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Final Fantasy 7's status as the greatest Japanese role-playing game of all time is a matter of debate, but its impact cannot be disputed. The 1997 PSone original was a revelation for the genre in the west and captured the imagination of a generation of game players who marvelled at its pre-rendered backgrounds, elaborate 3D combat visuals and, perhaps most importantly of all, its tear-jerking story. Final Fantasy 7 cemented the likes of Cloud, Tifa, Barret, Sephiroth and Aerith (or Aeris, depending on your point of view - we'll get to that later) in the heart and mind of the collective global gamer consciousness.
Who can forget that death scene? Or that Omnislash? For many, playing Final Fantasy 7 was a formative experience: the memory of a summer spent entranced in front of a CRT telly now feeling like a warm, welcoming embrace, nearly 20 years later. But not all of Final Fantasy 7 was perfect. We were probably too young at the time to notice, but its localisation was a poor, rushed and desperate effort, with odd grammatical errors, out of place turns of phrase and in some cases what are thought to be mistranslations of the original Japanese. But it was the best it could be given the time afforded to Michael Baskett, the lone translator within Squaresoft USA who was charged with turning thousands upon thousands of lines of fantasy-strewn Japanese into the English-language version of perhaps the greatest JRPG story ever told. Understandably, mistakes were made.
And what wonderful, enduring mistakes. Perhaps most famous is Aeris' early-doors line, 'This guy are sick', but there are many more. Jenova, the mysterious being at the heart of Final Fantasy 7's complex story, has just one line of dialogue in the game, and it includes a typo: 'Beacause, you are.
And who can forget the game's first boss fight, against the mechanical Guard Scorpion? 'Attack while it's tail's up!' Cloud tells the player.
Then, 'It's gonna counter attack with its laser!' So, we all attacked the beast while its tail was up. Then it counter attacked with its laser.
Five years ago, Daniel Burke's ambition was modest. He wanted to show his girlfriend Final Fantasy 7's story, but knew she would not play through the game. So, he planned to make a video, like a Final Fantasy 7 story movie, she would sit down to watch. One man band download free. But the translation errors stabbed at him like a scratch that could not be itched.
Burke used his admittedly poor programming skills to prod the game, at first simply to polish up some of its worst dialogue, such as the infamous 'this guy are sick' line. But, he tells Eurogamer, as he pored through the dialogue he realised its problems were sweeping.
Final Fantasy 7's localisation had deep-rooted translation issues. Daniel Burke has spent the past five years retranslating Final Fantasy 7. It has not been easy. 'You change one line, and then the next one doesn't flow right,' he says.
'So you change that one, and before long you've got a whole map that's been changed. And you go to the next map and you hope that one's going to flow quite well and it's going to make sense, and then you realise it doesn't. 'It spiralled out of control.
It went from something that was meant to be a fast, one-week project, to something that ended up requiring a Japanese speaker and project management.' Burke says he was 'pissed off' by the original localisation, although he doesn't blame Baskett for how it turned out. 'The bottom line is we were short changed,' he says. 'You go through the items and you realise some of them have been changed not because of any localisation reason, not for any genuine, logical reason, but simply just flat out mistakes and big mistakes at that, and it keeps on piling up.' Burke's passion for Final Fantasy 7 fuelled his commitment to the project.
His mind was made up: retranslate the entire game based on the original Japanese and release it as a mod - whatever the cost. He named the retranslation project 'Beacause', inspired by Final Fantasy 7's famous typo, and housed it inside the, a popular haunt for Final Fantasy tinkerers. Burke admits he struggled in the early years as he toiled away on his own. But then, a saviour: a translator called Luksy.
The mysterious Luksy, born and raised in Britain but living and working in Japan, came across the retranslation effort on Qhimm and offered to help. Burke jumped at the opportunity. It was a match made in heaven. Luksy, as fluent in Japanese as he is in English, worked through the original version of Final Fantasy 7, suggesting changes for Burke's approval.
After months of not much happening at all, Beacause was on a roll. Luksy created a tool that allowed the team to quickly and easily edit Final Fantasy 7's files.
This was crucial. The game includes duplicate text, making it hard for modders to know whether they're changing the text seen by the player or text simply dormant beneath the bowels of the game. Luksy's tool stripped out this duplicate text, saving countless hours of work.
Luksy's translation was on the literal side, Burke says. He tended to turn a Japanese word into the equivalent English word.
So Burke assumed the role of a localiser, tying Luksy's translation together to create a flow that felt natural. The pair would often debate the finer details. Sometimes, the very fine details. The night before we speak with Burke, one of these debates took place.
Sephiroth has just killed Aeris and he says, to a devastated Cloud, 'Do not worry. Soon the girl will become part of the Planet's energy.' Luksy had reservations about Sephiroth's 'do not worry'.
The Japanese is more of a 'never mind', he said, and 'do not worry' suggests Final Fantasy's most famous villain offers Cloud an out-of-character condolence. 'Sephiroth doesn't really understand emotion,' Burke says. 'He doesn't care, really. We went through the dialogue and we could see that it's just that he doesn't understand Cloud's position at that moment.'
Burke and Luksy laboured on the point, but eventually settled on the original translation. 'It's just Sephiroth being a bit of a loony,' Burke says. As Beacause grew in scope, so did the attention on it intensify.
Many of Burke's translation changes sparked vociferous debate among the Final Fantasy 7 community. Here we had an upstart tinkering with our childhood. Our memories are sacred, Final Fantasy 7's idiosyncrasies dogma. What gives Burke the right?
The most polarising change is, perhaps unsurprisingly, Aeris to Aerith. The original Western version of the PSone Final Fantasy 7 names the character Aeris, but many believe her to be called Aerith. Burke's logic is sound. Late 90s Squaresoft localisation producer Richard Honeywood has, in interviews, said Aeris' name was intended by the game's Japanese writers to be a mix of 'air' and 'Earth', and so Aerith is correct. Subsequent Final Fantasy spin-off games, including Kingdom Hearts, corrected the mistake. Burke has also used the Square-made Final Fantasy 7 Ultimania book as a guiding light on this and many other issues during the work. You'd imagine, then, there would be little debate on Aeris - but there is.
'Someone's grown up with a name from a main character all of their lives,' Burke reasons. 'Maybe they haven't played the prequels and sequels.
And then suddenly someone's come along and changed it. 'There's no doubt Aeris sounds nicer than Aerith. I agree with that. I like Aeris better. It sounds like a more feminine name. People don't like Aerith because they think it's got a lisp. But Elizabeth could be considered to have a lisp.
That's the real reason. It's a change from what people grew up with, and it's also a change that sounds less feminine.
If the change was from Aerith to Aeris, and Aerith was the original name, there wouldn't be as much opposition. 'The 'th' drives people mad.' In the case of Aeris, Burke defers to the wish of the original writing team. 'If the original writing team say, listen, we don't like that name, we want it changing, I don't think anyone, localisers or otherwise, has the authority to change that.' Amid the debate, Burke and Luksy err on the side of science and logic. The Kana (syllabic Japanese scripts) for the Aeris character works out as E-Ri-Su in the Rōmaji (the romanization of Japanese), with the 'su' being the closest the Japanese have to our 'th' sound (the 'u' at the end of 'su' is often whispered'). In fact, 'su' is also used by the Rōmaji for Sephiroth, which works out as Sefirosu.
Which is why Final Fantasy 7's Sephiroth Choir sounds like they're singing 'Sephiross' during the One Winged Angel theme. This science has fuelled other similarly controversial changes. Fans will know the Moogles as the cute race of flying balls of fluff that have starred in most of the games in the Final Fantasy series.
Burke changed them to Moguri, based on the original Japanese. But, it turns out, if early translation efforts had got it right, we'd all be calling them MoleBats. The name Moogle, which is Moguri in Japanese, Spanish and Italian, is a portmanteau of the Japanese words for mole (土竜, mogura) and bat (蝙蝠, kōmori). And if you look closely, you can see that's what Moogles are: moles with bat wings. 'But again, I think Moogle, it has a nice sound to it,' Burke says. 'It's cuter.'
Burke runs through other changes that have caught the inquisitive eye of the Final Fantasy community. The infamous 'tail's up' line that caused so many of us to get scorched by that pesky laser is now: 'Barret, watch out! If you attack when the tail's up, it'll counter-attack with a laser.' 'This guy are sick' is now: 'The person in there is ill.' As an aside, the sick person has a name in the Japanese version of the game, which Burke has added for the retranslation: 'Scruffy Man'.
Phoenix Down, Final Fantasy's famous character-reviving item, is now Phoenix Tail. 'That's another one of those where I get flayed alive,' Burke says. 'Down' refers to a layer of fine feathers found under the tougher exterior feathers of a bird.
The Japanese is 'Phoenix Tail', or the tail of the Phoenix, which has the power to revive. The Zack character is now called Zax. Again, the Kana works out to have a 'su' ending: 'Zakkusu'. Burke calls this a translation mistake similar to the one made with Aeris. Zack would require the original Kana to work out as 'Zakku', he says. Here's an interesting one: Safer Sephiroth is the final boss of Final Fantasy 7.
The name has gone down as one of the game's more humorous translations, as there's nothing 'safer' about Sephiroth's final form. It turns out this is yet another translation error. The Kana, Burke insists, is a 100 per cent match for 'Sepher Sephiroth', which is the Hebrew for 'Book of Numerations', likely a reference to the 10 Kabbalistic Sefirot, the 10 aspects of creation according to Jewish Mysticism. Final Fantasy 7 draws heavily from Jewish Mysticism, and there are references to its terminology strewn throughout the game. There is confusion over this translation because Sephiroth's final form is that of an angel, which suggests its name should be 'seraph'. But the character Red XIII has a weapon called the Seraph Comb, which is based on different Kana to that Safer Sephiroth is based on.
So, according to the Kana, it's Sepher, and so Sepher Sephiroth is a seraph. Still with us? Now you see the problems I'm having!' The Midgar Zolom is a species of giant serpent that dwells within the marshlands leading to the Mythril Mine. The beast was intended to be the Norse snake, Midgardsormr.
This was corrected in later Final Fantasy games. No debate here.
And of course, Jenova's 'beacause' has been corrected, somewhat reluctantly. 'A part of me really wants to be childish and leave that in, but I can't do that,' Burke says. The Wutai Pagoda. Burke has poured his heart and soul into the Final Fantasy 7 retranslation project, and he's come under fire for it.
Some have attacked him in particularly nasty ways. He's had a tough time on 4chan, for example, where one person photoshopped the tag 'no life' at the top of his mugshot. 'I guarantee the people on 4chan, if they could find out where I live they would start sending crap to me,' he says. 'But generally speaking, away from those crazies, it's just been negativity and insults.' Corel videostudio pro x7 ultimate crack key.
Still, Burke seems philosophical in the face of vitriol. 'You see, these people attack the project because they see it has worth,' he says. 'They're scared it's going to be more well known than it already is. 'If they weren't getting worked up, I'd be doing something wrong.'
Burke welcomes positive criticism, in fact. Recently an observer suggested Barret was originally called Bullet. 'We've gone through that before and it's very unlikely,' he counters.
'But that's good. If someone comes along and says, I don't like this particular part because of this, that's great, because we can discuss that. I'm not against changing my mind. I'm not rigid that I'm going to browbeat people and say, I've done it this way, go away.
If they've got a good reason for it, I'm not against changing it.' Are you TeamAeris or TeamAerith? Burke is TeamAerith till he dies.
Still, Burke has run up against what he calls blind intolerance over the years. He remembers one comment posted to the Qhimm forum: 'I grew up with the original translation and no matter what you do, whether it's better or worse, I'm not going to accept it.' 'Now, all I can say to that is, well fine, play the original,' Burke says. 'There's no way I can possibly debate with that kind of mindset. If someone is against your project simply because it exists and isn't what they grew up with, there's nothing I can say about that. 'The people who attack me often see me as a great wrecker, like I am wrecking their childhood, but I think what they miss is that it's my love of the game that led me to make the changes.' Perhaps anticipating the backlash, Burke added to the mod the option to revert some of the new terms, such as Moguri and Phoenix Tail, to their original forms.
Most character name changes can be reversed, but Aerith - of course - is mandatory. 'When I went in to the project, the first thing we established was we were going to treat it like a standalone game to make sure we weren't biased,' Burke explains. 'In other words, we weren't pushed into making concessions all over the place. 'If you start to say, well we're not going to do this, and what about that and what about this and we're going to start making exceptions here, there and everywhere, then you've failed from the start because you're deciding things not on the dialogue or facts but your own personal preferences and bias. 'But from the start I knew it would be polarising.'
The Beacause mod is in fact just one of many that combine to form The Reunion, a collection of seven mods that can be installed separately. There's a menu overhaul, 60 frames per second battles, a harder difficulty mod called Weapon ('I want people to use their brain when they're going through the game. I want them to think about the spells. I want the spells to matter'), a model overhaul and memory patches.
There's even an effort to hide soldiers throughout the game world as collectables. Beacause, though, is the star of the show - and its genesis. The menu overhaul, for example, came about after Burke changed the Bolt 3 spell to Thundaga and found the new term failed to fit inside the in-game text box. Someone on the Qhimm forum taught Burke how to hex edit so he could expand the box himself. 'From that one change I realised the whole menu system was rather crap, and I got rather obsessive with it. When I start something I tend to finish it.'
The Reunion is a huge undertaking, and Burke is overseeing the lot at some cost ('It's a very big project and it's driving me insane.' But it seems he's taking a step back now Beacause - the original obsession - is done and dusted. 'There's a saying in computer programming that a program is never finished, it's only abandoned,' Burke says. 'And it's definitely true. But at this point in time, I'd be happy with it being professionally released. If I were releasing this as a company, I'd be happy with it being released like it is now.'
Burke can't say how many hours he's devoted to the project. There was a six month period, during the early days, when not much happened, and moments throughout when he almost gave up.
There was a point when Luksy, so key to Beacause's accuracy, took time out to focus on real-life work. 'It's a long time. It's a lot of work.' Burke drifts. Final Fantasy 7 is a massive game, with 130,000 words of dialogue as well as hundreds of character, item and ability names. There are something like 600 text files for each map, Burke's found, and each file demanded attention. 'I've been through that dialogue five times over.
It makes you lose the will to live, I can tell you.' It was Burke's desire to get the job done that saw him soldier through those evenings after work, those weekends spent huddled at a computer screen.
'You're thinking, I've put in all this time, I've done all the non-dialogue, this has got to be finished now. We've come too far to throw it away.'
That, and the fact Final Fantasy 7 is his favourite game. 'If there were another game which I liked as much as 7, which I don't, and it had a mediocre translation, I'd consider it,' he says in response to calls for him to tackle another JRPG. 'But there isn't anything.' Perhaps the most famous Final Fantasy 7 translation error of all. Burke, now 31 ('. 31 and still playing Final Fantasy 7'), works as an administrator.
He says it's a boring job. Perhaps he fancies working in video game localisation, now he's had a taste of it? It's too late for that, he replies. 'If I'd known this 15 years ago, maybe.' Instead, Burke would like to teach computer skills in schools, and perhaps try his hand at writing children's stories. Oh, and he still plans to make that Final Fantasy 7 story video for his girlfriend.
Those are possibilities in his future. There is no chance, however, that he'll do another retranslation. He's '100 per cent done' with it.
Thousands of Final Fantasy 7 fans have downloaded Burke's mod and are revisiting the game once again. Some are delighted. Some are annoyed. But all share a love for one of gaming's greatest efforts. Whether you're TeamAeris or TeamAerith, that death scene resonates as strongly now as it did in 1997. As Burke waves goodbye to the past five years of his life, the thank yous and the what have you dones still fresh in his mind, he can take solace in the memory of his motivation: why would someone retranslate all of Final Fantasy 7? You can check out The Reunion mod project on the.
Non-dialogue retranslation work is detailed on a.
Originally posted by:I've actually heard of 7H, but I keep seeing Bootleg recommended more than I see 7H. Well, that and the Reunion mod that was mentioned earlier.
Bootleg is pretty famous but only because it was for long time the only 'easiest' mod installer. I guess thanks to my concerns the new bootleg development has nearly stopped.
The moder Insight has made a really nice interface but I started the discussion if the new Bootleg will use 7th Heaven ( because there a few thing only 7H can do) or if it isn't better to move entirely to 7H and make Bootleg to a modmanger (like Loot for Skyrim). This was necessary because I knew that a new Bootleg would out-do 7H only because of its famous without being better as it. Also after the release of a new Bootleg, it would have become outdated again some day because it is too dependent on the mod it installs. 7H is pretty much independent and can react to changed conditions (as example supporting mods which does not even exist this day). It can also easily adjusted to a new custom driver if Aali makes again some major changes on it. The most important thing is that it allows moders to create mods and share them through it., while giving him also the opportunity to maintain the mod themselves and update it immediately. For users is the most advantage that you only have to download the mods you are intend to use and if there is a mod you don't like you can simply disable it.
And it works with the Reunion mod (of course not if you use a gamplay difficulty mod). It has only one disadvantage, it creates a small delay when starting the game but that's it.Sharing game files (as example char.lgp, flevel.lgp, Kernel.bin) is illegal. Because with enough files the game could be built with them.
This counts for all games. Originally posted by:My favorite mod pack that still works with steam is the FF7 Reunion Mod Pack. It has an installer that detects your version of the game (original, Steam, or Square Enix Store) and doesn't apply patches in the pack that are incompatible, which is mostly just the menu overhaul, that I noticed.
It also makes a backup of the old files for if you want to revery back to the original version before the mods. One question, there is a way to only download Menu Overhaul Project (DLPB/Kranmer)?
Note that ', which is no longer supported in newer versions of The Reunion, does not apply to this version of the game and has never worked on it. Terminix employee handbook. Instead, Steam users have 'MENU ENHANCEMENT'. BEACAUSE: In-game text translation fixes. MENU ENHANCEMENT: Updates menus to look neater.
WEAPON: Adjusts various aspects of the game's difficulty to be smoother. MODEL OVERHAUL: Improves in-game character models. 60FPS BATTLES: Corrects the battle frame rate of the PC versions to be 60.
AUDIO REPLACEMENT:?. SOLDIER QUEST: '99 1:35 Soldiers will be hidden throughout the world as collectables.' . MEMORY PATCHES: Various memory patches, such as cheats et al.
Game data.
(You will need to turn your sound up to hear me in the demonstration.) IMPORTANT EDIT: There is a section missing from this guide. This guide in its current form will only allow you regain her as a charecter, but will not let you put her in your party. I.THINK. I know why this is happening and I am working on a 'fix' as we speak.
How you do it is quite simple, however the details behind it are quite complicated, so I will just give you the short version and tell you how to do it (I will post the details later incase anyone wants to experiment with it). The only thing that is VITAL is that you cannot have Yuffie yet, the other steps can be changed, but this is what worked for me (that's right, it's the Yuffie warp glitch). 1) Play the game normally up untill you need to go to the underwater reactor (don't go there yet) and then breed a black or gold chocobo. 2) Ride the black / gold chocobo and put it on the highwind, park the highwind next to Junon and ride the chocobo across the river created by the crater next to Junon and leave it next to Fort Condor. 3) Make sure you don't have Vincent, Cid or Cait Sith in your party (I used Cloud / Nanaki / Barret) then save on a new file (we'll call it File A) and quit.
4) You need a save file in the Shinra HQ (the first visit), if you don't have one you can start a new game and just rush through, it shouldn't take long (an hour or two at the very most). 5) Once you are at the end of the first Shinra HQ visit (after you fight Rufus) save (BEFORE you talk to Tifa) at the save point in the room that Tifa is standing in the doorway and make sure to save on a seperate file, File B. 6) After you have saved, keep playing up untill after the bike minigame, when the boss attacks you at the end of the road, let him win / kill your own team (get a game over). 7) Don't close the game, let it return to it's new game / continue screen, now load File A. 8) You MUST stay on the world map untill you have fought Yuffie, you should be next to Fort Condor, walk over to the little forest and look for Yuffie, you can win or run from unwanted fights. 9) Beat Yuffie.
After you beat Yuffie you will be teleported to the point you were when you got a game over, regardless of save file. After you beat her and after the reward screens you will be at the end of the bike minigame fighting the boss you let kill you on file B. 10) Kill the boss and skip through the next two cut scenes, when you leave Midgar you will be asked to make a party, Aeris will be available (You don't need to take her yet if you don't want too). Now you have Aeris, but have broken sequence, in other words the story have been sent back to when you first left Midgar, so you are back on disc / part 1. The highwind and your chocobo will show up on your map but will be invisable and unuseable because you shouldn't have them on disc / part 1.
So now we have jumped back to get Aeris, we need to jump back forward to where we were.Insert Back to the Future referance here. 11) Head through the Mithril Mines back to Fort Condor, when you get there, save on a seperate file, file C and then quit.
12) Load File A and ride your chocobo to the highwind, put it in the highwind and take it back to the stables, then fly back to Junon. 13) Go to the underwater reactor, after you leave the lift with the fight (and the ungrateful woman) you get jumped by 2 soilders (there will be a dog there, but it won't attack) let them kill you / get a game over just like you did before. 14) Load file C, you should be at Fort Condor, go to the forest and find / beat Yuffie again. 15) Continue on with the game as normal. Bang, done (believe it or not that was the short version haha) the file you are on has Aeris, everything you had from before you jumped and are at the exact same point in the story as before. You tricked the game into giving her back to you, countered the sequence break and it doesn't interfere with a 100% game (as it is still on disc / part 2 you can still go and get Yuffie and do the Wutai quest that is only available on disc / part 1 and 2). I have since progressed to the Northern Crater and have not had any issues with FMVs, cut scenes, crashes or anything.
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That said I still wouldn't have Aeris in my group when furthering the story, when the other 2 members of your group appear and say something, what happens when the game realises it's asking Aeris to say something before the fight with Ultima Weapon? It would probable just crash. EDIT: Never save over you main file while attempting it, if you make a mistake you could ruin your whole file, for example leaving your highwind somewhere you can't get to it after you jump.
WARNING END/. There is not really that much to gain from getting her back in the long run, it is just one of the uses of the Yuffie warp glitch, I couldn't find anything on using it to keep Aeris alive so I thought I'd experiment with it. The other uses of the Yuffie warp glitch are being able to go back to unrevisitable areas (Sister Ray, Gaia's Cliff, etc) letting you collect any items you may have missed (HP Shout, Missing Score, etc) and also any enemy skills you missed (mainly Trine).
It can also be used to refight bosses / scripted battles to get more boss stolen / dropped items (All Creation, Cosmo Memory, Minervra Band, etc) or fight Diamond weapon over and over for the AP in triple growth slots. EDIT: All creation can't be farmed with this glitch, as it is Yuffies quest and for the glitch you can't have her. Luckily there is another bug that allows you to duplicate boss fights, so you can still get 99 All Creation if that's your thing. Details yet to come, stay tuned. Details: To trigger a jump you have to get a game over at any interior on the file you want to jump to (anywhere apart from the world map) and then beat Yuffie on whatever file you want to jump from. After getting a game over and loading the file you want to jump from, you must start on the world map and stay there untill you have beaten Yuffie, entering anywhere on the world map (presummable including the highwind interior) will undo everything you have done up untill that point, forcing you to start from the beggining again.
The fight you get a game over on can be a random encounter, but after the Yuffie rewards screen the random encounter won't be triggered, you will just be teleported to that exact spot. Whereas getting a game over at a scripted battle or a boss battle will trigger the battle after the Yuffie reward screen (after the battle you will be at the same spot that you would if it was a random encounter). The one exception is the diamond weapon encounter, I have not done it myself so I don't know the details, but I assume it doesn't matter that it's on the world map as you will not be jumping to the world map, but rather PAST the world map and into a scripted boss battle (I don't know if it would work with Ruby, Emerald or Ultima). After you have jumped the story MAY reset to the point it should be at when you are in said area, if that happens it will persist through the world map, you can theoreticaly carry on through the story as you did the first time, but it can glitch FMVs beyond recognision and is much safer to just jump back to where you origninaly jumped from.
Whatever you collect on the file you are jumping to, will NOT be there after you have jumped there. When you jump you are basically loading the area of another file, if that file has registered a item as already being picked up, it won't respawn after you jump. Don't pick up what you want to collect untill AFTER you have jumped there. The larger the jump, the more likely the FMVs are to bug out, I saw someone jump from the Mithril Mines (before they even made it to Fort Condor for the first time) all the way to the Northern Crater, skipping most of disc / part 1 and all of disc / part 2.
In this example the FMVs were unregocnisably jumbled together. There are some rooms / areas that have 'limitations and rules' as to how much you can revisit them, Temple of the Ancients is one of them. Rules are for example, don't take Cid in your party to the first Shinra HQ visit as you shouldn't have him by then or make sure any party members who should be fixed at that point (like Aeris in the Temple of the Ancients) are in your party.
Limitations are for example the first (laberynth) room of the Temple of the Ancients, after you jump there leaving and reentering the room with cause the game to hang indefinatly. NEVER save over your main files untill you are 100% you have not ruined your file.
For example, jumping to the Forest of the Ancients before you can get there will leave you stranded there forever, save on that file and it becomes 100% useless. I don't know if this applies to you but I didn't have any mods or anything installed, so if you have any it might be that.
All I can think of is that the underwater reactor is an area where Aeris shouldn't ever be or has some kind of party restictions, sometimes you cannot have certain people in your party and sometimes you must have certain people in your party. For example you can't have Aeris when you first go to the city of the ancheints but you must have her in your party while in the temple of the ancheints. Perhaps the underwater reactor is one of the areas she can't ever go.
At many points in the game (and underwater reactor) your party is forced to speak to each other. The dialog changes between charecters slighty, just like when Aeris dies each charecter has their own uniqe action (hand on Clouds shoulder for Barret, holwing for Nanaki, etc), each charecter has thier own uniqe dialog. So when your party is forced to speak, Cloud speaks, then party member 2 speaks, then 3 speaks, but if Aeris is one of those people there is nothing programmed for her to say / do and will likely result in a 'hang' / crash. So I wouldn't use her for any story progression, it might work, but definatly save on a safe file before you try it. TL;DR: Any mods you may have might interfere, but I would just leave her out of the party untill you have finished the underwater reactor, once you make it back to the world map try again, I just logged in on the world map and it let me put her in my party.
Also be carefull when using her, it may bug / crash / glitch / something whenever the game asks her to do anything other than fight. Originally posted by:People still belive stuff like this? Haha I remember trying for hours when it first came out following silly guides I can give you a screenshot if you want, or even a video. I've got almost 2000 screenshots of FF7, it's going to be a. to find the right ones haha. EDIT: Done, check my screenshots and you will see Cloud, Barret and Aeris fighting Jenova just AFTER Aeris dies, ofc the game hung after the fight, the game didn't know what to do when it asked a living Aeris (who should be dead) to perform her greiving action (that she doesn't have) for.
A fan-made mod pack with a host of tweaks and fixes. BEACAUSE: In-game text translation fixes. MENU OVERHAUL: Updates the font, menu and battle UI. 60FPS BATTLES: Corrects the battle frame rate of the PC versions to be 60, the same as the original PlayStation version (15FPS animations, 30FPS camera, 60FPS menus). WEAPON: Adjusts various aspects of the game's difficulty to be smoother.
MODEL OVERHAUL: Attempts to improve character models in the game. MEMORY PATCHES: Various memory patches, such as cheats et al. 1:35 SOLDIER QUEST: '99 1:35 Soldiers will be hidden throughout the world as collectables.' Copying movies to disk. Running movies from disk citation needed. Go to C: Program Files (x86) Square Soft, Inc Final Fantasy VII and create a folder called Movies.
Copy all.avi files from the movies folder on each disc to C: Program Files (x86) Square Soft, Inc Final Fantasy VII Movies. Go to SOFTWARE Square Soft, Inc. Final Fantasy VII 1.00 Graphics If that doesn't exist go to SOFTWARE Square Soft, Inc. Final Fantasy VII. Change MoviePath to C: Program Files (x86) Square Soft, Inc Final Fantasy VII Movies Aali's custom driver.