can accept any request for its variants (black handle, all part in black colors, silver or white colors parts, etc.). Since I don't have enough time to make too many variants, please accept this as it.

    Happy gaming and cheers,
    Chris
  2. spooni83560
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    simply, the most beautiful original sword skin of "cloud"
  3. nick90m
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    i just tried this shiny version, attracted by how the golden part was rendered. I made a screenshot as a comparison waiting for it to be accepted by the author of this mod, but that I will not use any more for my simple taste (for example the cutting edge seems painted more than shiny).

    however there is an issue based on the distance of the camera and the rendering.
    to solve try this(taken from other mods with the same problem):

    - try to set r.MipmapLODbias to at least -4 in your Engine.ini file (r.MipmapLODbias=-4),
    - or type r.MipmapLODbias -4 on dev console using FFVIIHook.
    1. NeoKingArthur
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      I tried this trick. using the engine.ini file or even typing in the dev console. -4, -6, nothing works.
    2. Exosq
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      I had the same issue and this solution didn't work for me, what worked was adding this line in my Engine.ini file r.SkeletalMeshLodBias= -4
    3. NeoKingArthur
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      After doing some analysis on the clues shown. I think this mod uses a completely different mesh. And that only a higher LOD will have the custom mesh, but not on the lower LOD ones. That's why when the camera moves away the mesh changes to the default buster sword with the solid metal and buttons on the crossguard, and since the texture isn't designed to work with the default buster sword mesh, that's why we get all these weird texture mappings.

      So in theory, to fix this permanently, we need to make sure the lower LOD has a matching mesh with the higher LOD ones. Maybe simply copy and pasting and renaming the LOD numbers and recompiling the mod. That way, we're only raising the skeletal mesh for the buster sword, not the entire game compared to if it's done through the Engine.ini file which I assume would add unecessary load to the CPU and GPU trying to render high level LOD of everything all the time.

      Another alternative is to splice them together with the lower LOD mesh files from the original mod. But since that original mod has an issue with the Materia slot duplicating the first slot into both holes, that's probably a bad idea unless you want to see materia rearrange itself magically as you move the camera away.

      I'll try this method up, and if it works I'll post a separate mod where I also made the new buster sword look from the upcoming Crisis Core Reunion.
    4. NeoKingArthur
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      I think this is corrupted for some reason. I tried to export the entire mod using umodel so that I can start duplicating the mesh file for the other LODs, and it throws an error. I can't do anything about this, I'm afraid..

    5. syrops
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      thank you Exosq, finally fixed with that!
  4. BenSingh256
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    hello, I'm currently experiencing a texture bug with this mod. The buster sword looks red and gold like I can almost see through the layers of the sword. Any possible fixes for this?
    1. TommyIrianto
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      Yeah, same. But I think there is a workaround by installing both the original Buster Sword CC PAK mod, and the All Weapons Shiny mod together.

      Buster Sword CC PAK at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com)
      All Weapons Shiny at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com)

      This way, we can get both the Crisis Core look with a clean and shiny look without texture problems.
  5. ZZZZOmniMan
    ZZZZOmniMan
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    AMAZING WORK
    ANGEAL WOULD BE PROUD

    NEVER FORGET YOUR HONOR AS SOLDIER.

    BASED
  6. Mirrorman95
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    That's too bad. I was going to ask for a version without the Fenrir symbol, to make it more lore-friendly, but I suppose that's not possible now.
    1. crubino
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      Fortunately, I'm still  keep an archive before I added that Fenrir symbol.
      OK. I've uploaded it as optional file. I've named it as version 0.90  :)

      Cheers,
      Chris
    2. Mirrorman95
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      Thanks!
  7. BriefcaseKun
    BriefcaseKun
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    Great work as always man!
    Thank you for finding the time to upload this.
    1. crubino
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      You're welcome, mate!

      Happy gaming and cheers,
      Chris
  8. XenoVars
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    Hey man! Amazing work on this one :)

    Thanks for still doing this!!
    1. crubino
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      you're welcome, mate!

      Cheers,
      Chris