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I finally finished the game and as far as I know there are no different routes in this game. So I am wondering why I still have unlocked movies and pictures (skills section) missing in the player room. Does anybody know this?
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MarkoH01:
I don't have any missing pictures or movies, although I do have a couple of missing sounds.

Also, there are multiple endings. Here's the first google hit:

https://wiki.etherealgames.com/mdnvii/ending-requirements/

I think I only played once, though, unlike the previous games, so I guess playing the "true ending" gets you everything.
Post edited December 30, 2021 by darktjm
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MarkoH01: I finally finished the game and as far as I know there are no different routes in this game. So I am wondering why I still have unlocked movies and pictures (skills section) missing in the player room. Does anybody know this?
As far as I remember, there are some CG's that unlock in post game events, don't know about the movies, they should be unlocked at the end of the game. Sorry, can't remember since the last time I played VIIR was on PS4 years ago...
Post edited January 03, 2022 by LUISDooM
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MarkoH01: I finally finished the game and as far as I know there are no different routes in this game. So I am wondering why I still have unlocked movies and pictures (skills section) missing in the player room. Does anybody know this?
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LUISDooM: As far as I remember, there are some CG's that unlock in post game events, don't know about the movies, they should be unlocked at the end of the game. Sorry, can't remember since the last time I played VIIR was on PS4 years ago...
Thank you. Yes. after writing this I noticed that there still were some post ending events but after seeing them I still have some pics missing - and none of the other movies unlocked. I wonder what those movies actually are - so far I only have the beginning and ending of the episodes.

Edit: Found a 100% save and in this the rest of the movies and pics was unlocked. I noticed that one of the missing movies was the intro movie from zero dimension and one of the missing pis was the four godesses pic shown right at the start. So I decided to restart the game and see if it would be unlocked this time after seeing it - which indeed was the case. So it seems as if it was just a bug that prevented me from getting those before.
Post edited December 30, 2021 by MarkoH01
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MarkoH01: Thank you. Yes. after writing this I noticed that there still were some post ending events but after seeing them I still have some pics missing - and none of the other movies unlocked. I wonder what those movies actually are - so far I only have the beginning and ending of the episodes.

Edit: Found a 100% save and in this the rest of the movies and pics was unlocked. I noticed that one of the missing movies was the intro movie from zero dimension and one of the missing pis was the four godesses pic shown right at the start. So I decided to restart the game and see if it would be unlocked this time after seeing it - which indeed was the case. So it seems as if it was just a bug that prevented me from getting those before.
Just checked on the PS4 Version on a save just right after at the end of the game (no post game stuff done) and all the Movies and the story CG's (except the 3 post game ones) are unlocked, so as you said, it's most likely you ran into a bug. I'm not surprised since VIIR's PC is a bit buggy and IF never cared to fix it (for example, they never fixed the playtime timer reset bug on the PC port, it works fine on the PS4 version) :P
Post edited December 30, 2021 by LUISDooM
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LUISDooM: That is for VII, VIIR removed 2 endings (the "bad" and "normal" endings) and it's requirements, so the only ending available is the "true" one. One of the many reasons OG VII is way superior to VIIR...
OK, sorry. And while I do agree that VIIR has misfeatures, such as the lack of a proper save system (easily worked around, actually, to the point that it becomes "save anywhere you want" instead), I disagree that removing the requirement for multiple playthroughs with obscure requirements that pretty much require the use of a cheat guide to be a bad thing. I never realized that people like you, who apparently like that sort of thing, actually exist. To me, it's just a pain in my completionist ass.
Nevermind :P
Post edited January 03, 2022 by LUISDooM
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LUISDooM: I'm very sorry if I sounded rude or something like that,
Um, no, I was not at all offended. I was wrong, and you corrected me. That's a good thing. Thank you. Facts are important. In fact, I might have sounded a bit rude by focusing on the fact that I think multiple endings are a bad thing, if you like that sort of thing. You're entitled to your own opinion on the matter, of course. As am I, which is why I tend to be rude/blunt about things: qualifying my opinions with "in my opinion" does not add information (of course everything I write is my opinion), and only serves to imply that my opinion is somehow not worth all that much (which, granted, it might not be, but I'm not going to say that myself).
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darktjm: OK, sorry. And while I do agree that VIIR has misfeatures, such as the lack of a proper save system (easily worked around, actually, to the point that it becomes "save anywhere you want" instead),
Could you tell me more about this workaround you mentioned?
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darktjm: OK, sorry. And while I do agree that VIIR has misfeatures, such as the lack of a proper save system (easily worked around, actually, to the point that it becomes "save anywhere you want" instead),
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MarkoH01: Could you tell me more about this workaround you mentioned?
Standard save scumming techniques, combined with the fact that every time you enter VR mode, it saves the game (thus "save anywhere"). In my case, I wrote my own generic launch wrappers for all of my games, and they can be easily configured to save the current save file(s) elsewhere. I have a global hotkey that uses this to save or restore the current save file(s) and adjust a counter. For the currently running game, if it is configured for save scumming, lshift-lwin-S saves and increments slot, lshift-lwin-R restores slot - 1, lshifth-lwin-A and Z incement and decrement the slot number, repsectively (you'd probably want Q and W for azerty), and X notifications tell me what it's doing. Outside of the game, I can copy the current or auto-slotted saves to named saves, and vice-versa, using the launcher script's command line options This is all on Linux, so it probably isn't something you can copy directly (and it uses my own layout and desktop config, so even if you were using Linux, it probably wouldn't work directly). Note that I use an overlay filesystem so that writable files are kept separately, which is why it saves .Megadimension... (that is the writable part of the overlay). So, here's my mnep component (the rest is at https://bitbucket.org/darktjm/gamesup):

#!/bin/sh
# technically only SAVELIST* and SYSTEMSAVE*, but may as well get everything
# since global and local saves are separate, I'm not supporting game's save slots
# the only other files are .ini and .dxvk-cache
dir="$HOME/games/wine/mnep/.Megadimension Neptunia VIIR/resource/bin"
. /usr/local/share/save-slots.sh
. ${0%/*}/wine-game.sh
exec dogame dowine -S resource/bin/v2r_nosteam_en.exe
Post edited January 01, 2022 by darktjm
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MarkoH01: Could you tell me more about this workaround you mentioned?
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darktjm: Standard save scumming techniques, combined with the fact that every time you enter VR mode, it saves the game (thus "save anywhere"). In my case, I wrote my own generic launch wrappers for all of my games, and they can be easily configured to save the current save file(s) elsewhere. I have a global hotkey that uses this to save or restore the current save file(s) and adjust a counter. For the currently running game, if it is configured for save scumming, lshift-lwin-S saves and increments slot, lshift-lwin-R restores slot - 1, lshifth-lwin-A and Z incement and decrement the slot number, repsectively (you'd probably want Q and W for azerty), and X notifications tell me what it's doing. Outside of the game, I can copy the current or auto-slotted saves to named saves, and vice-versa, using the launcher script's command line options This is all on Linux, so it probably isn't something you can copy directly (and it uses my own layout and desktop config, so even if you were using Linux, it probably wouldn't work directly). Note that I use an overlay filesystem so that writable files are kept separately, which is why it saves .Megadimension... (that is the writable part of the overlay). So, here's my mnep component (the rest is at https://bitbucket.org/darktjm/gamesup):

#!/bin/sh
# technically only SAVELIST* and SYSTEMSAVE*, but may as well get everything
# since global and local saves are separate, I'm not supporting game's save slots
# the only other files are .ini and .dxvk-cache
dir="$HOME/games/wine/mnep/.Megadimension Neptunia VIIR/resource/bin"
. /usr/local/share/save-slots.sh
. ${0%/*}/wine-game.sh
exec dogame dowine -S resource/bin/v2r_nosteam_en.exe
Thank you very much.