Mako Dawn v0.3 released

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News

I was supposed to upload this about a year ago. Well, that didn't happen. Sorry! This is the final update of the mod I'll be making. I'm not developing this again, nor is anyone else. Despite a few expressions of interest in the project it seems incredibly unlikely it's going to be actually developed for again, unless the original dev picks it up again. As you'll be able to see from the credits section of the readme, he and I made well over 90% of the content released. Which reminds me...

Killerx20 may have made the base of the tower (below the barrel bit), the barrel thing and maybe the upper tower. I really can't remember whether they replaced at some point or not. I know that I remodelled the back part that juts out over sector 1 & 8 so yeah. I really have no idea. I zipped & uploaded the mod when I realised I hadn't included this and can't be bothered waiting for it to upload again.

If you're interested in FFVII stuff, check out the qhimm forums. Team Avalanche is working on a graphics overhaul (among other things) for the original FFVII. There's a lot of neat stuff there so take a look.

Lastly, if you're interested in what I'm doing for some reason, you can follow my dA or SoundCloud for my art and music respectively. I now work as a freelance visual novel artist.

Development Indefinitely Ceased

Development Indefinitely Ceased

News 9 comments

Post concerning the ceased development of Mako Dawn. Questions and comments welcome.

Mako Dawn Dev News!

Mako Dawn Dev News!

News 1 comment

Recommended settings, a solution to an old problem, updates to floor 61, floor 62 and Midgar, placeholder NPCs, documentation and hypothetical time traveling...

Version No. Change & Various Updates!

Version No. Change & Various Updates!

News 4 comments

Rectifying (unintentionally) misleading version numbering, testing out parallax and environment mapping, music, planning and more!

Mako Dawn v0.21 now available!

Mako Dawn v0.21 now available!

News 1 comment

Elevators, trains and portals to floating platforms in the void; the Shinra Building has it all!

RSS Files
Mako Dawn Music Pack

Mako Dawn Music Pack

Audio Pack

The music I arranged for the mod was requested by someone so I'm uploading it here. It can be used freely by anyone provided they credit me as the arranger...

Mako Dawn version 0.3

Mako Dawn version 0.3

Full Version 4 comments

Includes floors 59, 60, 61, 62, 65, 66, 67, 68, 69 and 70 of the Shinra Building + stairwell and elevator access. Also includes subways, train, reactor...

Mako Dawn version 0.2.2 (old)

Mako Dawn version 0.2.2 (old)

Demo 1 comment

Includes floors 59, 60, 61, 62, upper and lower elevators, upper and lower stairwells, and Midgar.

Post comment Comments  (0 - 10 of 271)
johnbarleycorn
johnbarleycorn - - 85 comments

Never been a huge fan of FFVII, much more the VI, still, i think this would be really a nice idea.. Maybe it would be better on the New Vegas engine, (it has more animations and mods) but still, i would be glad to help myself.. (if the mod isn't dead) port the FFVII outfits it would be a trifle thing for example..

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Mr_Nygren
Mr_Nygren - - 3,797 comments

"Killerx20 may have made the base of the tower (below the barrel bit), the barrel thing and maybe the upper tower. I really can't remember whether they replaced at some point or not. I know that I remodelled the back part that juts out over sector 1 & 8 so yeah. I really have no idea. I zipped & uploaded the mod when I realised I hadn't included this and can't be bothered waiting for it to upload again."

Would you mind uploading the missing content as a patch then?

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General_Green
General_Green - - 168 comments

It'd be cool if we could get a version that doesn't auto-teleport us. I've been digging through the Geck trying (and failing) to find a way to remove it. If anyone can tell me how to, that'd be cool, but otherwise, an updated esp for those of us who just want to **** around would be great.

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JigsawPieces Creator
JigsawPieces - - 132 comments

I'm not sure what you mean by "auto-teleport"; perhaps if you explain what you mean by that I'll be able to help.

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General_Green
General_Green - - 168 comments

I mean when I start the game, it instantly boots me into the train area. I just want to be able to use coc to teleport there with all my gear and stuff, and mostly just check out the map. Either that, or set up a door to teleport there.

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JigsawPieces Creator
JigsawPieces - - 132 comments

Ah, I see. That was the whole point of the mod -- it was a total conversion and had nothing to do with Fallout.

It's been a long time since I've fiddled with the GECK properly, but I'm pretty sure the stuff determining where you start resides in a few script lines in cg00. If you open the GECK, search for cg00 (make sure you're searching everything), then right click it, choose edit and look through the tabs until you find some code referencing the start locations. It'll be something like "set player start location to ff7startmarker" (I can't remember exactly what it was!) That's a place to begin looking anyway; I can't guarantee that'll hold the answers though.

If you manage to start your game in the Wasteland with the mod loaded, COCing is easy, you just need to know the cell name. Everything in the mod begins with "ff7", so just search for that in the GECK for cell, object, character, etc names. There's tutorials for setting up doors between different areas.

That's about all I know off the top of my head. Hope that helps.

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Team_Anthogonist
Team_Anthogonist - - 33 comments

I'm really sad to see this go :-( It looked amazing.

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Holly4life
Holly4life - - 14 comments

it's alive!! xD

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kin37ik
kin37ik - - 29 comments

noooooooo!! this was my closest dream to a FF7 remake in HD!! ):
*smashed dream*

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JigsawPieces Creator
JigsawPieces - - 132 comments

Just a small update of what I'm putting together for v0.3:
Youtube.com
I365.photobucket.com

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