You could try to load up your character in a character editor like Starcheat and remove all items and tech that probably cause problems. When i had similar problems with other mods, it fixed such problems for me.
Dragonith updated Chocobo Mounts with a new update entry: 1.05 Update Read the rest of this update entry...
Pricing is part of the balancing we're doing in an upcoming update. No way are the current prices permanent.
Ooooh, this looks like a neat mod, I think I'll pick it up. Do I need to start a fresh character or will chocobos spawn on the planet I'm already tearing apart at the seams?
Chocobos don't naturally spawn. They're techs obtainable from the Chocobo Merchant. You can craft him in your crafting menu.
so it could just be my end, but it seems that the chocobos are playing the backrunning animation when they move forwards and vice versa, same for walking
Odd. Everything's fine on my end. The walking animation for you is playing the running animation, if I'm reading this correctly? That, along with the piano songs were composed by my modding wingman, @Crystan. I don't have the link to the original piece he made on me right now, but I'm sure he'll be able to provide you with one once he gets back on. ^^
no, I mean they are moonwalking when I walk backwards, and they are doing the reverse when I walk forwards. I corrected it by swapping bmove and move in the .animation file, but I have no idea if it's just me, since no one seems to have noticed anything similar yet
Here you go: https://soundcloud.com/crystan-seaage/ff7-highwind-takes-to-the Glad to hear you like my remix.
Are you planning to have the kupo nuts, gayshl greens and dead peppers cost pixels later? As of now I can just buy 999 of them at a sitting and never have to worry about food.
Love the concept but it crashes saying: StarExeption: An error occurred during loading: StarExeption: Duplicate projectile asset typeName chocobostab. configfile /projectiles/chocobostab/chocobostab.projectile ProjectileDatabase::load() Root::reload() _Function_handler<void (), _Bind<ClientApplication:reSplashInitialization()::{lambda()#1} ()> >:: (_Any_data) ThreadImpl::runTread(void*) BaseThreadInitThunk RtlInitializeExeptionChain RtlInitialiseExeptionChain ClientApplication:ostSplashInitialization() ClientAplication::update() StarApplicationBase::run() _SDL_main _console_main Sorry I didn't do a screenshot, I tried but it wouldn't show up. Also the : P's turned into