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Basically Mandatory => 7th Heaven => Catalogs => Topic started by: EQ2Alyza on 2015-01-12 15:17:09

Title: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2015-01-12 15:17:09
Catalog 3.0 reports and requests can be posted here. Please use our public Discord as well.

Discord Channel
 (https://discord.gg/NtJTK4D)
Version reports will be posted below.

Code: [Select]
March 7th, 2020
     # Spell Textures - 3.1
          * Limits should now properly load. New previews added.
Title: Re: 7th Heaven Mod Requests
Post by: dkma841 on 2015-01-12 17:33:15
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Title: Re: 7th Heaven Mod Requests
Post by: Sega Chief on 2015-01-12 18:58:44
Sorry about all the recent updates, Alyza. I thought that the catalog pulled the NT's IRO file from the NT Thread; I didn't know you were having to keep it updated as a separate thing.
Title: Re: 7th Heaven Mod Requests
Post by: Kaldarasha on 2015-01-14 15:06:01
If Iros doesn't find the time soon to fix the problem with high-us.lgp then I thik I should disable the models for the minigame and make them optional.
The other solution would be to let the games converter patch the lgp with some models. I haven't tested yet if a small change would make it editable for 7H. Maybe a small replacement with the original field models would work.
Title: Re: 7th Heaven Mod Requests
Post by: Mayo Master on 2015-01-14 16:32:41
Would you think adding the Team Avalanche Sector 5 high res. fields would be a good idea? I should have that done around end of January-beginning of February.
Title: Re: 7th Heaven Mod Requests
Post by: EQ2Alyza on 2015-01-14 22:34:38
Do you have a list of all the mods you put in 7th Heaven Catalog?

No, but I suppose I can make one if people care for it. What I could do is make the link in the catalog go to a google doc that lists what is in each category. How does that sound?

Sorry about all the recent updates, Alyza. I thought that the catalog pulled the NT's IRO file from the NT Thread; I didn't know you were having to keep it updated as a separate thing.

It's not a problem to update, once I can get the patch feature to work. Don't worry about it :)

If Iros doesn't find the time soon to fix the problem with high-us.lgp then I thik I should disable the models for the minigame and make them optional.
The other solution would be to let the games converter patch the lgp with some models. I haven't tested yet if a small change would make it editable for 7H. Maybe a small replacement with the original field models would work.

I could have the GC do that if needed.

Would you think adding the Team Avalanche Sector 5 high res. fields would be a good idea? I should have that done around end of January-beginning of February.

Sure. Do you want it combined with Omzy or yarLson fields, or have it a stand alone alongside vanilla textures?
Title: Re: 7th Heaven Mod Requests
Post by: Mayo Master on 2015-01-15 05:08:22
Sure. Do you want it combined with Omzy or yarLson fields, or have it a stand alone alongside vanilla textures?
Thanks. Would it be possible to leave the combination choice open?
Title: Re: 7th Heaven Mod Requests
Post by: dkma841 on 2015-01-15 19:20:58
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Title: Re: 7th Heaven Mod Requests
Post by: KohryuZX on 2015-01-17 06:11:30
Anyway to add the Bloodshot Tifa model to the list?
If it isin't there already I mean.
Title: Re: 7th Heaven Mod Requests
Post by: KohryuZX on 2015-01-17 14:05:47
And I mean to have her on the field I already know the battle model is there.
Title: Re: 7th Heaven Mod Requests
Post by: EQ2Alyza on 2015-01-21 06:34:56
I can add her to the Field/World Models category.
Title: Re: 7th Heaven Mod Requests
Post by: KohryuZX on 2015-01-22 13:18:01
If you could it would make my day :D
I dont mind Kaldarasha models, heck I really like how his version of Cloud can change swords but I would really like if the field models i use reflected the battle models too.
Title: Re: 7th Heaven Mod Requests
Post by: EQ2Alyza on 2015-01-22 15:15:48
What do you mean? If you're using Kaldarasha field models, then there are also Kaldarasha battle models to choose. There are other authors who only have battle model options, so I need their names if that's what you mean by wanting the field models.
Title: Re: 7th Heaven Mod Requests
Post by: KohryuZX on 2015-01-22 18:50:29
Ah I mean I don't use Kaldarasha battle models because i prefer the models like Avalanche and APZ Cloud and BloodShot Tifa better.
The prettier and more advanced looking ones in other words.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-01-25 07:07:55
I added requests into a "To Do List" in the OP. Hopefully I can keep up with it as I go along.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Fischkopf on 2015-01-25 21:53:45
"AC Style Yuffie" (by Grimmy) should be included as well i think, I always liked that one in Bootleg. And the option to use all battle models as field models (and vice versa) and select them individually would be nice of course.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Kaldarasha on 2015-01-29 05:44:20
Quote
Fix White Weapons

Add CHaOS Features Into Models Categories

I'll see what I can do for it after I finished the models for Dan.
The GC should also install DLPB's Tools 2.0 instead of the multi.dll. If it is set to wait for the process FF7.exe it works pretty well together with 7H.

@Fischkopf
My German mod will need some time so don't expect to see it soon on the 7H list.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Kaldarasha on 2015-02-18 12:59:08
I polish Mike's and ZL325's Aerith model because she looks like a granny when the lighting is on (like it is in the field scenes):
(http://fs2.directupload.net/images/150218/88dt2gfw.jpg)

I'll decompress the HQ models and see what is needed to fix current bugs like white weapons soon. Dynamic weapons for the different Clouds should also be possible.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: levantine on 2015-02-18 17:45:57
Plz update the 1.3 new threat :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: saftle on 2015-02-18 19:21:20
Hey EQ2Alyza. So glad you are doing this. I've switched completely as well, and am waiting for R02 in 7th heaven before I try it ;)

I have one request:

I think it would be awesome to include cm175's videos (http://forums.qhimm.com/index.php?topic=14852.0). I personally like the quality in his videos in comparison to the others that are currently included in 7th heaven.

Thanks again for all of your work. Can't wait for the future updates.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Rufus on 2015-04-29 00:26:21
I would very much like APZ cloud as well, the only options I have for field models aren't that great.

The Retranslation is a must as well.

I would like to request that air buster model replacer get added as well, the forum thread with the model can be found here

http://forums.qhimm.com/index.php?topic=15326.0

60fps Battle would be great as well.

http://forums.qhimm.com/index.php?topic=10474.0

Removal of the hand indicator may be a nice little tweak as well

http://forums.qhimm.com/index.php?topic=13521.0

Modern spell names would be great as well, cura etc.



also for the battle replacements I don't know if anyone used anything from this older thread, but I don't see the creators name credited in the battle replacement mod.

http://forums.qhimm.com/index.php?topic=10251.0
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: weltall on 2015-05-15 04:21:51
I only wanted to request something that has been requested already which is the Retranslation mod. I would really love to see how the real dialogues were XD Thank you for all the hard work EQ2Alyza. Thanks to you I am enjoying a really nice Final Fantasy and the modding was totally easy.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-05-15 05:24:12
Thanks :)

ReTranslation will definitely be in if I can get the file structure to work with the current version of 7H. We may have a stupid workaround we have to deal with regarding the ff7.exe though.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: weltall on 2015-05-30 02:07:24
Be it you manage to achieve it or not, what you have already done is awesome. I never expected I could start the game playing it with so little work. The interface is wonderful and customization as easy as ticking boxes. Mere words can't express enough the gratefulness for your effort and of course the effort of everyone that loves this game and did their best to make it look better!
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-06-12 21:42:28
Well, school is out which means its officially summer vacation for us teachers. I will now have more free time to work on updating the 7H Catalog. The To-Do list above has been updated, but feel free to add any more suggestions as I continue along with it.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: ManuBBXX on 2015-06-13 14:02:58
Can't wait to test Retranslation + NT 1.3  :) ;D :D
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: fladimir_hokage on 2015-06-21 04:27:35
Please include in pack whiteraven battle models to field model like a Bootleg
Great job thanks :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-06-25 04:38:10
I've worked on the whitERaven battle to field models already. They should be there in the next update :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: decency_breakin3 on 2015-06-26 04:11:29
Would it be possible to see Jinkazamas Vincent battle model or some variation of that original model (not whiteruns redo) added to 7th Heaven. thank you EQ2 (also. would it be possible to make the text boxes in field disappear like on bootleg?) thanks again for all the hard work.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: decency_breakin3 on 2015-06-26 04:15:45
oh one last thing. what about AC Transparent for the Menu Avatars?
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-06-26 04:31:31
I'll look into both of those options. The projects keep piling up :P
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: decency_breakin3 on 2015-06-26 08:54:33
i know its alota work. and on behalf of me and my friends i just wanna say thank you and even inspite of the remake coming all the hard work you guys are doing means so much to us. this game will always be an entity of its own that nothing can replace. keep up the good work!
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: thatonezero on 2015-06-28 21:29:56
Would it be possible to implement the Xbox 360 controller fix here?
http://forums.qhimm.com/index.php?topic=14667.0
Or, alternatively, I know Reunion has an option somewhere where it can display PSX or Xbox buttons instead of the text like switch, menu, and so on.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-07-08 00:14:36
Would it be possible to implement the Xbox 360 controller fix here?
http://forums.qhimm.com/index.php?topic=14667.0
Or, alternatively, I know Reunion has an option somewhere where it can display PSX or Xbox buttons instead of the text like switch, menu, and so on.

Sure, I'll look into it.

First of all, great work!

I really like how you've grouped the mods.

Here are some small suggestions:
- Animations:
    . Add 'Faster Summons' (from The Reunion).
- Menu Overhaul:
    . Move 'Break 9999 Limit' to 'Gameplay - Tweaks and Cheats'.
    . Add an entry for configuring the Barrier Enemy Skill animation: bar or glyph (from the Reunion). Currently, the glyph animation is used.
    . Add an entry for configuring the World Map (the ones from the Reunion are cool).
- Gameplay - Tweaks and Cheats:
    . Add additional options from The Reunion. The one that for me is more critical is the script fixes, which is also present in bootleg.
- Gameplay - Difficulty and Story:
    . Cut down the number of difficulty modes?
    . Maybe add the script fixes here instead?

The Reunion was still being worked on when I released the Final Heaven tutorial, so I'll have more features of it added in for the next update. So long as it's possible, I'll add your suggestions.

The difficulty modes are cut down significantly. All Aerith Revival options will be gone, as per request of the mod author, but will still be available as addons for New Threat and Nightmare 7. All of the combos will be gone as well (e.g. Reasonable Difficulty + Scene Redux, etc...) because I just don't feel people use them. Difficulty mods have the most complex of files to sort out, and off course they have to sometimes be patched for compatibility with other mods (e.g. Reunion Beacause + New Threat, etc...). I have to reduce the amount for time vs. reward as its just not worth the effort for how little people use the combos. Then there's also the balancing factor since no difficulty mods are built to be balanced in combination with another.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Grinch on 2015-07-11 17:17:21
Definitely looking forward to Beacause support. Seeing 'Quake2' and the like makes me cringe a bit. I hate to ask for an ETA.. but how long do you think before we'll see Beacause support?
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Grinch on 2015-07-11 19:08:48
oh one last thing. what about AC Transparent for the Menu Avatars?

I wanted the same thing. I decided to make my own basic mod for it. Feel free to use it. :) http://1drv.ms/YXxgvC

Please note that I take no credit for the artwork used in this pack. Simply created it because I like the avatars and wanted to use it.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Fatebreaker on 2015-07-12 05:42:12
Hello! this is my very first post and before i ask you to add something else in the future, i wanted to say THANK YOU!! for making all of this for us, you are just amazing!

Now, what i would love for the next updates would be more avatar options, like the Bootlegged one of Tifa's Bootleg please!?, i just loved the way it was done and the colors, really amazing, the AC transparent avatar too (but someone else asked for it before so..i'll just second him), the menu switch option PLEASE! i love the way the main menu AND the battle menus were done! and in 7th heaven we don't have any of those, well, only one! (if it does then i must have done something wrong then), other than that, everything is fine

On a side note, is there a way to switch any of the music? i wanted to change the battle theme but i just can't find them anywhere, only the midi's :/, iand i may have some problems with the order of the mods (i placed them in the correct order but some just don't work at all) but that's for another post, sorry about that, maybe someone else can answer me this, thanks! i hope you can make this happen! :D
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: veritasisacerbus on 2015-07-14 20:03:58
Thanks for all the work you have done towards this!
If I had to make a suggestion pretty much everything people said above along with the PRP Field/Battle models added to it would be fantastic.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Fatebreaker on 2015-07-15 04:19:43
Totally forgot about the PRP Field and Battle models, i thought i was doing something wrong cause i couldn't use those models Lol, this one too plox!!
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Kaldarasha on 2015-07-19 14:03:38
I think it is a good idea to have also a seperate thread here on the forum for a manual download. It may help those with the problem of beeing unable to downlaod a mod from the catalog.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-07-19 17:53:00
That's fine by me, but the only issue with that will be using the auto update feature in 7H. If new versions are released, they will never know unless they visit the forums regularly. Then we will have to deal with the silly questions of "XXXX mod has YYYY issue, how do I fix it?" when an update may have already fixed it.

I get the need for manual downloads though :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Yuffie1983 on 2015-07-19 19:57:13
That's fine by me, but the only issue with that will be using the auto update feature in 7H. If new versions are released, they will never know unless they visit the forums regularly. Then we will have to deal with the silly questions of "XXXX mod has YYYY issue, how do I fix it?" when an update may have already fixed it.

I get the need for manual downloads though :)

This is going to be great thank you so very very much EQ2Alyza for all the hard work going into this you are one hell of a lady ;D. Also a great big thanks to all modders and contributors for there talent and skill to keep the FF7 mod scene alive keep it just keep it up and thanks again to all involved. :-*
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: IMBAdenG on 2015-07-20 00:17:16
That's fine by me, but the only issue with that will be using the auto update feature in 7H. If new versions are released, they will never know unless they visit the forums regularly. Then we will have to deal with the silly questions of "XXXX mod has YYYY issue, how do I fix it?" when an update may have already fixed it.

I get the need for manual downloads though :)

7h should treat both manually installed & downloaded mod the same.. For now when you manually installed a mod and you looked at the catalog.. you will see the same mod still available for download even if its already installed..

Could it be the filename?? because for example.. if you manually installed a mod it will be named lj;lkj;ljlkj;lkjlk;lkj;lkj_Battle_Models_Characters_1.0 instead of just Battle Models Characters 1.0
Some kind of a file check will help 7h to determine if a file was already installed..

Anyways, thats another lot of work i imagine.. Looking forward to 7h 2.0.. kudos sir/madam
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-07-20 02:02:37
7h should treat both manually installed & downloaded mod the same.. For now when you manually installed a mod and you looked at the catalog.. you will see the same mod still available for download even if its already installed..

Could it be the filename?? because for example.. if you manually installed a mod it will be named lj;lkj;ljlkj;lkjlk;lkj;lkj_Battle_Models_Characters_1.0 instead of just Battle Models Characters 1.0
Some kind of a file check will help 7h to determine if a file was already installed..

Anyways, thats another lot of work i imagine.. Looking forward to 7h 2.0.. kudos sir/madam

The proper way to manually install an IRO is to use the Import button in the Library tab after you have downloaded the IRO from an upload site. Doing this will make a duplicate copy of the mod inside the Library Location you set for Workshop -> Settings and it will be labeled properly inside 7H. Once that happens, you can delete the IRO download to conserve space, but if you ever uninstall the mod from within 7H, then you won't have a copy of the IRO to Import. It will have to be downloaded again.

If you download the IRO and directly place it into the Library Location you set for Workshop -> Settings, then 7H will read the mod in the Library tab the next time you open 7H. It will show up as IDTag_ModName_ModVersion as you described. This is not the preferred way though.

What I need to see is if Update Patches can use the Import button to properly patch and update a mod. This is the main function for having the Catalog, and I do not know if it works manually. If it doesn't, this means that every update will have to have patches made for the Catalog and full versions made for manual downloads. That is a really annoying process to do manually if all I have to offer is a bug fix for a mod that is very small in size, but the mod itself may be very large.

It's madam :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: IMBAdenG on 2015-07-20 03:00:22
The proper way to manually install an IRO is to use the Import button in the Library tab after you have downloaded the IRO from an upload site. Doing this will make a duplicate copy of the mod inside the Library Location you set for Workshop -> Settings and it will be labeled properly inside 7H. Once that happens, you can delete the IRO download to conserve space, but if you ever uninstall the mod from within 7H, then you won't have a copy of the IRO to Import. It will have to be downloaded again.

If you download the IRO and directly place it into the Library Location you set for Workshop -> Settings, then 7H will read the mod in the Library tab the next time you open 7H. It will show up as IDTag_ModName_ModVersion as you described. This is not the preferred way though.

What I need to see is if Update Patches can use the Import button to properly patch and update a mod. This is the main function for having the Catalog, and I do not know if it works manually. If it doesn't, this means that every update will have to have patches made for the Catalog and full versions made for manual downloads. That is a really annoying process to do manually if all I have to offer is a bug fix for a mod that is very small in size, but the mod itself may be very large.

It's madam :)

Oh.. a techie lady bee.. nice to make your acquaintance madam :)

Actually what i did was... Since i was planning to do a clean install and reinstall everything.. I backed up my downloaded .iro files in my library folder (they are already named idtag_modname_version) and i import those file using the Import IRO in the Library tab of 7h..
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Yuffie1983 on 2015-07-20 16:04:34
Just a though will this be compatible with windows 10, I can not think why it should be but when I get windows 10 at the end of the month I was planning to install it on that as fresh installation.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Yuffie1983 on 2015-07-20 18:51:02
Hey I got a thought, when this 1.35 new threat gets released with the new version of 7th heaven will it come with all the hot fixes as well. Also should the mod need more updates when released with 7th Heaven is released how will we go about updating it, in the usual manner via an installation from you or an update via 7th heaven mod.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: RedManMark86 on 2015-07-20 21:38:30
Just a though will this be compatible with windows 10, I can not think why it should be but when I get windows 10 at the end of the month I was planning to install it on that as fresh installation.

I've installed it on beta versions of windows 10 with no issues
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Yuffie1983 on 2015-07-20 22:28:07
I've installed it on beta versions of windows 10 with no issues

Thank you for that Mark good to know. :-D
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-07-20 23:01:08
Hey I got a thought, when this 1.35 new threat gets released with the new version of 7th heaven will it come with all the hot fixes as well. Also should the mod need more updates when released with 7th Heaven is released how will we go about updating it, in the usual manner via an installation from you or an update via 7th heaven mod.

Yes, it will come with the current flevel/scene hotfix. Whenever there is an update to a mod, the Download button will turn into a Update button the Catalog tab. The window on the ride-side will also tell you when a mod has an update. If you right-click the green Installed button in the Library tab, you can set Update Types for each of the mods.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Sora123masta on 2015-07-21 02:50:41
Huh, I never really knew that.  Usually I just have it on update automatically. Assuming it'll just be downloading the updates whenever I run it.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Yuffie1983 on 2015-07-21 16:00:23
Yes, it will come with the current flevel/scene hotfix. Whenever there is an update to a mod, the Download button will turn into a Update button the Catalog tab. The window on the ride-side will also tell you when a mod has an update. If you right-click the green Installed button in the Library tab, you can set Update Types for each of the mods.

Thank you very much for that good to know it is done through 7th heaven makes things a lot easier. :D
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-07-22 06:10:20
The To-Do List has been updated for now. Let me know if anything was missed.

What are your thoughts on adding a drop-down selection for each music file? This would let you mix and match music files from different authors and pick what you like best.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: IMBAdenG on 2015-07-22 08:47:31
NEAT :) Im holding my strong urge to re-play this game.. until your new version of 7h is released.. so that i can have a better immersion..

I'l give my 2 cents on the new version when i get my hands on it.. For now.. Good Job sis EQ2Alyza.. Keep 'em coming..  :mrgreen:
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Yuffie1983 on 2015-07-22 15:49:38
The To-Do List has been updated for now. Let me know if anything was missed.

What are your thoughts on adding a drop-down selection for each music file? This would let you mix and match music files from different authors and pick what you like best.

I love that idea of a drop down section for the music mod good idea. Please add that thank you very much. What is the problem with the 60fps battles mod does it conflict with something else.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Rukenu on 2015-07-22 15:50:51
The To-Do List has been updated for now. Let me know if anything was missed.

What are your thoughts on adding a drop-down selection for each music file? This would let you mix and match music files from different authors and pick what you like best.

It would be awesome if it has a refer link in the description of the song for hear it, if possible, off course.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: chaos447 on 2015-07-23 03:11:10
How does mod updating go? All my mods continue "Installed", however, I got the impression there are new ones and updates, at least according to the To Do. I've updated the catalog but everything continues as it was.

Same. There's no update for me either.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: IMBAdenG on 2015-07-23 04:18:00
Same. There's no update for me either.
I
I believe the new version of 7h is not yet released.. But will be coming soon.. Although my catalog was recently updated also when i opened 7h.. hmmm.. cant tell what was changed..

As far as the todo list is concerned.. please correct me if im wrong..  because & transparent AC Avatars may or will be available when the next update comes... yey!!
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-07-23 21:12:52
The Catalog hasn't been updated since December 2014. The next update will show in the Tutorial thread, not here. I am just reporting here what requests I've worked on and have ready for the next update.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: chaos447 on 2015-07-29 02:41:57
Any ETA of when the catalog will be updated? Worried that NT 1.4 will be out before I play 1.3 =/
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Scrat on 2015-07-29 06:01:25
I really like the sound of drop down music selection (get it?)

whoever said about previewing the music, I shouldn't think that would be that hard, excepting that you may have to use a built in music player. I imagine something like winamp would fit nicely as it doesn't have to be anything fancy.

Just code a play button that will call whichever file is highlighted by the drop down. I might even be able to figure this out if you want the help Alyza? (I come across coding a bit in my new job, it would probably be VBA code as that is what I know, but that should be alright for a subapp?)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-07-29 15:02:57
Any ETA of when the catalog will be updated? Worried that NT 1.4 will be out before I play 1.3 =/

Almost done with all the file sorting/placements (lots of model changes/additions). After that I need to edit all the preview images. Then a small change to the game converter. Lastly is writing up the google docs for the mod details of each category (this can probably be updated after release and patched in). So that's your ETA, whatever time that may take. 1.4 won't be out before then lol :P

I really like the sound of drop down music selection (get it?)

whoever said about previewing the music, I shouldn't think that would be that hard, excepting that you may have to use a built in music player. I imagine something like winamp would fit nicely as it doesn't have to be anything fancy.

Just code a play button that will call whichever file is highlighted by the drop down. I might even be able to figure this out if you want the help Alyza? (I come across coding a bit in my new job, it would probably be VBA code as that is what I know, but that should be alright for a subapp?)

Sure, that would be a great feature if possible. We would have to do it off the records until I can get Iros to approve of it. But if it works, I'm sure I could toss it his way to see what he thinks.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-08-13 02:03:36
Is it possible to add the waifu upscaled backgrounds? http://forums.qhimm.com/index.php?topic=16292.0;topicseen
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-08-13 02:38:28
Already got it in the list, I'll update the OP. This is going to make the Field Textures download huge though (~10GB)...
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: buhfrog on 2015-08-13 03:33:26
Loving my new play through with the fantastic graphic and audio mods! If i could request one thing, it would be an option to replace the new weapons cloud gets with the same skin as the buster sword. it hurts my heart every time i have to leave behind my old buster sword. is this possible?
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-08-13 19:07:01
Already got it in the list, I'll update the OP. This is going to make the Field Textures download huge though (~10GB)...
wow lol. Well worth it to me. Thanks for all your hard work Alyza ^-^
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Yuffie1983 on 2015-08-13 21:00:53
Hello Miss EQ2Alyza, any ETA on this mods arrival. ;D
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Fischkopf on 2015-08-24 11:55:52
Already got it in the list, I'll update the OP. This is going to make the Field Textures download huge though (~10GB)...

You could add checkboxes for the next update, so you only download the field pack you want to install.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Jahiliyyah on 2015-08-30 04:00:25
Give yourself a pat on the back for all the dedication you've put into this project. You're a real workhorse, but I think you're also kind of a masochist for beta testing all the mods and maintaining the subscription all by yourself.

I originally thought the whole point of 7thHeaven was so that modders could upload all the little tweaks and updates on the fly and those could then be hotfixed via individual subscriptions for each mod suite. I suppose anyone could write their own subscription on pastebin and maintain their own mega/gdrive/dropbox shared folder, but have you considered a second subscription list with a shared folder open to everyone contributing to the currently compatible mods so they could update them immediately? I guess it would be a lot more cluttered, messy, and glitchy than your current subscription layout, but it'd certainly reduce the burden of testing and updating. Maybe a tutorial for making mods compatible with 7thHeaven or making .iro a forum standard? This is the way a lot of modding communities are leaning. Frankly I think you're going to burn out converting and testing everything yourself.

Now that I've looked into it, anyone should be able to do all this right now. It's not like Iros hasn't explained everything already for slow people like me. Still unless the shared directory is owned/hosted/administrated by someone who's actively involved in the modding, then it could disappear at anytime.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-08-30 23:22:48
*Pats self on back*  ;D

Yes, I have thought about a 2nd subscription that is open to the public. In fact, I think it's necessary if we want to see any more advancement with 7H. Another option is to begin uploading 7H and IRO formatted mods to the FFVII section of Nexus Mods. The one downside to having all the mods freely downloadable will be compatibility issues. Trust me, people won't read directions or already answered FAQs and we will get bombarded with "This isn't working..." type of questions. Unless you know the file structure of the mods, users will generally put mods in the wrong load order or have too many downloaded that all modify the same files (general rule is don't download more than one mod that modifies the .bin files or the flevel.lgp, and you shouldn't have many issues). Despite this issue, I still believe we should give it a go.

My subscription is meant to eliminate as many frustrations as possible and make almost everything compatible with each other. I am certainly not burnt out on it. I love this game and community too much. I am just slow because I work on it by myself and I am limited to only a couple sit downs a week due to my hectic lifestyle right now.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Jahiliyyah on 2015-09-02 17:51:40
I didn't even realize there was an FFVII section in Nexus. I think it's a great idea, and would add a lot of exposure and possibly attract more modders to the other projects. You're being awful considerate of people who can't figure out the FAQ that spells everything out. I understand the qhimm community is very social, but nexus as a whole seems to just let people figure out how to get mods to work on their own, and maybe someone will answer obvious questions in the comments section about known conflicts and glitches. Usually the mod developer will only comment if the original file is corrupted or no longer functions due to an update.

Also you'd basically have free reign since the section is totally empty: http://www.nexusmods.com/finalfantasy7/mods/searchresults/?
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-09-03 06:15:10
*Pats self on back*  ;D

Yes, I have thought about a 2nd subscription that is open to the public. In fact, I think it's necessary if we want to see any more advancement with 7H. Another option is to begin uploading 7H and IRO formatted mods to the FFVII section of Nexus Mods. The one downside to having all the mods freely downloadable will be compatibility issues. Trust me, people won't read directions or already answered FAQs and we will get bombarded with "This isn't working..." type of questions. Unless you know the file structure of the mods, users will generally put mods in the wrong load order or have too many downloaded that all modify the same files (general rule is don't download more than one mod that modifies the .bin files or the flevel.lgp, and you shouldn't have many issues). Despite this issue, I still believe we should give it a go.

My subscription is meant to eliminate as many frustrations as possible and make almost everything compatible with each other. I am certainly not burnt out on it. I love this game and community too much. I am just slow because I work on it by myself and I am limited to only a couple sit downs a week due to my hectic lifestyle right now.

I think putting all these mods and 7thheaven on nexus has the potential to make a lot more people aware there even are mods for ff7. I only found out through your youtube bootleg video.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-09-03 08:17:48
I think Nexus is a great option, but some things would have to happen here first.

1) All active mod authors would have to be contacted. We would need all the mods to be uploaded by their authors to avoid any problems. This doesn't answer what to do with mods whose authors are no longer active.

2) I would like to see all mods having two uploads, one their original work and the other in .iro format for 7H. I should post a guide on how to convert them to .iro as it's a really simple process for most mods. Some are a little more complex, but nothing that can't be taught. Then it's just a matter of getting everyone on the same page to begin creating their mods with .iro downloads. Many modders are still not in practice with 7H and making their mods for it yet.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-09-03 11:21:29
Ah I see, I think there is one more barrier to entry that I'm not sure can be changed easily. The forum name, it's actually at the top of the google search if you search ff7 mods but the name probably throws most newbies off, like what the heck is a qhimm? (Or I wonder if that's google analytics or something just remembering sites I visit?) I imagine if the forum name was something more descriptive including the words final fantasy and mods or some such a lot more people would peek into it, I could be completely wrong but I don't think so! Also a lot of people still visit moddb, the thing about that site is the way its designed it has so many games and self-contained mods with their own pages that your mod will only really generate a lot of traffic if it reaches their top 100 list or is featured in some way I imagine.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Jahiliyyah on 2015-09-04 00:26:28
Just post what you can and refer people to the forum in the about section. An .iro faq makes perfect sense, so anyone can convert files themselves rather than uploading altered mods without the creators input. Just get the ball rolling, and you'll see people responding.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-09-22 15:46:27
I see on the front page you put "add TA sector 5 fields." I can't wait, they look so good! Thanks for your work :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Fischkopf on 2015-09-25 14:10:59
In case this was overlooked:

One suggestion for the 2.0 release: Right now the Team Avalanche "Sweeper" model is only replacing the ones outside of Midgar, which are separate models from the ones appearing at the beginning of the game. I could fix this by renaming the "cv" files from the Team Avalanche Sweeper model to "av" files, as the "custom Sweepers" that appear outside of Midgar are really just a color variations of the normal Sweepers (as seen here (http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Enemies)). There's also the "Death Machine" variation (je) which should use Team Avalanche Model as well.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-09-25 14:19:48
I saw. I'll look into it :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-10-01 21:22:30
Finished all the preview files (that I know of). OP has been updated with what's left. It's getting close!
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Zara9 on 2015-10-01 21:35:22
hey

i would like to request for lucky cat snit slots cheat to be added on 7th heaven please
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-10-01 21:55:22
It's already there under Gameplay - Tweaks and Cheats.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-10-11 05:23:51
Will the new Chocobo mod be included as well? Looks pretty good and I saw you posted in there.

 http://forums.qhimm.com/index.php?topic=16378.0;topicseen
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-10-11 14:29:29
Yes it will :)
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-10-20 18:00:11
Yes it will :)
Thanks Alyza ^-^
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: ManuBBXX on 2015-10-28 09:38:58
Will you, EQ2Alyza, include all of satsuki's new textures last released ?  8-)
I love it !
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: olearyf2525 on 2015-10-29 17:02:50
Will you, EQ2Alyza, include all of satsuki's new textures last released ?  8-)
I love it !

She has waifu field, battle, world textures up on there for awhile, cause I asked a month or two ago as well. Only difference since then is Satsuki said he played through the game twice and fixed some bugged textures I guess.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: DarkSouls2 on 2015-11-03 13:41:54
Add Xbox 360 Controller Fix - Cancelled, not compatible with 1998 versions...

but I work me the best
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Kaldarasha on 2015-11-04 06:50:46
Add Xbox 360 Controller Fix - Cancelled, not compatible with 1998 versions...

but I work me the best

Since you need the 1.02 Version of the game to get 7th Heaven to work you can also use aali's driver which is able to  replace textures. The reunion mod has itroduced real button symbols. it only needs to  patch the moded flevel.lgps by the mod authors with dlpb's tools and toughscript. This is better as using one mod that will conflict with others.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Zara9 on 2015-11-17 07:08:10
why does no 1 care about putting the sephiorth story mod on a automation setup on 7th heaven
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Fischkopf on 2015-11-23 19:39:29
Can we expect a release of the new catalog before the end of the year? That would be awesome.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Chukie1188 on 2015-12-20 13:31:55
Stupid question: Is there a mod currently in the catalog that fixes the mdef bug?
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Vgr on 2015-12-20 13:36:38
Aali's driver fixes the Magic Defense bug.
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: Chukie1188 on 2015-12-23 01:20:11
I'm not actually using Aali's drivers as It wasn't mentioned in the 7th heaven guide. Seems rather counter intuitive to have to install a graphical driver just to fix that bug :S
Title: Re: 7th Heaven Mod Requests - To Do List
Post by: EQ2Alyza on 2015-12-23 01:27:34
It's installed by the Game Converter from STEP 1.
Title: Re: [FF7] 7th Heaven Mod Requests
Post by: lionheart82 on 2015-12-23 21:53:11
EQ2Alyza will there be a bootleg option made into iro to change location? it was a lifesaver when i used bootleg for a while to steal all those missed train graveyard for example, wo restarting load from that time.
Title: Re: [FF7] 7th Heaven Mod Requests
Post by: EQ2Alyza on 2015-12-23 22:46:58
I'm not familiar with that option in Bootleg. I can look into it, but if it's possible then it'll have to wait until after the next release.
Title: Re: [FF7] 7th Heaven Mod Requests
Post by: Beau Gilliam on 2015-12-26 17:12:30
As suggested in another thread, I'd like to request Team Avalanche's GUI's Menu/Fonts/Transparent Dialogue Box/Transparent Command Box Interface for a future 7th Heaven update.  :)
Title: Re: [FF7] 7th Heaven Mod Requests
Post by: lionheart82 on 2015-12-26 17:14:00
I'm not familiar with that option in Bootleg. I can look into it, but if it's possible then it'll have to wait until after the next release.
Ah now i remember i think it was available through trainer menu.

As suggested in another thread, I'd like to request Team Avalanche's GUI's Menu/Fonts/Transparent Dialogue Box/Transparent Command Box Interface for a future 7th Heaven update.  :)
Upping that especially if DLBPs Reunion wont be compatible with 7H

There's a nice "Modify" button at the top right of your messages, please use it next time you need to add something. ~Vgr
Title: Re: [FF7] 7th Heaven Mod Requests
Post by: kidkat on 2015-12-29 18:11:59
Just registered to thank you for your great work, I managed to make everything work in the end(the magnification to 125% took me the most of the time to figure it out) and I'm eager to test the new catalog release :)

As many have said I would love to see reunion r04 and multilanguage support whenever you feel you want to/can do it!

Kudos! :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-01 08:09:06
This will now be the place for me to post updates and for anyone to make a mod request they'd like to see for future updates.

I have updated the OP with everything I'm currently finished or working to finish. I so much wanted to release Catalog 2.0 for Christmas, but it was too difficult around such a busy time with the holidays. I am doing my best now to release in the next 24 hours for a New Years gift. I'm so close, so hang in there and hopefully we can all enjoy a bug free or near bug free experience with the update :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Insight on 2016-01-01 08:44:36
This will now be the place for me to post updates and for anyone to make a mod request they'd like to see for future updates.

I have updated the OP with everything I'm currently finished or working to finish. I so much wanted to release Catalog 2.0 for Christmas, but it was too difficult around such a busy time with the holidays. I am doing my best now to release in the next 24 hours for a New Years gift. I'm so close, so hang in there and hopefully we can all enjoy a bug free or near bug free experience with the update :)

That is alright. There is other stuff to do (  / play ) and real life is more important than this.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Tamachicken on 2016-01-01 11:25:06
This will now be the place for me to post updates and for anyone to make a mod request they'd like to see for future updates.

I have updated the OP with everything I'm currently finished or working to finish. I so much wanted to release Catalog 2.0 for Christmas, but it was too difficult around such a busy time with the holidays. I am doing my best now to release in the next 24 hours for a New Years gift. I'm so close, so hang in there and hopefully we can all enjoy a bug free or near bug free experience with the update :)

This is great news! While I'm sure we're all eagerly awaiting it, don't push yourself too hard. It's new year's day for flip's sake!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-01 15:35:51
Do you think you could hold off on a release till Sega Chief updates his New Threat Mod to 1.4.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-01 15:54:14
There's no need to hold off because 7H has a patch feature. When 1.4 is released, I can create the patch and all you will need to do is click the Patch button in the Catalog tab.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-01 18:29:39
There's no need to hold off because 7H has a patch feature. When 1.4 is released, I can create the patch and all you will need to do is click the Patch button in the Catalog tab.

Now that is sweet, great work young lady really good work.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-01 18:33:37
Thanks :)

Just have some short work left on Red Werewolf, Were XIII, and Sephiroth Story Mod, then it's xml edits and uploading. Too tired to continue tonight. Back at it tomorrow 8-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-01 18:41:26
Thanks :)

Just have some short work left on Red Werewolf, Were XIII, and Sephiroth Story Mod, then it's xml edits and uploading. Too tired to continue tonight. Back at it tomorrow 8-)
Thanks Alyza.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-02 15:36:43
Aries revival mod has been terminated, bugger that was a supremely great mod also useful for the harder difficulty gameplay mods  :-( >:(
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-02 17:58:05
It was made way back in the stone age, before we had a lot of the tools we use for modding now a days. This made it near impossible to use our current tools to patch it to be compatible with other mods. The mod author recently stated this and said they won't ever return to it for any updates, so by request, it needed to be retired. Nightmare 7 and New Threat mods took Aeris Revival and fixed/added it properly to their mods, so it can still be played through them.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-02 20:40:02
It was made way back in the stone age, before we had a lot of the tools we use for modding now a days. This made it near impossible to use our current tools to patch it to be compatible with other mods. The mod author recently stated this and said they won't ever return to it for any updates, so by request, it needed to be retired. Nightmare 7 and New Threat mods took Aeris Revival and fixed/added it properly to their mods, so it can still be played through them.

Thank you very much for that insight, I guess like everything age takes it toll. Glad to see it implemented in the new threat mod.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-02 20:58:57
hey

will the sephiorth mod on the 1.4 release of 7th heaven have a auto install on it
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Sega Chief on 2016-01-02 22:59:33
Thank you very much for that insight, I guess like everything age takes it toll. Glad to see it implemented in the new threat mod.

Nightmare 7 used Espio's mod directly I think, but the one in NT was made from scratch (I think the Aeris Revival mod had a unique sidequest in it, and the dialogue will undoubtedly be different); Espio recently let me use the new animations they'd made for Disc 2/3 though which helped with a lot of tricky scenes needing unique animations like the Corel Train and the final descent.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-03 03:11:14
Also is the reunion mod going to be compatible with the latest version of 7th heaven.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-03 04:07:18
hey

will the sephiorth mod on the 1.4 release of 7th heaven have a auto install on it

1.4 is the version for the next New Threat mod. 2.0 is the next version of the Catalog. I know what you meant though :)

The Sephiroth mod is added into the next 2.0 Catalog release. There will be no "auto install" feature. You just have to download the Gameplay - Difficulty and Story category from the Catalog, then select Sephiroth Story mod from it.

Nightmare 7 used Espio's mod directly I think, but the one in NT was made from scratch (I think the Aeris Revival mod had a unique sidequest in it, and the dialogue will undoubtedly be different); Espio recently let me use the new animations they'd made for Disc 2/3 though which helped with a lot of tricky scenes needing unique animations like the Corel Train and the final descent.

Ahh gotcha, well then I guess it's even better that we now have two versions of Aerith staying alive to play with :)

Also is the reunion mod going to be compatible with the latest version of 7th heaven.

Yes, although currently it will only be Beacause and Menu Overhaul features added into the Catalog. I will have to look at R04 to see what else we can do with it, but I believe that's going to get rid of Menu Overhaul and stick to Steam compatibility mostly? Don't worry, if there are any mod requests after the 2.0 Catalog release, I can look into them for 2.1 patches.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-03 08:38:31
YASSSSS Reunions beacause&MO + 7H just answered my biggest q and made my dream come true! Thank you Yuffie here's some change fer yer pockets (disappears under a ton of materia). Long live the Queenalyzah, show me the donate button, shove me money into yah pockets en lemme play! :-) (-: ^_^ ^o^ (^_-) (^o^) <3

So are we there yet are we there yet are  we there yet are we there yet are  we there yet are we there yet are  we there yet are we there yet are  we there yet are we there yet? B-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-03 09:02:11
Hehe, yes we're almost there. The Sephiroth Story mod is a bit tricky to compile, so I'm working on that. Then it's packing up everything into IROs, uploading, and writing out the new Catalog subscription :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-03 09:51:24
Hehe, yes we're almost there. The Sephiroth Story mod is a bit tricky to compile, so I'm working on that. Then it's packing up everything into IROs, uploading, and writing out the new Catalog subscription :)

http://img.memecdn.com/ermahgerd_o_747378.jpg

https://s-media-cache-ak0.pinimg.com/736x/e6/1e/f0/e61ef0136ad2cfae3e523ffa8a03bf34.jpg

http://www.wannasmile.com/wp-content/uploads/2013/11/b7f0dd0d81f728069f137513c7be12ec.jpeg

http://ct.fra.bz/ol/fz/sw/i52/5/7/23/frabz-ermagherd-pernert-berrter-ba452e.jpg

http://ct.fra.bz/ol/fz/sw/i54/5/10/8/frabz-Ermahgerd-Bernerner-8417f7.jpg

Counting hours and days.till that historic moment. (prays)

PS is it possible to use waifu gfx pack, to make it into iro instead of omzy/facepalmers? Or incorporate /replace that with waifu within gfx iro? I managed to use it with 7H + Reunion combo but now that you will implement the most important parts of reunion, im not clear how that will work?

Or is there a tutorial on it? Sorry if i missed it, don't remember seeing anything like it around.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-03 10:01:27
Hehe, yes we're almost there. The Sephiroth Story mod is a bit tricky to compile, so I'm working on that. Then it's packing up everything into IROs, uploading, and writing out the new Catalog subscription :)

In all seriousness is there a way we can donate, because seriously you deserve it.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-03 10:39:16
In all seriousness is there a way we can donate, because seriously you deserve it.
Agreed especially since your rushing to finish it when no one is beating you to it or paying. Basically it would just feel as if im paying steam for a dlc, a few dollars is nothing for me/us but a palpable pay for you in other ways than just words.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Tamachicken on 2016-01-03 16:48:01
In all seriousness is there a way we can donate, because seriously you deserve it.

I would be more than happy to donate. Alyza, you're doing great work here to revitalize and rejuvenate a game that is dear to many people, and you do it in your own time. Nearly all of us have no idea how to do any of this, but wish they could help in some way.

It's certainly something to think about. It wouldn't need to be obtrusive on the 7th heaven tutorial page, just a small link that registered members can see?

Thanks again for all of your hard work, you're making many FF fans very happy!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-03 18:04:12
I'll make a donation link when I post the next update. In whatever way it comes, I appreciate the support :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: genesis063 on 2016-01-03 18:39:57
The only issue I see with donations which could be highly unlikely is possibly some modders taking issue with getting money from what they make even though that is not what this is about.  Again highly doubt they maybe something to think about possibly.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-03 19:18:41
I think this a case of "credit where credit is due" with the people wanting to donate. I'm, in no way, accepting donations for the work of the mods themselves. I was only seeing it as donations for my time given to learn the tool and, at the same time, giving back what's learned from that time to the public. I don't want to imply that I'm above others though, so please go easy on me if this bothers anyone.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Kaldarasha on 2016-01-03 19:54:53
You definitely deserve it as much as Iros for his great tool.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Tamachicken on 2016-01-03 20:10:06
I think this a case of "credit where credit is due" with the people wanting to donate. I'm, in no way, accepting donations for the work of the mods themselves. I was only seeing it as donations for my time given to learn the tool and, at the same time, giving back what's learned from that time to the public. I don't want to imply that I'm above others though, so please go easy on me if this bothers anyone.

I think everyone will agree with you. Credit is given for each mod in the tool - I can't see anyone misunderstanding.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-03 22:44:10
I think this a case of "credit where credit is due" with the people wanting to donate. I'm, in no way, accepting donations for the work of the mods themselves. I was only seeing it as donations for my time given to learn the tool and, at the same time, giving back what's learned from that time to the public. I don't want to imply that I'm above others though, so please go easy on me if this bothers anyone.

The only issue I see with donations which could be highly unlikely is possibly some modders taking issue with getting money from what they make even though that is not what this is about.  Again highly doubt they maybe something to think about possibly.
We arent crediting alyza for someone leses work on their mods but for HER work, that should be obvious... Credit where its due of course. :-) just so we are clear, this is the appreciation of her own work and effort, besides i dont see why any other modder / contributor couldnt have their own donation button, it would be fully ok. I would for example donate also to dlbp, waifus gfx pack author etc...
Title: Re: [FF7] Update Reports and Mod Requests
Post by: genesis063 on 2016-01-03 22:53:12
Like I said before this is highly unlikely.  I hope everyone read it clearly because what she said is what I basically already plus just wanted to bring it up for those that try to pull that stunt so people are better prepared.  Anyway enough said on the subject.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-04 01:13:49
Like I said before this is highly unlikely.  I hope everyone read it clearly because what she said is what I basically already plus just wanted to bring it up for those that try to pull that stunt so people are better prepared.  Anyway enough said on the subject.

If I had the money to spare I'd definitely donate a few bucks.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Salk on 2016-01-04 06:02:44
I don't know whether or not my own (old) Scene Redux mod (http://forums.qhimm.com/index.php?topic=7100.0) could be converted to 7H but if it was possible, I'd be glad.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-04 06:32:48
Yep, it's in there now under the Gameplay - Difficulty and Story category. I patched it to use with The Reunion - Beacause R03e for the Catalog 2.0 release.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-04 08:57:45
hey

is the catelong updated to the newer version yet with the sephiorth story mod in it
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-04 08:59:21
Yep, it's in there now under the Gameplay - Difficulty and Story category. I patched it to use with The Reunion - Beacause R03e for the Catalog 2.0 release.
Thats great alyza so will it be possible to use r03 + scene redux+ new threat mods together in the new 2.0 release?

And what/where is this sephiroth story mod? Tried searching for it via tapatalk android but nothing came up? Can anyone give me the link? Thanks in advance. :-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-04 09:37:26
hey

is the catelong updated to the newer version yet with the sephiorth story mod in it

Not yet, but almost. I just finished compiling ALL the mod files (I hope). So now it's onto uploading and then writing out the new subscription for Catalog 2.0. Hang tight, we're very close :)

Thats great alyza so will it be possible to use r03 + scene redux+ new threat mods together in the new 2.0 release?

And what/where is this sephiroth story mod? Tried searching for it via tapatalk android but nothing came up? Can anyone give me the link? Thanks in advance. :-)

Unfortunately, you will only be able to play New Threat by itself. I might be able to patch in other mods down the road, but that's a BIG might. Right now, Wall Market crashes when trying to apply any kernel patches together with New Threat and Nightmare 7. If I can't patch their kernels, then I can't even attempt to get them working with other mods unless it's done....manually (NOPE, not me). You can play Scene Redux + Reunion Beacause though, so you're not completely out. I think New Threat, and to some extent Nightmare 7, are such massive overhauls to the game that you shouldn't be mixing it with other mods anyways. It's complicated to explain, but the files that are altered in them are so many that it's basically a brand new game. And all of that modding was done manually, so you can see why I'm unable to use tools to automatically patch them with other mods. It just isn't that simple.

Sephiroth Story Mod by genesis063: http://forums.qhimm.com/index.php?topic=15156.0
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-04 10:18:20
But wait how is it then that nt is playable in present gameplay mod? Is it bc r03 is not part of it? Id rather sacrifice scene redux for nt+r03. Which i CAN play in present setup 7h+nt+separate r03 install.
Ps thx for sephiroth link. :-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-04 11:08:09
The game may launch, but it's not playing NT + Reunion Beacause together. The 7H tool would inject the kernel.bin, kernel2.bin, and scene.bin from NT, which overwrites the ones inside your game folder. This means it doesn't matter if Reunion Beacause, Original game, or any other mod that alters those files are installed. They all would get overwritten by what 7H injects when the game starts up.

If I can get NF1TC1 or anyone else to help me with the Wall Market crash, then it may be possible to patch NT + Reunion Beacause.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Fischkopf on 2016-01-04 14:03:38
Not yet, but almost. I just finished compiling ALL the mod files (I hope). So now it's onto uploading and then writing out the new subscription for Catalog 2.0. Hang tight, we're very close :)

Great to hear, I'm looking SO forward to do another playthrough with the latest mods. :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-04 14:19:37
The game may launch, but it's not playing NT + Reunion Beacause together. The 7H tool would inject the kernel.bin, kernel2.bin, and scene.bin from NT, which overwrites the ones inside your game folder. This means it doesn't matter if Reunion Beacause, Original game, or any other mod that alters those files are installed. They all would get overwritten by what 7H injects when the game starts up.

If I can get NF1TC1 or anyone else to help me with the Wall Market crash, then it may be possible to patch NT + Reunion Beacause.


Well if they can it would be great since those 2 mods are most important for me, ill stick to the old setup till then. Or PM me if its not too much to ask or bother you(and if its not important for this thread), don't know if im the only one who's interested in this.

I want to experience ff7 with r03 and nt together as a fresh game, i even bought steam version and will buy a whole new pc for that. :-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-04 15:35:36
But wait how is it then that nt is playable in present gameplay mod? Is it bc r03 is not part of it? Id rather sacrifice scene redux for nt+r03. Which i CAN play in present setup 7h+nt+separate r03 install.
Ps thx for sephiroth link. :-)

I can tell you that New Threat made it's own dialog changes in some parts, though mostly minor, which really add to the clarity of certain sentences. Or which are tutorials for new aspects of the game added in new threat. For example if you've seen the tutorial area in the sectory 7 slums he completely re-did it, so it makes sense that it wouldn't work with Beacause. If you are getting the two to work in 7th heaven right now one is over-writing the other's dialog probably, depending on your load order.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-04 15:57:22
I can tell you that New Threat made it's own dialog changes in some parts, though mostly minor, which really add to the clarity of certain sentences. Or which are tutorials for new aspects of the game added in new threat. For example if you've seen the tutorial area in the sectory 7 slums he completely re-did it, so it makes sense that it wouldn't work with Beacause. If you are getting the two to work in 7th heaven right now one is over-writing the other's dialog probably, depending on your load order.
Thank you olearyf for clarification. No i havent actually started a playthrough, just activeated nt for a few minutes, saw that it is working (different battle stats etc) and switched back to regular gameplay. Thats actually the reason why im waiting for catalog 2.0, nt 1.4, R04 is out already and being polished. I was planning to restart the game with all 3 new versions.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-04 16:08:17
The dialogue changes take part mostly in the flevel.lgp scenes, so that makes it extra tricky. We can chunk out the different sections of the flevel, as seen here (http://wiki.qhimm.com/view/FF7/Field_Module#General_PC_Field_File_Format), but even with that there will be overlap. If you play with NT above R03e in 7H load order, you will get the NT dialogue. If you play vice versa, you will get R03e dialogue. But, there are more to the scenes than just dialogue, so you could miss out on a lot.

I wonder how much field dialogue in the entire game is changed by NT because if it's minimal enough, than you might be able to play through smoothly with it loaded above R03e. BUT, none of this matters if I can't get the kernels and scene.bin patched correctly, else the scene look-up tables will be a mess. When it's not patched correctly, you get the wrong encounters in battle.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-04 18:11:57
Thanks for the clarifications even those that weren't asked but helped as well, ill ask segachief on nt dialogue part, and my q for you is, 1) can you and if yes 2)when - patch them?
This is in no way a pressure to rush you, just a practical q so i know if i wait it up if its soon or play it off as it is if not.
Ultimately i may just follow your advice and play nt above r03 when 2.0 is released and bear w minor discrepancies. ;-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-04 19:15:02
You unfortunately won't be able to play NT 1.35 above R03e for Catalog 2.0. The kernels and scene.bin won't be patched correctly for the scene look-up table, so you'll end up with wrong encounters in battle. I've already contacted NF1TC1 and he's looking over my patch files now. Hopefully we can get a solution soon, and if we do, I can make a Catalog 2.1 patch for it.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-04 19:18:41
Hey Alyza

i really like 7th heaven alot more better now than with tifa bootleg mod

because with tifa bootleg mod, people had to wait a long time for it to finish setting up everything
Title: Re: [FF7] Update Reports and Mod Requests
Post by: kidkat on 2016-01-04 19:38:34
Thanks for your great work! quite excited to see it coming all-together :D :D :D

As a mere curiosity, I was revising the Reunion mod parts and thinking what parts and version will be included in the new catalog 2.0,
to know which ones would need to be updated and which ones are installed through other existing mods. Correct me if I'm wrong but from what I get things will be like this once 2.0 is out:

1. BEACAUSE -> Included in catalog 2.0 R03e-> will need patch to R04x (hopefully not too complicated)
2. MENU ENHANCEMENT-> Included partially(completely?) in catalog 2.0 with fonts/textures of R03e (patch needed to R04x?)
3. 60FPS BATTLES-> Not possible to use from 7H and no alternatives from other mods
4. WEAPON -> Not included because still needs a lot of development (I guess)
5. MODEL OVERHAUL -> Not included but models can be replaced by other mods (not sure if all of  the Reunion are covered by your catalog but they seem enough to me)
6. PATCHES -> Included partially (completely?) in catalog 2.0 under tweaks and cheats (Not sure about faster deaths and shades)

Title: Re: [FF7] Update Reports and Mod Requests
Post by: Sega Chief on 2016-01-04 20:23:29
I don't know if it's possible to combine NT with Reunion without doing it manually. Too many elements from encounter tables to game scripts are likely different; too different for a tool to be able to patch them together cleanly because it won't know what to keep and what to overwrite.

Here's an example, Oleary mentioned NT's Beginner's Hall. A lot of the tutorials there in the default game, I find, are completely redundant. They cover things like how to Save your game, and worse than that a chunk of them are delivered in the slow-ass Menu tutorial format. So for NT, I changed all of these to explain game mechanics that cover things I usually got asked during my challenge runs, etc. Things like how damage mitigation from Sadness/Back-Row works, ATB settings and their advantages/drawbacks, how Natural Dex vs. Boosted Dex works; stuff like that. I also turned them into normal text boxes, instead of Menu tutorials. The other tutorials that do use normal text boxes in the default game were changed too; and some of the explanations, like for elements vs. enemy types in NT, needed an extra box or two.

Now our tool comes along with Reunion text & scripts to inject. First off, the triggers for the Menu tutorials are gone so that translated text is lost already, except it'll translate the names of the tutorial options themselves which means when you pick, say, the explanation on Saving you'll get the extra NT text talking about ATB settings instead. The other tutorials will be worse; if there's additional text boxes, then you'll get the translated text followed by an extra text box or two from NT that's talking about something else entirely; in short, it won't make a lot of sense.

I think that'd generally be the problem; just a disconnect between what the mods do. Reunion translates the text, NT repurposes it instead. There's going to be a lot of overlap that only a manual edit can navigate cleanly.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-04 20:50:56
Thx segachief for pre answering my questions. Well then does that mean that even present 7h with nt + separate r03 install will be as sega chief described? If yes then it's either waiting for that 2.1 patch or giving up nt or r03 in 2.0.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-04 21:22:10
Thanks for your great work! quite excited to see it coming all-together :D :D :D

As a mere curiosity, I was revising the Reunion mod parts and thinking what parts and version will be included in the new catalog 2.0,
to know which ones would need to be updated and which ones are installed through other existing mods. Correct me if I'm wrong but from what I get things will be like this once 2.0 is out:

1. BEACAUSE -> Included in catalog 2.0 R03e-> will need patch to R04x (hopefully not too complicated)
2. MENU ENHANCEMENT-> Included partially(completely?) in catalog 2.0 with fonts/textures of R03e (patch needed to R04x?)
3. 60FPS BATTLES-> Not possible to use from 7H and no alternatives from other mods
4. WEAPON -> Not included because still needs a lot of development (I guess)
5. MODEL OVERHAUL -> Not included but models can be replaced by other mods (not sure if all of  the Reunion are covered by your catalog but they seem enough to me)
6. PATCHES -> Included partially (completely?) in catalog 2.0 under tweaks and cheats (Not sure about faster deaths and shades)

1. Correct, and I hope it won't. Have to look at it first.
2. R03e is included completely. R04x is a separate mod to R03x, in which it fixes the original game's menu/fonts. I'd have to look at it first before I can say if it could be added.
3. It's not possible from the standalone mod: http://forums.qhimm.com/index.php?topic=10474.0 --- The  Reunion battle speed is in the current Catalog, but it's old (R02x I believe). I can look at what's new in R04x.
4. It won't be looked at until development is finished.
5. Not needed as all his options should be in the Catalog.
6. R02x Patches are spread out across multiple categories in the Catalog. I will look at R03x and R04x Patches and see what could be added/updated to the Catalog.

Thx segachief for pre answering my questions. Well then does that mean that even present 7h with nt + separate r03 install will be as sega chief described? If yes then it's either waiting for that 2.1 patch or giving up nt or r03 in 2.0.


I asked SC to chime in because I felt he could explain the details in more depth than I could possibly understand. I knew that kind of scenario would happen, and probably quite often, I just don't know when because I've not played NT all the way through yet (can't wait to try it!). There won't be a patch for it in 2.1 at this point, as I'm convinced that the game will be an utter mess if attempted with automated tools. I, for one, do not have the time to do it manually. In fact, I don't think anyone would because it would require an insurmountable amount of work for just one or two people to do it. If you think about it, The Reunion and New Threat have both been in production for YEARS, so the manually work required to patch them together would...well, you get how long that may be :P
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-04 21:29:25
Hahaha decade or two. :'( A shame as that would be the ultimate icing on the cake.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-04 21:31:21
Will this update include the auction mod, the one that uses the event section in the Gold Saucer.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-04 21:41:27
First time hearing of that mod. Link me to the thread.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-04 22:01:24
First time hearing of that mod. Link me to the thread.

http://forums.qhimm.com/index.php?topic=14095.msg197540#msg197540
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Covarr on 2016-01-04 22:03:01
http://forums.qhimm.com/index.php?topic=14095.msg197540#msg197540
As far as I know, Cloudiar never released this mod. Can't very well be included if it was never released in the first place.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-04 22:06:49
As far as I know, Cloudiar never released this mod. Can't very well be included if it was never released in the first place.

Really, that sucks I genuinely thought it was released. Sorry about that :-[ should of researched a bit better.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-04 22:59:20
Really, that sucks I genuinely thought it was released. Sorry about that :-[ should of researched a bit better.

Looks kind of interesting, I remember they had an AH in ff9 too, it'd be cool if they added something like that in the remake. As long as it's in game items and not real life micro transactions or dlc for items...knowing Square and other gaming companies today...

What I would really like to see in a mod is the  ff7 GFS retextured I saw some video where the guy ripped the models from ff10, Shiva looked gorgeous.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: kidkat on 2016-01-05 00:31:31
Really, that sucks I genuinely thought it was released. Sorry about that :-[ should of researched a bit better.

I think it was released at some point in a VII OVA Remake pack at Cloudiar website (http://ffvii.mooo.com) but the site is down, and couldn't find any mirrors looking at spanish pages, so the only chance would be to find anyone who still has it or contact him to re-upload it.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 01:17:45
Ok so ive tried new game with 7h+nt(iro game story) + r03 exe installer, just to see what goes. It appears that nt part is working perfectly, in the beginners hall nt stuff is shown correctly(loaded previously saved game played wo nt mod), as in the YouTube video "new threat mod 1.3 (anti-anima) ep 1- a threatening start" around 34th minute, the tutorial in my game is the same as in video tutorial. The game is nt faithfull u till i beat scorpion 2nd time, didnt go further.
On the other hand ive seen many dialogues ingame so far (started great glacier in disc 2) and there is definitely a lot of changes in dialogue, presumably from r03. Few glitches such as game crashing when i enter sleeping man in the cave north of fort condor (with this install set but wo active nt mod), or not being able to get a second beta from zolom (when he hits yuffie with his tail she freezes and any action i take w other characters freezes commands and game just hangs - this also wo active nt mod), but overall its mostly smooth sailing. :-/
Maybe this will work as is...? Will reinstall to see if those glitches dissappear if yes it will be great. Maybe it would work even better w 2.0 who knows...
Edit: well sleeping man cave still crashes. Cant confirm zolom bug bc he flushes me out of battle, suppose it would also stay the same with present setup.
Maybe try full clean and reinstall all to see if it sorts those bugs.
Edit 2: It could be that it works so well bc r03 is installed and then nt is loaded via 7h on top of it? Just thinking aloud. It may serve some purpose to someone here.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-05 03:45:51
Ok so ive tried new game with 7h+nt(iro game story) + r03 exe installer, just to see what goes. It appears that nt part is working perfectly, in the beginners hall nt stuff is shown correctly(loaded previously saved game played wo nt mod), as in the YouTube video "new threat mod 1.3 (anti-anima) ep 1- a threatening start" around 34th minute, the tutorial in my game is the same as in video tutorial. The game is nt faithfull u till i beat scorpion 2nd time, didnt go further.
On the other hand ive seen many dialogues ingame so far (started great glacier in disc 2) and there is definitely a lot of changes in dialogue, presumably from r03. Few glitches such as game crashing when i enter sleeping man in the cave north of fort condor (with this install set but wo active nt mod), or not being able to get a second beta from zolom (when he hits yuffie with his tail she freezes and any action i take w other characters freezes commands and game just hangs - this also wo active nt mod), but overall its mostly smooth sailing. :-/
Maybe this will work as is...? Will reinstall to see if those glitches dissappear if yes it will be great. Maybe it would work even better w 2.0 who knows...
Edit: well sleeping man cave still crashes. Cant confirm zolom bug bc he flushes me out of battle, suppose it would also stay the same with present setup.
Maybe try full clean and reinstall all to see if it sorts those bugs.
Edit 2: It could be that it works so well bc r03 is installed and then nt is loaded via 7h on top of it? Just thinking aloud. It may serve some purpose to someone here.

Well you also have to keep in mind, if you've never played the Pc version before like me that the PC game script is different than the Ps1, when I first installed New Threat I thought I had reunion somehow because I didn't realize they changed the script for PC a bit, like I said Segachief also altered the script a bit it seems too. So if you are remembering the ps1 script it will be quite different just with PC version and New Threat, even without Reunion.

http://thelifestream.net/ffvii-the-original/ffvii-version-guide/ps-english-versus-pc-english/

Scroll a bit down to see what I mean.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 09:27:09
Hahaha you dawg you! That very tiny thought occured to me and vanished as fast as it came but yiu just said it. :-) so the only thing I got from r03 is different menu!? Strawberry strawberry and double strawberry! Marshmallows and lollipops! :O
Ok olearyf you really are an eyeopener. I believe i bought steam version bc of you in the first place as well. ;-) thx. Then there are no qs on that anymore. I gues even that great mo in r03 is not possible to get separately to combine with nt? Since the iros version of mo is not working i guess ill just play nt and be done with it, wait up for 2.0. Troubles is over. I was just about to reinstall the whole setup, just save me the trouble.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-05 09:33:13
You can play NT with the MO from R03e. Both are in Catalog 2.0.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-05 09:34:09
hey Alyza

is catalog 2.0 gonna be released by today

and keep up the great work
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 09:37:02
For strawberries sake I'd hug you of you were here. Love you Queenalyza. B-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-05 09:58:03
hey Alyza

is catalog 2.0 gonna be released by today

and keep up the great work

Trying to. The uploads are at 75% :)

For strawberries sake I'd hug you of you were here. Love you Queenalyza. B-)


:lol: Well, I'm glad you're excited.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 10:23:01
Oh and one minor request is it possible to remove those random letters before iros names like uehebjfickfkdjsbenfjfujd_animations? Makes it hard to read and arrange iros.

I renamed iros files by number and backed them up so when i reinstall / reset 7h i just copy them wo su scription, import in proper order. Maybe it could be implemented that a proper order of iros is already set when dld so ppl dont have to guess what goes when?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-05 10:50:05
Trying to. The uploads are at 75% :)

:lol: Well, I'm glad you're excited.

Will the tutorial you wrote from the last release still apply for this one. Also again thank you very very much again young lady for this ;D ;D :) :-*
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 10:52:03
And to add to that question will it be enough to just re-download new iros with current setup or as yuffie said reinstall the whole game-7h-eros?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-05 11:36:29
And to add to that question will it be enough to just re-download new iros with current setup or as yuffie said reinstall the whole game-7h-eros?

A new release like this will require a fresh install so there are as few errors as possible and do a registry cleaner for good measure. You need to remember that a new release has a new interface so alway a fresh start is the always the best way to go.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 11:38:36
A new release like this will require a fresh install so there are as few errors as possible and do a registry cleaner for good measure. You need to remember that a new release has a new interface so alway a fresh start is the always the best way to go.
Ahaha so i just did a fresh install w current setup through the whole night for nothing! Thx 4 d heads up yuffie. ;-)
Here we go again, uninstall, reinstall unpack reset... :-P the joys of life. O:-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: ManuBBXX on 2016-01-05 12:20:20
We must reinstall just 7H, or the entire FF7 game too ?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 12:21:51
FML and FTW, reinstall the whole pack, full speed forward and to hell with the torpedoes! ^o^
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-05 12:24:38
We must reinstall just 7H, or the entire FF7 game too ?

Game as well totally from scratch, it does not take long any to install the game anyway.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 12:26:00
Wow such live talk we all must be sitting on the eggs waiting for that 2.0 to hatch. ;-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-05 12:56:20
Hahaha you dawg you! That very tiny thought occured to me and vanished as fast as it came but yiu just said it. :-) so the only thing I got from r03 is different menu!? Strawberry strawberry and double strawberry! Marshmallows and lollipops! :O
Ok olearyf you really are an eyeopener. I believe i bought steam version bc of you in the first place as well. ;-) thx. Then there are no qs on that anymore. I gues even that great mo in r03 is not possible to get separately to combine with nt? Since the iros version of mo is not working i guess ill just play nt and be done with it, wait up for 2.0. Troubles is over. I was just about to reinstall the whole setup, just save me the trouble.
Lol for a second I thought you were going to call me a spoony bard.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-05 13:00:09
A new release like this will require a fresh install so there are as few errors as possible and do a registry cleaner for good measure. You need to remember that a new release has a new interface so alway a fresh start is the always the best way to go.

I'm sorry I'm  a newb at modding but I think this might be wrong. 7th heaven injects mods while you play, that is why it creates that folder in the steam directory with all the temporary files of the mods you downloaded. So yes maybe you have a point if he already manually installed a bunch of mods, but I think when Alyza releases the new catalogue all I have to do is delete Satsuki's textures I manually installed and then just use 7th heavens Satsuki textures which they inject at runtime. If we were using bootleg then yes you would have to start over, but I think that is the perk of 7th heaven, everything it does is temporary so it doesn't screw up your game files!

Edit:So yes it might be the case that he has to start over because he manually installed Reunion, and I'm not sure where that installs to or what files it affects, but if it created a reunion folder in your mods folder you probably just have to delete that(Which I think is what happens!). But it was also worrying two other people it seemed so I wanted to try to clarify that they probably don't have to start over. I'd just wait to see what Alyza says before you cause yourself more work.

TLDR: We probably just have to re-download the mod files from 7th heaven when the catalogue is patched, not completely uninstall re-install, key clean ff7. That is the point of 7th heaven as opposed to bootleg from what I can gather. Just wait to see what Alyza says when she is ready to save yourself work/time.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 14:07:15
Ok ive reinstalled game only, defragged, waiting (im)patiently for that post...
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 14:09:03
Lol for a second I thought you were going to call me a spoony bard.
You forky minstrel you! Actually thanks to that i bought a bunch of other rpg on ny sale just these days. ^o^ kudos to you.

https://app.box.com/s/57m1his1f4w5ooixve0n51ghc4xdvhqy
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-05 14:37:03
You forky minstrel you! Actually thanks to that i bought a bunch of other rpg on ny sale just these days. ^o^ kudos to you.

https://app.box.com/s/57m1his1f4w5ooixve0n51ghc4xdvhqy

I would suggest to you as well Evoland 2.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 14:45:18
Thx but ive already bought a years worth of games. :-) i believe it will be quite enough for a long time.

Now where is that 2.0 post... -_o
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-05 15:38:53
Hey staff

will the upload of the catelog be done uploading by 6pm est today?

because i would like to try out this new catelog soon
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-05 15:42:14
Hey staff

will the upload the of catelog be done uploading by 6pm est today?

because i would like to try out this new catelog soon

Stop asking, you have to realize it pretty much one person doing all the work here and real life comes first. It will be up when it is up, Patience is a virtue ladies and gents.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-05 16:03:00
You forky minstrel you! Actually thanks to that i bought a bunch of other rpg on ny sale just these days. ^o^ kudos to you.

https://app.box.com/s/57m1his1f4w5ooixve0n51ghc4xdvhqy

Witcher 2 and Mass Effect 2, good choices. :D
Can't wait for ff9 remake myself, hopefully it comes soon. Still have my ps3 for persona 5 and to finish ni no kuni someday. So many good rpgs to keep me occupied!

Btw Yuffie I feel like you should end every post with "and steal your materia" :D
https://www.youtube.com/watch?v=WpV5lUtmHlc&index=3&list=PLF00A6BDC91C26928
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 16:07:06
Yeah there were others as well witcher 3 fallout 4, pillars... But too much buck for the bang atm even with the discounts. No hurry. That sephiroth is waiting behind the doooooooooor.... Number 2.0! ^o^

Lol thats a good yuffie vid! :-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Tamachicken on 2016-01-05 16:12:47
Stop asking, you have to realize it pretty much one person doing all the work here and real life comes first. It will be up when it is up, Patience is a virtue ladies and gents.

Almost all of their recent posts have been complaining about things and asking unreasonable requests. It's not right for the community and for Alyza, it's exactly as you say.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Insight on 2016-01-05 16:25:09
Almost all of their recent posts have been complaining about things and asking unreasonable requests. It's not right for the community and for Alyza, it's exactly as you say.

Can only sign this. It is too much effort for one person alone. 2.0 is great as it is and we should be grateful that the next version will arrive shortly.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-05 16:30:17
Yeah there were others as well witcher 3 fallout 4, pillars... But too much buck for the bang atm even with the discounts. No hurry. That sephiroth is waiting behind the doooooooooor.... Number 2.0! ^o^

Lol thats a good yuffie vid! :-)

Witcher 3 was really good, I didn't finish it because my comp broke plus I got burned out cause too many sidequests and I'm a completionist but the story was fantastic and the main sidequests were too I got pretty close to the end and did nearly everything. I'd say if you wind up liking Witcher 2 then get Witcher 3 when it's cheaper. Usually gog is their main site, they sell it DRM free, I think if you buy a steam copy you can get a DRM free copy from their site too though. I did for Witcher 2 a few years ago, not sure if they still do that but I think they do. I think you just have to put in your Steam Key. It's gog.com they are the ones who make Witcher series, Cd Project Red, fantastic Polish company. So you can probably still get DRM free copy of Witcher 2 from them too since you bought it off Steam.
Also look up Final Fantasy A+ I posted it in random links, it's way funnier.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-05 19:22:01
hey

is there easier way for me to install and setup geneiss sephiorth story mod without using using the 2.0 catelog
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-05 19:37:32
Can only sign this. It is too much effort for one person alone. 2.0 is great as it is and we should be grateful that the next version will arrive shortly.

Well said, and I am sorry I flew off the handle.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-05 19:44:59
hey

how many more days until 2.0 of the catelog is released
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-05 19:56:38
Hahaha that was a great laugh, while waiting for the 2.0! Thx! Heres the link guys check it out! :-)

https://steamcommunity.com/groups/NTST/discussions/0/540734792008560716/
or direct video link:
http://www.newgrounds.com/portal/view/164193
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Insight on 2016-01-05 19:58:09
For everyone who is asking: when its done.

Alyza said,she is uploading right now.it might be today,tomorrow or by the end of the week. We waited months, we can wait for some additional days.

Title: Re: [FF7] Update Reports and Mod Requests
Post by: Tamachicken on 2016-01-05 20:05:16
hey

how many more days until 2.0 of the catelog is released

You need to start reading what people are saying. Alyza has said it'll be done when it's done. Mods will be added when she can, or when the mod creators have responded allowing them to be used.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Fischkopf on 2016-01-05 20:14:06
For everyone who is asking: when its done.

Alyza said,she is uploading right now.it might be today,tomorrow or by the end of the week. We waited months, we can wait for some additional days.


Exactly this. A few days more don't make much difference now.^^
Title: Re: [FF7] Update Reports and Mod Requests
Post by: silvermotion on 2016-01-05 21:15:01
this release will be one of the great moments of 2016.

thanks!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-05 23:24:31
hey

how come alzya has not giving us updates yet about this catelog upload
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Covarr on 2016-01-05 23:27:43
hey

how come alzya has not giving us updates yet about this catelog upload
Because it's not ready yet. She's working on it, and she can work on it faster if people spend less time asking about it. She will tell you when it's done, but it's hard to estimate how long that will take.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-06 01:27:35
why is taking so long for it to be released
Title: Re: [FF7] Update Reports and Mod Requests
Post by: cloudsmash on 2016-01-06 01:44:21
why is taking so long for it to be released

Are you trolling?  It's ONE person putting it all together.  Just be patient homey.  8-)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-06 04:23:07
Hey staff

I know i am inpatient for this release, but i really miss using 7th heaven alot

i really like using 7th heaven alot, with all of the stuff and mods on it
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-06 05:00:28
Upload mod, download and install, error in the Configure *Doh, oh well. It happens*

Fix the error, forget to hit save button, upload mod, download and install, error in the Configure *Grrr, I'm stupid. Oh well, do it again.*

Fix the error, save this time, upload mod, download and install, error in another spot of the Configure *Sigh, damnit. Well at least the first is fixed*

Fix the second error, forget to save again, upload mod, download and install, error in the Configure *I hate my life...*



The joys of dealing with the last stretches in a massive project. Almost there everyone 8)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Insight on 2016-01-06 05:45:53
Hey staff

I know i am inpatient for this release, but i really miss using 7th heaven alot

i really like using 7th heaven alot, with all of the stuff and mods on it

Then use 1.0

Take your time Alyza.maybe a checklist before uploading is necessary,if there are a lot of factors that matters for the correct working of the mods.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-06 05:52:19
My god if I was admin i would ban you right now. You're like spoiled brat not knowing when to shut up, just bite it and wait it out, shes as impatient to release it as anyone. Stop pissing people of with constant questions. We all want to see it you get it?

Even i know when to shut up.

Edit: those were harsh words from me zara and i take it back, and apologize if it was out of place. I myself am very impatient so i reacted that way.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-06 05:53:04
Checklist is already written out and done :) It's just a matter of typos and silly mental mistakes like hitting a save button. And currently the only way to check the compatibility feature, they have to be uploaded and downloaded to pull the ID information from it. Manual imports of the IRO don't appear to recognize the mod IDs. No biggie, just a little bit of a time sink.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-06 05:56:26
Almost all of their recent posts have been complaining about things and asking unreasonable requests. It's not right for the community and for Alyza, it's exactly as you say.
As Tama chicken said to many of us, i belong to this group myself, so zara let alyza do her work in peace.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Insight on 2016-01-06 06:51:43
Checklist is already written out and done :) It's just a matter of typos and silly mental mistakes like hitting a save button. And currently the only way to check the compatibility feature, they have to be uploaded and downloaded to pull the ID information from it. Manual imports of the IRO don't appear to recognize the mod IDs. No biggie, just a little bit of a time sink.

Sounds good.just add the entry for clicking the save button ;)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Tamachicken on 2016-01-06 07:00:26
Checklist is already written out and done :) It's just a matter of typos and silly mental mistakes like hitting a save button. And currently the only way to check the compatibility feature, they have to be uploaded and downloaded to pull the ID information from it. Manual imports of the IRO don't appear to recognize the mod IDs. No biggie, just a little bit of a time sink.

You're on the home stretch now. We can wait - work at your most comfortable pace and I'm sure you'll be happier and we'll be happier knowing you've not been guilt-tripped into overworking.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Zara9 on 2016-01-06 09:53:22
Hey Alyza

can you tell me the 1.0 Subscriptions path for 7th heaven please

so i can use the 1.0 stuff in the meantime
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-06 09:58:54
iros://Url/http$pastebin.com/raw.php?i=yhR721Kh

here you go
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-06 13:10:03
The 1.0 subscription is already taken down, so you won't be able to download anything from it. I'll have a new subscription link up for 2.0 sometime tonight. Working on that now.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-06 13:44:41
Great wanted to take a load of your shoulders but unsuccessful. :-) Thanks in advance for the hard work.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Vgr on 2016-01-06 17:28:14
Whoa whoa there, calm down everyone.

@Zara9: Please wait patiently for the next release. It will come when it will come, which is probably soon. Alyza herself does not know exactly when it will come out, so she can't tell you.

To all the others, please avoid jumping at each others' throats. If you feel like something needs to be addressed, please use the "Report to moderator" button at the bottom of the post. The best course of action is to report and not reply to it.

Go go go Alyza, you can do this ;D
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-06 21:35:06
EQ2Alyza will there be a bootleg option made into iro to change location? it was a lifesaver when i used bootleg for a while to steal all those missed train graveyard for example, wo restarting load from that time.

I'm not familiar with that option in Bootleg. I can look into it, but if it's possible then it'll have to wait until after the next release.

Ah now i remember i think it was available through trainer menu.
Upping that especially if DLBPs Reunion wont be compatible with 7H

There's a nice "Modify" button at the top right of your messages, please use it next time you need to add something. ~Vgr
Alyza i just found what i was using and talking about its dlbps trainer - ochu thread, giving the option to teleport party to many places ingame.

http://forums.qhimm.com/index.php?topic=14194.0

Didn't see this option in OP. Can this be part of 7h 2.0 or it can be used separately wo the need to be made into iro/mod?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-06 22:06:46
OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG
is this what i think it is?

http://forums.qhimm.com/index.php?topic=15520.900

THANK YOU EQ2ALYZA!
Love you! Merry Christmas to you and everyone else who made this project a reality! Love you guys!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: BaconCatBug on 2016-01-09 05:57:59
Any chance of one of the various XBox controller prompt mods becoming available? (or If anyone happens to know how to side load one to let me know :P) Thank you again for your phenomenal work!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: olearyf2525 on 2016-01-09 19:03:37
Any chance of one of the various XBox controller prompt mods becoming available? (or If anyone happens to know how to side load one to let me know :P) Thank you again for your phenomenal work!

Says on the first post she tried but wasn't compatible.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: BaconCatBug on 2016-01-10 09:03:14
Ok, my bad, sorry! Excellent work anyway :3
Title: Re: [FF7] Update Reports and Mod Requests
Post by: mitzmitra on 2016-01-10 20:27:34
good day to all staffs and moderators of this wonderful project! i'm just wondering if it's possible to have whitERaven's field model for cloud to have buster sword on his back? 'cause only the "no change" model has the sword on his back in dynamic weapon mod. thanks again for this! this is easier than before when we manually apply mods one by one..  ;D much love and respect!  :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-10 20:30:36
Yeah its a bummer we cant have both field model options and dynamic sword options, but i guess its not possible now, maybe it will be added later.

Also is it possible for location switch to be added to cheats and tweaks? It was available in trainer menu in bootleg, by using ctrl+f/12345...or shift+f/1234... Something like that...
Title: Re: [FF7] Update Reports and Mod Requests
Post by: mitzmitra on 2016-01-10 20:45:19
Yeah its a bummer we cant have both field model options and dynamic sword options, but i guess its not possible now, maybe it will be added later.

i really hope so.. cloud is cooler running around with his inherited buster sword hehehe 8)

i just downloaded menu overhaul right now, and when i launch thegame, there's an error.. how can i send the dump file? i deactivated that mod and the error didn't show up.. thanks in advance guys! :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Yuffie1983 on 2016-01-10 21:52:35
i really hope so.. cloud is cooler running around with his inherited buster sword hehehe 8)

i just downloaded menu overhaul right now, and when i launch thegame, there's an error.. how can i send the dump file? i deactivated that mod and the error didn't show up.. thanks in advance guys! :)

Just open the the dump file it is a text file, copy and paste the text into your post in the appropriate thread.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-11 06:11:33
Crash.dmp doesn't really help me at this point. Show me the APP.LOG and your Profile Details (bottom-right button in 7H v1.51). Do you have Workshop -> Settings -> FF7 Exe set to use ff7_mo.exe?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: mitzmitra on 2016-01-11 07:29:01
Crash.dmp doesn't really help me at this point. Show me the APP.LOG and your Profile Details (bottom-right button in 7H v1.51). Do you have Workshop -> Settings -> FF7 Exe set to use ff7_mo.exe?

oh.. that must be the error.. i didn't know i have to set it to ff7_mo.exe for it to work..  ::) sorry.. but i encounter another error just this time.. aftertifa join the party in 7th heaven bar, we go up to 2nd floor of the shop where the kid charge you with 1 or 10 gils.. when i enter the door in 2nd floor, error appears.. i will look if there's a app.log.. thanks for the response! :)

EDIT 1:
here's the app.log
Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Intel Intel(R) HD Graphics 4400 4.3.0 - Build 10.18.14.4062
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 64, vert uniform 4096, frag uniform 4096
[00000000] INFO: postprocessing program link log:
Fragment shader contains a user varying, but is linked without a vertex shader.

[00000000] : init_postprocessing failed, postprocessing will be disabled
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
[00000052] set music volume trans: 127->0, step=60
[00000117] END OF CREDITS!!!
[00000117] Entering MAIN
[00000117] set music volume: 127
[00000117] Exiting MAIN
[00000117] START OF MENU SYSTEM!!!
[00000525] END OF MENU SYSTEM!!!
[00000525] Entering MAIN
[00000529] Exiting MAIN
[00000529] Field Start
[00000938] : [00001056] : [00001056] : [00001056] : [00001056] ERROR: COULD NOT LOAD TEXTURE DATA FILE Mund.TEX
[00001056] ERROR: COULD NOT LOAD TEXTURE DATA FILE Mund.TIM
[00001056] ERROR: COULD NOT LOAD RSD DATA CUGB.RSD
[00001056] : unhandled exception

EDIT 2:
here's my profile details on 7H:
Code: [Select]
Animations
ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
Version: 2.0
f_animation = 1
w_animation = 1
fba = 0
fbn = 1
fed = 1
Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.0
models_aerith = 1
models_barret = 4
models_caitsith = 1
models_cid = 2
models_cloud = 7
models_redxiii = 3
models_sephiroth = 1
models_tifa = 4
models_vincent = 3
models_yuffie = 2
Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.0
models_diamond = 1
models_frogs = 2
models_scorpion = 1
models_jenova = 1
models_joker = 1
models_life_form = 1
models_motorball = 1
models_ruby = 1
models_soldiers = 1
models_sweeper = 1
Battle Models - Weapons
ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
Version: 2.0
weapons_aerith = 3
weapons_caitsith = 1
weapons_cloud = 2
weapons_sephiroth = 1
weapons_yuffie = 1
Battle Textures
ID: ad83c8b5-249d-41f9-84a4-cd35200da6af
Version: 2.0
battle_bg = 3
Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.0
models_aerith = 6
models_barret = 10
models_caitsith = 1
models_cid = 4
models_cloud = 12
models_redxiii = 3
models_sephiroth = 1
models_tifa = 7
models_vincent = 1
models_yuffie = 3
Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.2
models_base = 1
models_biggs = 2
models_jessie = 2
models_wedge = 2
Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.0
huge_materia = 1
materia = 2
potions = 1
save_point = 2
Field Textures - Part 2
ID: 63c6df8c-971a-47f0-aac5-da4290f36058
Version: 2.0
field_bg = 1
Gameplay - Tweaks and Cheats
ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
Version: 2.0
ar = 1
cf = 0
dm = 0
isl = 1
i = 0
lcs = 1
lt = 1
nrb = 0
spa = 1
sc = 0
sbo = 1
Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 1
avatars_barret = 1
avatars_cait_sith = 1
avatars_chocobo = 1
avatars_cid = 1
avatars_cloud = 1
avatars_cloud_young = 1
avatars_red_xiii = 1
avatars_sephiroth = 1
avatars_tifa = 1
avatars_vincent = 1
avatars_yuffie = 1
game_over = 0
prelude = 2
start_menu = 2
Media - Music and Sound
ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
Version: 2.0
music = 7
sound = 2
Miscellaneous - Team Avalanche Fields
ID: 72152e09-7b5c-4942-8465-afa154e20b08
Version: 2.0
field_ta = 0
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-11 07:36:12
Good, that's what I needed :)

I will have have a fix for this ASAP. Stay tuned for the 2.3 Update sometime later.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: mitzmitra on 2016-01-11 07:45:10
Good, that's what I needed :)

I will have have a fix for this ASAP. Stay tuned for the 2.3 Update sometime later.

thanks a lot EQ2Alyza! i just edited the settings in 7H for the MO and it works! and i notice my misc team avalanche field is in the bottom so i bring it up.. i thought it was the error, still, the error appears..

here's the new app.log (don't know if this is different 'coz of the misc field misplacement of order):
Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Intel Intel(R) HD Graphics 4400 4.3.0 - Build 10.18.14.4062
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 64, vert uniform 4096, frag uniform 4096
[00000000] INFO: postprocessing program link log:
Fragment shader contains a user varying, but is linked without a vertex shader.

[00000000] : init_postprocessing failed, postprocessing will be disabled
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
[00000001] set music volume trans: 127->0, step=60
[00000066] END OF CREDITS!!!
[00000066] Entering MAIN
[00000066] set music volume: 127
[00000066] Exiting MAIN
[00000066] START OF MENU SYSTEM!!!
[00000334] END OF MENU SYSTEM!!!
[00000334] Entering MAIN
[00000338] Exiting MAIN
[00000338] Field Start
[00000418] : [00000850] Entering MAIN
[00000852] Exiting MAIN
[00000852] START OF MENU SYSTEM!!!
[00001866] END OF MENU SYSTEM!!!
[00001866] Entering MAIN
[00001868] Exiting MAIN
[00001868] Field Start
[00003019] set music volume trans: 127->0, step=60
[00003051] set music volume: 127
[00004074] : [00004074] : [00004074] : [00004074] ERROR: COULD NOT LOAD TEXTURE DATA FILE Mund.TEX
[00004074] ERROR: COULD NOT LOAD TEXTURE DATA FILE Mund.TIM
[00004074] ERROR: COULD NOT LOAD RSD DATA CUGB.RSD
[00004074] : unhandled exception
here's the place i'm talking about :D
(http://i.imgur.com/itTBUII.png)

thanks again! :)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-11 07:58:57
A quick note, im passed the kalm town. When yuffie scene comes, when choosing party members don't choose anyone else besides tifa and aeris, otherwise aeris and yuffie will get stuck after battle. This is surely related to phs cheat. Probably the same with barret. After i kept tifa and aeris in party during battle, yuffie joined wo glitches.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-11 08:11:19
Please start a New Topic in the main 7th Heaven forum so that others may see the the title of the error and be aware. Things tend to get buried in here, and it's only really meant for requesting mods.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-11 08:12:40
Ok.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: BaconCatBug on 2016-01-12 18:42:41
Request: Playstation icons from Reunion mod if possible (and/or update to R04 :P). Apologies if it's not. As always thank you for the awesome work!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-13 07:23:38
It might be possible. I'll look into it.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: walkinghawking on 2016-01-13 08:00:30
Mod request:  Any chance you'll be able to add the overworld map options present in Reunion R03e so we can pick between the olde style or the HQ style?  I noticed this option is not present in the current R04c release and hope it isn't forgotten about.  The olde style was a great mod!  Thank you!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-13 08:02:53
Sure, I believe that should only be a couple simple files to add. I'll look into it.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: walkinghawking on 2016-01-13 08:12:34
You rock!  Thanks again!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: BaconCatBug on 2016-01-13 08:41:52
Guess what, More Requests! :P Any chance of a "Send to Top" and "Send to Bottom" for load order manipulation? Also If I want to submit a mod (literally just two blank video files to remove the intro videos) how would I go about it?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: lionheart82 on 2016-01-13 09:46:22
Guess what, More Requests! Any chance of a "Send to Top" and "Send to Bottom" for load order manipulation? Also If I want to submit a mod (literally just two blank video files to remove the intro videos) how would I go about it?
I just removed them from movie folder as they bother me as well so the game skips directly to credits screen and reports in red letters that theu are missing. Might use that simpler option.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: DarkDemon on 2016-01-17 08:14:29
Hi Alyza
You can add more "Battle Models - Characters" or add from Bootleg to the 7thHeaven? Because in the Bootleg had more Models than 7thHeaven.

Exemple:
Cloud:
AC Style (Grimmy)
New APZ Mature

Aeris:
HQ Aerith
New HQ Aerith

Yuffie:
AC Yuffie (Grimmy)

And others
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-17 10:39:08
Guess what, More Requests! :P Any chance of a "Send to Top" and "Send to Bottom" for load order manipulation? Also If I want to submit a mod (literally just two blank video files to remove the intro videos) how would I go about it?

That would need to be asked in the 7th Heaven thread over at the Tools section.

Hi Alyza
You can add more "Battle Models - Characters" or add from Bootleg to the 7thHeaven? Because in the Bootleg had more Models than 7thHeaven.

Exemple:
Cloud:
AC Style (Grimmy)
New APZ Mature

Aeris:
HQ Aerith
New HQ Aerith

Yuffie:
AC Yuffie (Grimmy)

And others

Sure, I can look into it.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Jotaro on 2016-01-17 15:15:21
This is less of a request and more of an inquiry, but, for the remastered FMVs by cmh175, does it use the retranslated versions of the Jenova and ending FMVs?
As for an actual request, would it be possible for you to include the FMVs without Cait Sith in Media - Movies?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: iDerek759 on 2016-01-17 20:46:04
Mod Request: Hey Alyza, would it be at all possible if we could try to include the 2D menu sprites by AbyssWolf? I always thought those avatars would look so cool to use in-game!  :P

Title: Re: [FF7] Update Reports and Mod Requests
Post by: DarkDemon on 2016-01-23 22:19:09
Mod Request:

Hi Alyza, I don't know if it's possible, but you could use the FFWikia images to make "HQ Battle Models Weapons" for Barret and others that are missing?

http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_VII_weapons
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-23 22:26:42
That's well beyond my abilities.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Grimmy on 2016-01-26 22:49:05
As for the Jesse mod Avatar issue I might have some insight. When I was working on the mod I had all sorts of trouble getting the avatars to switch. Basically any texture you want to switch must run as a .tex file from a .lgp folder. If you have another avatar running as a png the driver will cache it and you cannot switch it. Also even with cache turned off on the driver it will load the png over the .tex. So you will have to have all the tifa avatars run as .tex. Does that help? Also what about adding the bahamut summon into the catalog. I cannot get any magic.lgp folders to load, but I am working on that. Have you gotten anything to load into 7H from a magic.lgp folder?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-01-27 04:13:42
So in order for the Runtime Variables to work and the Avatars display correctly between Jessie and Tifa, the Jessie Mod Avatar needs to be a .tex file for the menu_us.lgp folder AND all the Tifa options in Menu - Avatars and Backdrops need to be .tex files for the menu_us.lgp folder?

There are currently no mods in the Catalog that have files for the magic.lgp folder, so it's untested on my end. I'm sure it's just a case of asking Iros to add the magic.lgp for recognition if it's not already.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Grimmy on 2016-01-27 16:15:09
So in order for the Runtime Variables to work and the Avatars display correctly between Jessie and Tifa, the Jessie Mod Avatar needs to be a .tex file for the menu_us.lgp folder AND all the Tifa options in Menu - Avatars and Backdrops need to be .tex files for the menu_us.lgp folder?

Yep. That should fix the avatar display issue.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Giud on 2016-02-15 11:50:19
I was watching some Tifa's Bootleg and 7th Heaven videos recently and I've noticed that the screen flash that happens when landing a critical hit or when using a limit break is absent from the Bootleg mod, but is present in 7th Heaven. So, I'd like to know if the mod that disables the effect is available in 7th Heaven and if it isn't, could it be added in an update?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-02-15 12:35:27
Hmm, it might be possible. I'd have to dig deep to figure out what mod does that. I'm unsure atm, but if you figure it out beforehand, let me know.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Giud on 2016-02-15 13:10:28
Hmm, it might be possible. I'd have to dig deep to figure out what mod does that. I'm unsure atm, but if you figure it out beforehand, let me know.

Just from looking at the videos, I'm thinking it might have something to do with the menu mod.. Just a hunch.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Kaldarasha on 2016-02-15 13:11:48
Full screen effects are entirely broken for the PC version. Look at the new limit texture videos and you see that a bunch of effects aren't present on PC at all.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Giud on 2016-02-15 13:18:29
Full screen effects are entirely broken for the PC version. Look at the new limit texture videos and you see that a bunch of effects aren't present on PC at all.

Ok, but the white screen flash is definitely still present.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Giud on 2016-02-18 05:37:52
Did some testing with Menu Overhaul Project MO5C and yep, it disables screen flashes. It's pretty buggy, though. I could get it to run on an old laptop, but not on my PC with NVidia graphics, but that's to be expected since it is an outdated version of the mod.

EDIT: I managed to get it running on the PC, turns out there was a problem with the game converter. So yeah EQ2Alyza, if you can somehow add it to 7thHeaven that'd be friggin awesome  :lol:
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Jahiliyyah on 2016-02-25 01:54:58
Any chance we can replace the instructions and puzzle solutions to use your gamepad buttons/keymapping for prompts. Between my DS3 controller, the PC Mapping, and Function Name, it gets confusing.
https://web.archive.org/web/20150820154346/http://www.cavesofnarshe.com/ff7/buttons.php

I guess what I'm asking is for the button prompts to use either "PS1 Mapping" or maybe 360 Mapping.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Okami on 2016-03-01 14:22:11
Don't know if I'm requesting this correctly or replying correctly. Hopefully doesn't get buried. Anyway, thanks so much to everyone that made the Final Heaven mod possible and for keeping it alive! This is truly incredible and I'm so happy to be playing FFVII again, you have no idea! :)

Request:

The Reunion -Beacause and Menu Overhaul
Is it possible to get this compatible with the steam version? Only the 'No battle boxes" works. Anytime I enable the Beacause and Menu Overhaul, the game crashes when dialogue boxes pop up or I try to load specific menus ie: config. I feel like it's related to it not being able to load the font? Not sure.
(I apologize if this is not a proper request and belongs in the troubleshooting section)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: mitzmitra on 2016-03-03 14:20:14
The Reunion -Beacause and Menu Overhaul
Is it possible to get this compatible with the steam version? Only the 'No battle boxes" works. Anytime I enable the Beacause and Menu Overhaul, the game crashes when dialogue boxes pop up or I try to load specific menus ie: config. I feel like it's related to it not being able to load the font? Not sure.
(I apologize if this is not a proper request and belongs in the troubleshooting section)

i think you're not using the ff7_bc.exe when using beacause mod.. or the ff7_mo.exe if only the menuoverhaul is the mod you're using.. (beacause if you have break limit)
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-03-04 04:32:52
i think you're not using the ff7_bc.exe when using beacause mod.. or the ff7_mo.exe if only the menuoverhaul is the mod you're using.. (beacause if you have break limit)

2nd
Title: Re: [FF7] Update Reports and Mod Requests
Post by: genesis063 on 2016-03-04 11:50:26
So EQ2 is it okay to ask how my Sephiroth one is doing?  Havent gotten a question about it for awhile so just want to make sure it is good.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Grimmy on 2016-03-07 17:24:55
I was able to correct the jessie avatar issue by removing the configure option in the mod.xml. It just does the same as activating or deactivating the iro, so an unnecessary option. It appears that 7H was getting confused by the "active when" line above the PPV values in the conditional folder section.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-03-08 05:45:38
Ok Grimmy, I will check what you mean for the next catalog update. If I have issues still, I'll PM you at some point.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Jotaro on 2016-03-12 18:29:21
Could you put in options to change the world map models for each character specifically, if possible?
I remember there being different models (as in, not just the kaldarasha and MXster ones) that fit with your model choice in bootleg.
Since I have different options for each of the three characters with world models, I'd appreciate increased customization in the amount of options, both in terms of what character has what model types, and the different models in general.
Thanks in advance!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: tonecas on 2016-04-18 23:59:35
is it possible to change the mapping of the keyboard?
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Jotaro on 2016-04-19 21:30:57
Yes, from in-game, manually editing the config file from the game, or, if using the Steam version, changing that version's keybindings, and then pasting that version's config file into the modded game's directory.
Unless you're referring to keybindings for use with 7thHeaven, in which case you should look for a config file in that program's directory.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: tonecas on 2016-04-19 21:55:23
Unless you're referring to keybindings for use with 7thHeaven, in which case you should look for a config file in that program's directory.


how? i tried and i didnt find anything and the "laptop keys" are kinda dull
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Jotaro on 2016-04-20 00:02:59
As far as I'm aware, 7thHeaven doesn't use keybindings.
I could be wrong, though.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: EQ2Alyza on 2016-04-20 07:11:49
You change the keyboard mapping in-game. Start a New Game, open the Menu, then go to Config. The default keyboard mapping is mostly on the Numpad, so if you don't have a Numpad keyboard then you need to have installed the keyboard patch when using the Game Converter.

You don't have to mess around with the config files inside the game folder.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Lionsmane on 2016-05-10 22:22:25
I'll go ahead and make a request for the mods to be available for download outside of the catalog, as I have been unable to download them for well over a year now and have tried a little bit of everything
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Ultroman on 2016-05-20 09:56:03
Add Smoother 60FPS Battles - v0.93 - Cancelled, not possible
Aaaaww :( I came here to write this one up. I saw you mentioned working on 60 fps animations in another thread. Will some form of 60 fps battle animations be in the next pack?

Thanks for all your hard work on this. It is deeply appreciated! I'll try the first episode of the remake, but it'll never be the same as the original, with all its quirks. Thank you so much!
Title: Re: [FF7] Update Reports and Mod Requests
Post by: codemasterskins on 2016-05-30 07:46:40
I would like to request Nightmare 7 mod and Super Boss Rush. I've been playing the hardcore mod and watching videos on Nightmare 7 mod. Please and thank you.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Ichigo0Soul on 2016-06-06 05:34:08
Really liking the whole idea behind the Sephiroth story mod, but the way the story is written is making me cringe a  bit. Is it still under development or is it in its final form already? I'd really like to go through the text and edit it so the grammar is correct and so everything makes a bit more sense, but I'm not sure how to do it or if I even can. Thanks!

By the by, I still haven't been able to get any mods working on my desktop computer. Everything runs smooth as silk on my laptop though.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Atarumenchi on 2016-06-22 22:43:51
The program doesn't check the catalog.  It may be due to the fact that I selected no to an option on letting it link to Windows when I first started the program and have never been asked about it again
Title: Re: [FF7] Update Reports and Mod Requests
Post by: Jotaro on 2016-07-09 23:10:52
Really liking the whole idea behind the Sephiroth story mod, but the way the story is written is making me cringe a  bit. Is it still under development or is it in its final form already? I'd really like to go through the text and edit it so the grammar is correct and so everything makes a bit more sense, but I'm not sure how to do it or if I even can. Thanks!

By the by, I still haven't been able to get any mods working on my desktop computer. Everything runs smooth as silk on my laptop though.
As far as I remember, the creator of the Sephiroth Story mod isn't EQ2Alyza.
Title: Re: [FF7] Update Reports and Mod Requests
Post by: bobbythejobby on 2016-07-15 19:55:08
Dude you seriously need to add an option to 7th heaven mod manager to resume broken downloads. I had filed textures part 2 just freeze and stop twice now after downloading about 2GB. Just wasted 4GB of data. Need to wait till next month now to redownload :(. I could not even find any trace of the old temp download file anywhere on my PC even after running a deep scan with recuva. So umm yeah dude some support for resuming broken downloads and not deleting the failed temp download files form the PC would be much appreciated!!!!! :mrgreen:
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-07-17 13:53:26
Catalog v2.2 is here. Updated the OP with the information.

I think I'll try to do smaller updates between shorter periods of time, rather than tackling everything at once over longer periods. I'm not sure how often it will be, but going 6 months between most major updates is something I want to change. Perhaps once a month with smaller updates seems more reasonable.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Zara9 on 2016-07-17 15:58:13
Hey EQ2Alyza

is the sephiorth story mod almost done being 100% fixed yet
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Insight on 2016-07-17 17:52:11
Catalog v2.2 is here. Updated the OP with the information.

I think I'll try to do smaller updates between shorter periods of time, rather than tackling everything at once over longer periods. I'm not sure how often it will be, but going 6 months between most major updates is something I want to change. Perhaps once a month with smaller updates seems more reasonable.

Thank you very much for your effort. I know how good it feels to make progress and the community appreciates it. Do as you please, but at least we know that you provide us with new updates. It just might takes some time. I have seen, you have taken the Sephiroth mod offline. Hopefully you and Kaldarasha can fix it :) Have a nice day and thanks for everything.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: iDerek759 on 2016-07-17 19:04:38
Catalog v2.2 is here. Updated the OP with the information.

I think I'll try to do smaller updates between shorter periods of time, rather than tackling everything at once over longer periods. I'm not sure how often it will be, but going 6 months between most major updates is something I want to change. Perhaps once a month with smaller updates seems more reasonable.

Update HYPE!! Thank you EQ2Alyza! Do whatever you gotta do to make it easier for you, even if you went on a few years hiatus I'd still be fine with that.  :-D
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Zara9 on 2016-07-17 19:26:35
hey staff

how much longer until the sephiroth story mod is fully fixed and back online
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Zara9 on 2016-07-17 19:36:52
why does it take a long time for a sephiorth story to be fixed
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: eXistenZe on 2016-07-17 20:53:36
How long would you take to fix it? Count it in days.
Anything bellow that is a free gift the coders are giving you. Just be thankful for each day counted.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Zara9 on 2016-07-17 21:10:46
Hey

if it was my mod it would not take me 3 years to fix it for this long
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: iDerek759 on 2016-07-17 21:26:12
Hey

if it was my mod it would not take me 3 years to fix it for this long

So you're saying if it was your mod you could fix it in less time? Why not try creating it yourself then?
See how that actually works out for you?  ;D
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-07-18 01:32:30
Just to clarify a little with the Sephiroth Story Mod. It needs work still, and enough work that I don't want it released in its current state. Why? Because anyone who plays it will come to me for troubleshooting, and I simply don't have the knowledge to give.


1. There are 5 variations of files I was given.

> Sephiroth - No Weapons Change (vanilla Cloud weapons I assume)
> Sephiroth - Weapons v1
> Sephiroth - Weapons v2
> Safer Sephiroth - Weapons v1
> Safer Sephiroth - Weapons v2

I haven't tested all of them because I can't get them all working. The Sephiroth versions supposedly require the ff7_ss.exe to work (ss = Sephiroth Story), however it is not currently compatible with Menu Overhaul and can only be played with the vanilla game menu. Safer Sephiroth versions supposedly require the ff7_ss_safer.exe, however it is only compatible with Menu Overhaul enabled. Disabling Menu Overhaul will give you the squashed text and window alignment issues in the menus.

2. The field models are not complete. Perhaps they are, but I don't have them with me. Sephiroth has to be converted to each Cloud field model (parachute jump, bike escape, flashbacks, etc.).

3. Some battle animations are broken. I didn't test them all, but I know 2x Cut and 4x Cut don't have the proper animations. There may be others as well.

4. Menu Avatars are not correct. When I load up a previous game save and enter battle with a Cloud, Barrett, and Tifa group, the battle will have Sephiroth, Cloud, Tifa models. But outside battle, the Menu Avatars are still Cloud, Barrett, and Tifa.


These are just the issues I've found when starting a New Game jumping off the train or loading a previous save for 5 minutes of gameplay. I haven't played through the game with it, but can see other issues possibly.

What I propose is this:

1. Reduce this to one version: Safer Sephiroth (one weapon set) I honestly think that too many options can sometimes be a bad thing, and in this case simple is better. The Safer Sephiroth version allows Sephiroth to transform as his last Limit Break (the others are altered as well). I think that should be the main focus behind Sephiroth and his powers as you advance through the game. It's simple, but it makes sense.

2. While I can possibly do model conversions for some of them, I don't know what is to be done during the flashback scenes. There's Nibelheim with Cloud's mother, Tifa, and Sephiroth with Soldier. I don't know...

3. I've done zero modding with animations, so this one can't be fixed by me. The mod author or someone else will have to do this.

4. I think it's a file naming issue, but I'm not 100% sure. I honestly hate testing .tex files lol
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Zara9 on 2016-07-18 04:31:52
Hey alzya

when i played genesis063 sephiorth story mod last year it worked 100% fine

because genesis063 told me he fixed up everything for it including the weapon parts chest bugs on it to get parts for sephiorth weapons for the final part of the game
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-07-18 04:36:10
100%...Really? You played a 100% run through of the game with it already? What are you wanting this release for then?
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Zara9 on 2016-07-18 04:41:06
hey Alzya

what i meant was i played this mod all the way through until the kalm flashback and got stuck there at a black screen all day

without moving forward
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-07-18 06:21:15
That's where one of my issues are. I can't fix it since it's not my mod.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Insight on 2016-07-18 06:34:16
Just to clarify a little with the Sephiroth Story Mod. It needs work still, and enough work that I don't want it released in its current state. Why? Because anyone who plays it will come to me for troubleshooting, and I simply don't have the knowledge to give.


1. There are 5 variations of files I was given.

> Sephiroth - No Weapons Change (vanilla Cloud weapons I assume)
> Sephiroth - Weapons v1
> Sephiroth - Weapons v2
> Safer Sephiroth - Weapons v1
> Safer Sephiroth - Weapons v2

I haven't tested all of them because I can't get them all working. The Sephiroth versions supposedly require the ff7_ss.exe to work (ss = Sephiroth Story), however it is not currently compatible with Menu Overhaul and can only be played with the vanilla game menu. Safer Sephiroth versions supposedly require the ff7_ss_safer.exe, however it is only compatible with Menu Overhaul enabled. Disabling Menu Overhaul will give you the squashed text and window alignment issues in the menus.

2. The field models are not complete. Perhaps they are, but I don't have them with me. Sephiroth has to be converted to each Cloud field model (parachute jump, bike escape, flashbacks, etc.).

3. Some battle animations are broken. I didn't test them all, but I know 2x Cut and 4x Cut don't have the proper animations. There may be others as well.

4. Menu Avatars are not correct. When I load up a previous game save and enter battle with a Cloud, Barrett, and Tifa group, the battle will have Sephiroth, Cloud, Tifa models. But outside battle, the Menu Avatars are still Cloud, Barrett, and Tifa.


These are just the issues I've found when starting a New Game jumping off the train or loading a previous save for 5 minutes of gameplay. I haven't played through the game with it, but can see other issues possibly.

What I propose is this:

1. Reduce this to one version: Safer Sephiroth (one weapon set) I honestly think that too many options can sometimes be a bad thing, and in this case simple is better. The Safer Sephiroth version allows Sephiroth to transform as his last Limit Break (the others are altered as well). I think that should be the main focus behind Sephiroth and his powers as you advance through the game. It's simple, but it makes sense.

2. While I can possibly do model conversions for some of them, I don't know what is to be done during the flashback scenes. There's Nibelheim with Cloud's mother, Tifa, and Sephiroth with Soldier. I don't know...

3. I've done zero modding with animations, so this one can't be fixed by me. The mod author or someone else will have to do this.

4. I think it's a file naming issue, but I'm not 100% sure. I honestly hate testing .tex files lol

I am happy with one version or another.i dont't care if you take weeks/months. Just from time to time some News about the current status are welcome :)
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: SwordofAeons on 2016-07-26 06:30:55
Could you double-check the version of New Threat included in the catalog?  I was getting a consistent crash following the Air Buster fight, and I resolved the issue by using the stand-alone .iro provided in Sega Chief's release thread: http://forums.qhimm.com/index.php?topic=14938.0 (http://forums.qhimm.com/index.php?topic=14938.0)

Might've just been a corrupted download, but as long as it's not too much trouble... :D
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-07-26 09:58:09
I pulled the files from his .iro link on July 15th. It should be the same one. Was there a change in the battle model for Air Buster? I didn't include any of his models if there were changes between 1.35 and 1.4.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-08-15 09:02:03
Sorry I took so long for my reply I am unable to check back here often.  Last I checked I gave you the ones that work for 99% percent of the game.  I managed to work around most of the animations.  I figured out some I can use for some that look glitchy.  The only issue is the final battle for some reason it won't work the way I intended.  I wanted the player to get the ultimate weapon for Sephiroth first but I'll probably change that as well.  Please be patient for a little while longer.  Can't do much till I come back from this long trip.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: dethkab on 2016-08-26 04:05:05
^^Regarding the crash following the fight with airbuster when using the New Threat mod v1.4, I've also been experiencing crashes after Cloud falls.  The scene just transitions into a black screen and the game crashes.

Anyway, what I would love to see personally are:
Advent Children mods: costumes for main characters

Cloud First Tsurugi:  perhaps each piece being a new weapon to equip, and his ultimate weapon would be all piece completed.  Or anything really, I just love the base of the first tsurigi and its final form =D

Allowing retranslation to work with difficulty mods: I'm using New Threat and it kind of sucks I can't use the retranslation along with it.  Cause, lets face it, who actually likes the original translation of ff7?

More field and battle textures/entire game retextured:  not sure if it is just me, but sometimes it feels like not all the fields (3d rendered maps, battle fields, open world fields, etc) are influenced by the mods.  i don't know if it my eyes messing with me

Anyhow, thanks to you all for allowing me to replay this with these mods! =D

Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-08-28 13:44:27
^^Regarding the crash following the fight with airbuster when using the New Threat mod v1.4, I've also been experiencing crashes after Cloud falls.  The scene just transitions into a black screen and the game crashes.

Anyway, what I would love to see personally are:
Advent Children mods: costumes for main characters

Cloud First Tsurugi:  perhaps each piece being a new weapon to equip, and his ultimate weapon would be all piece completed.  Or anything really, I just love the base of the first tsurigi and its final form =D

Allowing retranslation to work with difficulty mods: I'm using New Threat and it kind of sucks I can't use the retranslation along with it.  Cause, lets face it, who actually likes the original translation of ff7?

More field and battle textures/entire game retextured:  not sure if it is just me, but sometimes it feels like not all the fields (3d rendered maps, battle fields, open world fields, etc) are influenced by the mods.  i don't know if it my eyes messing with me

Anyhow, thanks to you all for allowing me to replay this with these mods! =D



Unfortunately, none of these requests are within the boundaries of what can be done here. Anything AC related can't be added because in the past they were ripped from other models, and that's a no-no for copyrighted material.

First Tsurugi is a good idea, but who has made this mod? Requests are for what's already been made, not to request new things to be made. I'm afraid I don't know anyone who can do this.

ReTranslation will always remain separate from other gameplay mods. The amount of files that are shared between ReTranslation and Gameplay mods is in the thousands, and they all have to be manually edited to make compatible with each other. It's too much manual work and can't be done.

I don't think you meant 3d rendered maps lol All the field scenes are pre-rendered 2d images. Each option to choose (Omzy, waifu, satsuki) are complete packages. The same goes for the world texture options. The EQ2Alyza and satsuki options are complete for the battle textures. The 3rd option is a compilation of several unfinished projects that cover most of the battle scenes, but some are not completed. The mod authors would have to come back from their hiatus to finish them. They are also newly made textures, whereas the field and world textures are just upscaled originals with various filters applied.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: infinitstrife on 2016-09-24 19:11:45
I wanted to request Nightmare 7 to be put back into the Gameplay mod pack if possible.  I had to reinstall and when I checked again, Nightmare 7 was removed.  I did hear about New Threat being the new top gameplay mod,  but I had started Nightmare 7 already and wanted to go through that, I really enjoyed the theme and difficulty of the game even if it isn't finished.
If there are any links available, that would be great as well if there is an archive for older mods that I can import that would work as well.  Thanks for all your great work guys!
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-09-24 23:33:18
I'm afraid I won't be putting N7 back into the catalog. It's incomplete and the author has abandoned it. Once you leave Midgar, the work on it is done but universal changes still stick from the .bin files and causes crashes.

http://forums.qhimm.com/index.php?topic=13468.msg232842#msg232842

I might have an old installer or file archive I can link you, but is it really worth it? NT is above and beyond it's level of completion and craftiness.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: infinitstrife on 2016-09-25 07:39:40
Thanks for the reply, I can understand considering the situation the mod was in.  I was reading that N7 was the entire first disc not just Midgar, guess that must've been bad info.  I'll start on NT then, hopefully there are not as many problems, I just remember having to play around with manually installing the hardcore mode separately to get N7 working(crashes from missing enemy data in random places due to scripted enemy fights that normally are not there).   Good thing the FAQ had the uninstaller app to remove old mods before totally reinstalling everything so at least that was painless.   

Thanks again!
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: demanson on 2016-09-28 02:28:13
I was wondering is it possible to get Cloud with masamune sword and loveless sword mods added into next update or so.  They were available in bootleg Loveless replaced Murasame there was one long time ago that replaced nailbat I used to have it but lost it.  I still have the masamune one tho.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Kaldarasha on 2016-10-27 12:37:31
Is there a reason why the gamesconverter for 7H is packed multiple times in itself?
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-10-27 16:38:34
I was wondering is it possible to get Cloud with masamune sword and loveless sword mods added into next update or so.  They were available in bootleg Loveless replaced Murasame there was one long time ago that replaced nailbat I used to have it but lost it.  I still have the masamune one tho.
If no one adds the loveless one I'll do it for you.  It will be awhile till that can happen though.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: demanson on 2016-10-27 21:40:50
I was able to manually add it I just took my fav weapon pack unpacked it and replaced 2 weapons I don't/didn't care for.  On a side note the whiteraven cloud battle model has a bug, well not really a bug.  It only has/had 1 texture enabled.  So I fixed that locally as well.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-10-28 18:36:10
So I may have thought of an idea to have Sephiroth Playable without replacing someone so my mod can work off of the other configure options.  I'll let you guys know if it is possible in the near future.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-10-29 01:50:36
Is there a reason why the gamesconverter for 7H is packed multiple times in itself?

Probably a mistake I didn't notice.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Kaldarasha on 2016-11-04 14:22:35
For those who have problems to download a mod from the catalog try to start 7H with admin rights and run it in win7 compatibility mode.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Dark Phoenix on 2016-11-09 14:47:41
Is there a reason all my mods say "released on 1/5/2016", even though I've clearly got the updated ones from July (I checked the version numbers)?  Some kind of bug in 7th Heaven?
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-11-10 07:09:32
I forgot to change the release dates in July. You're fine.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Dark Phoenix on 2016-11-10 13:30:20
Edit: NVM.  Going to put this in it's own topic since it's not related to the list directly.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-11-12 16:31:44
So I think we found a way to allow 7th Heaven to read the kernel bin pieces.  The creator said that the vanilla exe looks for bin-gzip file to read them into the game.  If we could implement it into the program then we could do it too and it will help for even more compatibility.  Do you think there is a way to do it?
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: EQ2Alyza on 2016-11-13 00:57:02
Doubtful, since Iros is no longer around. The source code is released now, but no one has worked on it  :|
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-11-13 08:11:09
Shame if that can be done then that would really help out.  Guess got to try to find a work around.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-11-15 14:43:36
Felt this needed its own post.  So I have been working on the mod when I can and I think I managed to get the configuration options to work properly.  Though keep in mind this will take a while to get out.  Also I am waiting on the handy resize all windows feature to be brought out as the flevel is highly edited and going through each field as some are berried very deep in the field files.  Everything else is pretty good to go just need to figure out the kernel tweaking which I think I know what I was doing wrong.  I'll keep you guys posted as much as I can.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Zara9 on 2016-11-15 16:42:12
Hey genesis063

does that mean you are working very hard on fixing up that sephiroth story mod then

keep up the great work
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-11-15 16:53:52
Yes hopefully I'll have it all done and ready before the middle of next year.  If these three new bosses work the way they are intended then I will make another new scene that got taken out in the lifestream one so it'll be a new version where Sephiroth fights the battle within himself.  Hope everyone likes my take on it not sure what it will come out as because I just though it up so stay tuned but I'll make a separate thread for that one.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: Dark Phoenix on 2016-11-15 17:30:40
Doubtful, since Iros is no longer around. The source code is released now, but no one has worked on it  :|

Where?  It's C#, right?  I may be able to help a bit with that.
Title: Re: Catalog v2.2 Report / Mod Requests
Post by: genesis063 on 2016-11-15 17:40:15
That would be awesome also I think the source code for Proud Clod is available to so you could also do it for the scene bin as they have pieces as well.  That way we could make everything more accessible.
Title: Re: Catalog v2.3 Report / Mod Requests
Post by: EQ2Alyza on 2016-11-20 08:54:14
A small, but important update. New Threat will now be using the November 3rd, 2016 IRO version + the Scene Hotfix from November 7th, 2016. This time I have included all the models from the IRO, so hopefully that fixes the crashes that were reported when entering certain battles that used NT models.

If you still experience crashing from model loads, then move Gameplay - Difficulty and Story to the top of your load order and Launch Game again. After you get past that scene, you can save the game, exit game, and move Gameplay - Difficulty and Story back into its original alphabetical order. Doing this will enable any model mods loaded above it (Battle and Field) to load ingame over the NT models. I don't have the time to play test the entire game, so its up to you all to report which encounters you have to do the reordering to advance the game. I don't expect it to be very many, but any that are reported can be added to the FAQ thread for quick answering with any future posts that I'm sure we'll get.

Remember, to download the Update, all you need to do is Workshop -> Check subscriptions now and the button should change to Update in the Library AND Catalog tabs. Clicking either will start the download and install the patch afterwards.
Title: Re: Catalog v2.31 Report / Mod Requests
Post by: EQ2Alyza on 2016-12-10 05:08:42
Small update. Added the Scene.bin Hotfix from November 24th to New Threat.

EDIT: Added the fix to Miscellaneous - Jessie Mod. The model and avatar should now load and unload properly during the correct scenes.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2016-12-11 18:03:49
I have a very minor thing to ask. Might just be my system i don't know.
Whenever a mod is updated can it change the date that that mod displays as mine is always 1/5/2016
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2016-12-12 06:01:29
Sure, I can fix that. I forgot to change the dates for a long time, sorry :|
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2016-12-12 08:23:27
Hey no worries. It just confused me when I checked to see if it updated and they had the same date. Made me think it didn't
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Grimmy on 2016-12-12 22:35:48
i think it would be good to add the error removing for the driver by dlpb (https://drive.google.com/file/d/0B3Kl04es5qkqbnNkaFNJdXMzU2M/view?usp=sharing) to the GC installer. The casual user has no reason to know most of that info.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2016-12-13 04:35:12
Grimmy, I have this in the GC installer: http://forums.qhimm.com/index.php?topic=14922.msg232713#msg232713

Does it do the same thing?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: TonersM on 2016-12-13 10:55:16
Not sure if posting this in the right place but.....
Would it be possible upload mods as torrents like bootleg had? Just for those of us with awful download speeds. Cheers
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Grimmy on 2016-12-13 22:58:19
Grimmy, I have this in the GC installer: http://forums.qhimm.com/index.php?topic=14922.msg232713#msg232713

Does it do the same thing?

Kinda, The one DLPB posted fully removes all error messages. The one you have leaves the red error messages.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2016-12-14 07:14:23
Not sure if posting this in the right place but.....
Would it be possible upload mods as torrents like bootleg had? Just for those of us with awful download speeds. Cheers

Sorry, not atm. Just download each one individually and have lots of patience.

Kinda, The one DLPB posted fully removes all error messages. The one you have leaves the red error messages.

I'll look into adding it to replace the other :)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2016-12-26 17:16:37
Another update. Read the OP for the changes. There are no notes for the Cloud Dynamic Weapons update because I ended up breaking it. I'm too tired to fix it now, so wait until the next update (2.2) to see it fixed again.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Carnage11388 on 2016-12-31 02:43:23
A bit off topic, but do you think once FFVII Remake comes out, IF they do a PC version, (likely will eventually), that modders will make mods for it? If so, will there eventually be a 7th Heaven manager for it?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Carnage11388 on 2016-12-31 02:45:58
Also, any possibility for Dynamic Cloud Weapon support for Clouds Team Avalanche model? Kalderasha does nice models, but for Cloud, that Team Avalanche one is my favorite.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2016-12-31 03:56:56
A bit off topic, but do you think once FFVII Remake comes out, IF they do a PC version, (likely will eventually), that modders will make mods for it? If so, will there eventually be a 7th Heaven manager for it?

Based on the current modding community of the entire FF franchise, I see 0% chance of any mods to be developed, let alone a mod manager for it. We are VERY fortunate for SE to allow us to do the work we do here at Qhimm.

Also, any possibility for Dynamic Cloud Weapon support for Clouds Team Avalanche model? Kalderasha does nice models, but for Cloud, that Team Avalanche one is my favorite.

Converting all the Field Models in the Catalog to use Dynamic Cloud Weapons is a thought on my To-Do-List, but I don't know when I'll get around to it. I have other things on the list that take higher priority.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2016-12-31 04:15:18
I could probably do that for you if you know which ones you want on it
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2016-12-31 04:17:41
All the Cloud options in the Field Models - Main Characters category. It's a lot of work, so take your time with it if necessary.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2016-12-31 04:20:40
Yeah sure. I could maybe have it done in the next few days. Other than new year I got nothing new going on haha.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Carnage11388 on 2016-12-31 05:12:06
Ok, that's fine. As far as modding the remake, if gamers find a way, SE can't really stop them can they? I mean, as long as no profit is made, it's not infringement of the copyright, and look how many other games got modded without the express permission of the developers. Idk, I'm just being hopeful lol
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Carnage11388 on 2016-12-31 05:13:26
Yeah sure. I could maybe have it done in the next few days. Other than new year I got nothing new going on haha.
You're awesome!
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2016-12-31 05:19:46
Haha thanks. I can't promise it within the week but I will get it done. I wanna attempt dynamic weapons for the other characters too. Feels kinda silly only having 1 character with it
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Covarr on 2016-12-31 16:03:54
Carnage11388, in the future please use the edit button instead of posting so close together. Thanks. ~Covarr
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: iDerek759 on 2017-01-09 04:54:14
Just curious Alyza, is there a way we could add Cloud's Hi-Res battle model, the one that's used at the end of the game with the battle with Sephiroth, into the catalog?

Normally I just unpack/pack the .lgp's and do it myself, but was just curious if he could be added in cause it's my favorite model to use other than Kalderasha's.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-01-09 05:26:38
Link me a post or an image of the model.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: iDerek759 on 2017-01-09 05:44:34
Link me a post or an image of the model.

Sure thing! http://images.akamai.steamusercontent.com/ugc/476626985718798963/8DD9E97477BDA8C818A0410BF5C9FBE8A2FB3F63/ (http://images.akamai.steamusercontent.com/ugc/476626985718798963/8DD9E97477BDA8C818A0410BF5C9FBE8A2FB3F63/)

He's already used in vanilla FF7 so I figured it couldn't be too much of an issue.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-01-09 08:49:14
If you can provide the model for me, then I'll look into it. I'm not sure which one that is exactly.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: iDerek759 on 2017-01-09 09:00:50
If you can provide the model for me, then I'll look into it. I'm not sure which one that is exactly.

I believe the battle model frame is listed as "siaa" in the battle.lgp
I always used Kimera when swapping the low-res Cloud for the hi-res one and it seemed to work for me.
Although I think there's like 19 other "si.." files in correlation to just the skeleton frame, but I'm not sure
if you need those one's or not.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-01-09 10:23:10
siaa is the model at the end of the game, yes. But that image looks the same model as the Bloodshot - Classic option, which I believe is just the end game model (siaa) converted to the rest of the game (rtaa).
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: levantine on 2017-01-14 09:39:01
About battle models, i know you have a lot of work, but just wanted to know if you can tell when some new battles models character would be in the 7th heaven? :)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-01-14 09:53:28
What battle models are you requesting? Link the forum post, and I'll look into it.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: levantine on 2017-01-14 10:02:30
I'm looking for a yuffie battle model, reference to this topic :
http://forums.qhimm.com/index.php?topic=17387.0
With it, you will understand why i'm asking to you this question ;)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-01-14 11:49:03
I answered your other topic and moved it to the 7H forums. The current Yuffie models are all that we have on Qhimm, so there isn't any plans to add news ones until someone makes a new one.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: levantine on 2017-01-14 11:56:07
Thx for your answer, i answered  you on my topic about what did you said.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: mitzmitra on 2017-01-22 19:16:34
what's up Alyza! i'm in the middle of downloading mods using 7th heaven.. i miss FF7 again  ;D

more power!
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-01-23 04:24:59
Welcome back! Enjoy the many updates you've missed. Still more to come, too :)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Giud on 2017-01-23 08:47:41
Hey Alyza! I've sent you a PM, but I guess it didn't go through. Been wondering if there's any news on that screen flash removal patch.. I'd be nice if I could finally ditch Bootleg and use the much more user friendly 7th heaven instead.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-01-23 09:24:01
Sorry, no update as of now :|

My FF7 modding library is up to almost 200GB and 818,000+ files now, so the thought of finding something like that is...well, needle in a haystack lol. I mean, one day I will, but right now I have some other much bigger projects I need to focus on.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Giud on 2017-01-23 09:39:27
Ah, ok. Thanks for the quick response.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: PetrucciJohn on 2017-01-28 16:37:03
Hello! I'd like to make 2 small (I hope) mod requests, if I may:

1) Can someone include Tifa's "Bloodshot New" model so that it appears in the Nibelheim flashback, just with that cowboy hat she's wearing? Also, her model reverts back to the default one when she's holding Sephiroth's katana and tries to murder him in the flashback. So I guess, the Hi-res one could be used.

2) Sephiroth's field model changes to the default one in that flashback, when he takes his Masamune out to hit the Mako monster tanks (inside the reactor), and it also changes to the default one when he's reading the Shin-Ra notes in the Shin-Ra mansion basement. Is it possible to have his Hi-Res model (either Weeemus or PRP) while his katana/book are out?

Sorry if this has been asked before and thanks in advance!
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: iDerek759 on 2017-01-29 23:47:06
It would be cool if we could add mexico's hard mod to the catalog.

http://forums.qhimm.com/index.php?topic=16847.0 (http://forums.qhimm.com/index.php?topic=16847.0)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: PetrucciJohn on 2017-02-07 11:50:07
So, after seeing this mod http://steamcommunity.com/sharedfiles/filedetails/?id=179295659 which replaces the button prompts for the Steam version and after contacting its author and realizing it cannot work with The Reunion (at least the version that is present in the catalog) unless someone actually goes and changes the in-game text, I'd like to request the following 5 things:

1) Put XBox 360 Controller Fix by Thunderpeel2001 (the one I linked above) in the catalog. I am sure lots of people would appreciate it.

2) Have an option for The Reunion + XBox 360 Controller Fix. Not sure if that's too hard to do.

3) Have an option for The Reunion + Hardcore + XBox 360 Controller Fix, or simply include the XBox 360 Controller Fix in The Reunion, because, at least in v3, it's not there, even though DLBP had expressed interest in it, from what I vaguely remember reading in a post.

4) Fix the compatibilty issues that cause crashes when "Hardcore + The Reunion" is enabled. I already posted 2-3 instances of when that happens, and Gjoerulv explains it better in his thread's OP, here: http://forums.qhimm.com/index.php?topic=6818.0

5) Again from Gjoerulv's OP, it looks like there's an important patch that makes Level 4 limit breaks to ignore defenses and that's not present in the catalog. Now, maybe I am mistaken, but I am not sure if it will cause any problems to apply the patch on \ff7_bc.exe, because the only workaround to the crashes I mentioned in no.4 is to temporarily change the option to just "Hardcore" and then change it back. If there are no problems, I can edit this post and delete no.5.

I'd say no.4 is the most important thing I am requesting.

If I can help with any of those with what little skills I have, I'll be happy to do it. :)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: JLOUTLAW on 2017-02-20 11:20:49
Could you make it where we can just download the IROs ourselves off a site like Mega like Sega Chief does for the New Threat Mod?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-02-20 13:13:58
I'm sorry, but there will be no downloads outside of 7H right now. If you don't download from within 7H, then you lose two main features 1) Compatibility 2) Automatic Updates

We already have to ask for APP.log, FF7_GC.log, and Profile Details to determine issues, but without the above features working, we'll have to ask questions e.g. "Do you have X mod and Y mod enabled?" or "Is Z mod updated to the latest version?" It's an honest headache to problem solve when you aren't assured about compatibility and updates, so those automatic features help eliminate any need for those kind of questions.

We will continue to work on improving downloads within 7H though. In Catalog 3.0, there will be a 3rd host added that I hope provides better download results for the few that have issues with Google Drive and MEGA.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Inactive User on 2017-02-22 07:43:14
Hey hey, I'm back!

The More Battle Model options request sounds exciting!

These are questions, as much as requests.. Is there a possibility of any more Vincent models?? It'd be amazing if the whitERaven battle model was also available for on the field. I have a long time LOVE for Vincent, he is my most favourite FF character of all time! :)

Also maybe more Cait Sith models? I prefer the original Cait Sith with the big rounded feet and no nose. I don't actually mind using the PRP model for Cait Sith though, cause he doesn't really need much detail.

Keep up the good work, as always!
It's good to be back too. ^.^
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2017-02-22 14:52:16
Any luck regarding echo-s being put into the catalogue?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-02-23 13:25:53
I will be added in the Catalog 3.0 update :)

Have you made any changes with my suggestions? It's not my place to force it or anything, so I'm just curiously asking.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2017-02-23 15:12:04
Uhh well actually I have been working on the next 2 sections the whole time so I haven't changed anything. I have a lot more beta testers now though so any mistakes will be found. I do need to change the videos though due to new actors and previous ones quitting.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: NoahADSP on 2017-02-26 10:26:41
hey i would like to know when will the new catalog be realeased and also what new things will be in there?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-02-26 11:13:48
I'll post what will be updated at a later time. Catalog 3.0 will be released after we get New Threat v1.5 and Reunion R06.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Inactive User on 2017-02-27 08:45:29
So exciting!!!
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: genesis063 on 2017-03-01 12:50:24
Also if anyone was wondering the Sephiroth Mod is not dead.  I was still working on it recently and creating a brand new scene.  A lot has been going on however so I haven't been able to do more on it but it will come out playable eventually just try to be a little more patient.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: tomume on 2017-03-22 18:00:57
Hi !

Any chance of having Mexico hard mod or/and satstuki progresive mod + reunion included ?

Would be great to be able to configure the reunion mod as DLPB installer allow several customizations.

Would be awesome to be able to active thing independently. Menu overhault, dlpb translation, mexico mod. etc.

thanks

For now, I can't make it to work the reunion mod with mexico mod. When I turn on Reunion, the mexico mod automatically turns disabled.

If anyone has a solution, please enlight me ;)

see ya
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Kaldarasha on 2017-03-22 20:42:38
7h Heaven is great but it can't make mods compatible which change the same things. The reunion modifies mainly the flevel.lgp, both kernels and scene.bin. While a mod which changes the difficulty of the game modifies mostly the kernels and scene.bin. This could be patched to work with the reunion mod to use the reunion data base, but must be done by the mod authors, since they do know what they changed. If a mod does also change the flevel, it is mostly impossible to create a patch.

The problem is that the texts are implemented into the modules instead being read from a text source. (Like modern games using strings)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: tomume on 2017-03-22 20:50:30
wow thanks, didn't know that. What a poor choice though...

What about the satsuki difficulty mod ? Can someone include it ? Actually what I don't like about difficulties mods is that they increase way too much the game difficulty... beside they create new enemies and change the items and materias to fit an increased game challenge. For me, it just changes the game way too much it's like it denatures it.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: InsanePorcupine on 2017-04-04 02:20:21
I was wondering if there exists or a mod could be made to speed up the pc version with a button. Like an emulator where you just hit f5 or something to speed up the game.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: lionheart82 on 2017-04-04 13:25:06
I'll post what will be updated at a later time. Catalog 3.0 will be released after we get New Threat v1.5 and Reunion R06.
Any idea when nt and cat 3 will be released?

Sent from my Xperia ZR using Tapatalk

Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-04-05 10:50:07
Nope, no idea. It's up to Sega Chief and DLPB to release it when they're ready.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: lionheart82 on 2017-04-10 14:55:07
Hey alyza just occurred to me is it possible to get load option in menu or at save point? Its time consuming to exit and relaunch 7H just to load different save? Its a hassle. I asked sega chief of that feature as well since he made such outstanding job w save point menu. I miss save and load state of epsxe...

Sent from my Xperia ZR using Tapatalk

Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-04-11 10:24:21
There was an old mod that allowed you to load a save from anywhere. It was around when Bootleg Configurator was the primary modding tool. I'll look into it.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: lionheart82 on 2017-04-11 10:28:35
Thaaaaaaaaaankssssss!

Sent from my Xperia ZR using Tapatalk

Edit: another one. Just saw this and trying to remember was there an option in biotleg to change controller buttons for icons instead of names? Made minigames hell. If not can you add it to 7h?

http://forums.qhimm.com/index.php?topic=14916.0
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: -Jim- on 2017-04-23 12:36:49
Hello EQ2Alyza,

I'm huge fan of what you done with 7h.
I would like to know if it's possible to add some mods to your futur update especially this one:
https://www.youtube.com/watch?v=ZThKu7PyyOQ
You have all link in the descriptions of his video.
I don't know if you have the right to do that without his permission, but i really like his models characters.
I know i can install this mod myself but with your 7h, we can mix all graphics mods without compatibility problem and make our choice with our preference.
I don't know if it's possible, i just ask.

You have more video on his channel if u want to see more especially in field.

Thank you for everything.

I'm sorry, I dont speak fluent English, I'm French, still sorry for the mistakes.

Continue for your great job
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: lionheart82 on 2017-04-23 12:52:42
Woooooow, that is fantastic, though it would be uneven if all monsters werent like that in the game. It would be a good stuff.

Sent from my Xperia ZR using Tapatalk

Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Kaldarasha on 2017-04-23 14:44:34
Woooooow, that is fantastic, though it would be uneven if all monsters werent like that in the game. It would be a good stuff.

Sent from my Xperia ZR using Tapatalk



It isn't. The quality is even worse than of the original models (I looked at them but for a different interest), although we have a non-ripped models from other games policy here on Qhimm. Be the author of the model or have the permission from him* to use it for the game is the only way.

*Berserk isn't the creator of the models, only someone who did grab the models and did a very sloppy job to implement them into the game. Though, he has my respect for the amount of work he has done.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2017-04-23 15:38:26
Agreed, at 1st they are lovely to the eye but most of the animations are a disaster, I used a few of them to get information on making my own. I wouldn't play with them
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-04-24 06:40:43
I can't put those models in anyways. There's no telling what is original and what is ripped. I don't normally give my opinion on what is good or not, but I honestly don't like them simply because they break any consistent look you get out of the game. I personally prefer to use all satsuki textures alongside Kaldarasha models. They blend together the best with the original game models that haven't been modded yet (most enemies and summons).
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tetra on 2017-04-25 18:11:40

I can't put those models in anyways. There's no telling what is original and what is ripped. I don't normally give my opinion on what is good or not, but I honestly don't like them simply because they break any consistent look you get out of the game. I personally prefer to use all satsuki textures alongside Kaldarasha models. They blend together the best with the original game models that haven't been modded yet (most enemies and summons).

That makes sense, but for me I wanted to have at least my party with very detailed models on battle, because I see them for so long and they are close to the cam. So I use Kaldarasha models on field to match the environment and then I use more detailed models on battle, like whitERaven's Cloud / Aerith, cmh175's Cid or Bloodshot's new Tifa. So great. I'm enjoying it.

However, Yuffie has only one other option besides Kaldarasha's edition on battle. It's whiteERaven's Yuffie and I don't like it. Her proportions look so weird, her face looks not nice, idk.

Please, check this mod (click to play):

(https://i.ytimg.com/vi/Gj9jhFVWNQ4/hqdefault.jpg) (https://youtu.be/Gj9jhFVWNQ4?t=11m52s)


Her look is way better in this Graphical Overhaul. I'd like to see this field and battle model in 7H.
Post: https://steamcommunity.com//sharedfiles/filedetails/?id=158899751 (https://steamcommunity.com//sharedfiles/filedetails/?id=158899751)
Download: https://mega.nz/#!dkkx0ZJB!Kl2AMaOw3TqC7w4jEyn9qlIMWnof5L2pFn96rhqLzs4 (https://mega.nz/#!dkkx0ZJB!Kl2AMaOw3TqC7w4jEyn9qlIMWnof5L2pFn96rhqLzs4)


The poster stopped working on it and I don't know from who this model is, but I really want to see her in the game.


I'd even like to go along building my own IRO, if this cannot be implemented, so just for me. But then I'm totally inexperienced about the files, don't know what belongs to Yuffie. If this cannot be implemented officially, anybody has interest to get this model into the game, privily?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Yuffie1983 on 2017-04-30 22:15:00
Can we have a update please on the game converter mod, the new version does not work and the older version breaks some of the newer mods.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Gwendalvador on 2017-07-30 18:32:23
Hi all.

The weapons mod is great and it s a very good job. but why we dont have weapons for all characters ?

Is it possible to update the mod in order to include weapons of barret, cid, vincet ....


Thank you
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-07-31 15:11:21
There are no mods for them. Sorry, but I don't create mods. I just compile what others have done.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Sora123masta on 2017-08-15 15:28:16
For the Animations part in the catalog, was the breathing animation removed?  I'm wondering because it doesn't seem to be working anymore for the field models.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Fatebreaker on 2017-09-22 23:50:10
Hello!, if it's possible, could you add Bloodshot's custom transparent avatars? (bootlegged), Avalanche GUI (i really like that menu and battle interface!) and saving everywhere would make hardcore fun haha. Dunno if you can do this as im sure compatibility must be an issue (for the avalanche stuff), but if you can it would be great. Thank you for 7th heaven btw!
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LCRava on 2017-10-08 08:20:56

That makes sense, but for me I wanted to have at least my party with very detailed models on battle, because I see them for so long and they are close to the cam. So I use Kaldarasha models on field to match the environment and then I use more detailed models on battle, like whitERaven's Cloud / Aerith, cmh175's Cid or Bloodshot's new Tifa. So great. I'm enjoying it.

However, Yuffie has only one other option besides Kaldarasha's edition on battle. It's whiteERaven's Yuffie and I don't like it. Her proportions look so weird, her face looks not nice, idk.

Please, check this mod (click to play):

(https://i.ytimg.com/vi/Gj9jhFVWNQ4/hqdefault.jpg) (https://youtu.be/Gj9jhFVWNQ4?t=11m52s)


Her look is way better in this Graphical Overhaul. I'd like to see this field and battle model in 7H.
Post: https://steamcommunity.com//sharedfiles/filedetails/?id=158899751 (https://steamcommunity.com//sharedfiles/filedetails/?id=158899751)
Download: https://mega.nz/#!dkkx0ZJB!Kl2AMaOw3TqC7w4jEyn9qlIMWnof5L2pFn96rhqLzs4 (https://mega.nz/#!dkkx0ZJB!Kl2AMaOw3TqC7w4jEyn9qlIMWnof5L2pFn96rhqLzs4)


The poster stopped working on it and I don't know from who this model is, but I really want to see her in the game.


I'd even like to go along building my own IRO, if this cannot be implemented, so just for me. But then I'm totally inexperienced about the files, don't know what belongs to Yuffie. If this cannot be implemented officially, anybody has interest to get this model into the game, privily?

Any update on this particular mod. I would also like to get it working on 7thHeaven, preferably within the dropdown list of all the different mod types.

Thank all you guys for your work. I was happy to donate!
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-10-09 02:47:41
I believe that's the KH model, which we can't support on Qhimm because it's ripped.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LCRava on 2017-10-09 12:00:33
I believe that's the KH model, which we can't support on Qhimm because it's ripped.

Got it. Aren’t there any other mods for regular enemies and enemy characters that you know about? I don’t know if they are ripped or not but the Turks, Hojo, Rufus and Shinra from that steam mod look so much more in line with the character models there are available on 7thHeaven right now.

Thank you much.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2017-10-14 03:03:19
Enemies are largely untouched here at Qhimm. I don't spend time outside these forums searching and researching other mods. That's left for the users to do on their own free time.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2017-10-14 03:56:35
Id day unless there is a team somewhere that make models from scratch.
All enemies will never be done. Its too much work when you must make all resources yourself
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LCRava on 2017-10-14 05:30:55
Enemies are largely untouched here at Qhimm. I don't spend time outside these forums searching and researching other mods. That's left for the users to do on their own free time.

EQ2Alyza would you mind raking a look at these mods? He has done a lot of enemies and NPCs and released everything. I tried getting it to work with 7th Heaven but couldn’t:

https://www.youtube.com/watch?v=ZThKu7PyyOQ&t=31s

Thank you guys for taking a look. Tsunamix, I am still interested in helping out with your projects if you can spare some time teaching me.

Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2017-10-14 17:17:38
That video contains all ripped models so they can't be relayed to anything on this forum. A lot of people have requested this guys stuff. Send me a pm at some point. I'll get you into Discord and I can start anytime
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LCRava on 2017-10-14 18:05:00
That video contains all ripped models so they can't be relayed to anything on this forum. A lot of people have requested this guys stuff. Send me a pm at some point. I'll get you into Discord and I can start anytime

Sent the PM via email, so you can have mine. I imagined his character models were ripped but not the enemies or NPCs. Oh well, can’t win them all.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LCRava on 2017-10-14 18:44:02
Is there a tool to pack and unpack IRO files?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: iDerek759 on 2017-10-14 19:59:16
7th Heaven can pack/unpack IRO files.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2017-10-14 20:15:30
When you add a new update you might wanna just edit your previous post.  This forum has a dislike to miltiposting. Sorry. Just wanna help you avoid getting watched.

Edit: Also I emailed you back
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LCRava on 2017-10-14 21:26:37
7th Heaven can pack/unpack IRO files.

Would you mind teaching me how to do it? I know it can import IRO files but I didn’t know it could convert them in for example LGP files. I am having some issues with NT and I don’t want to keep bothering Sega Chief.

Also, when can we expect the new updates to come out? The NT available in the 1.54 version of 7th Heaven is the 1.4 and NT 1.5 is a big improvement!

Thanks for the help and I am sorry if I am double posting or something.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: iDerek759 on 2017-10-14 21:40:38
Would you mind teaching me how to do it? I know it can import IRO files but I didn’t know it could convert them in for example LGP files. I am having some issues with NT and I don’t want to keep bothering Sega Chief.

Also, when can we expect the new updates to come out? The NT available in the 1.54 version of 7th Heaven is the 1.4 and NT 1.5 is a big improvement!

So the current NT IRO build Sega Chief has posted on the OP is the latest build. Honestly, all you need to do is just grab it and manually import it into 7th Heaven and it'll run fine.
I've found loading NT at the very bottom of the load order causes no conflicting issues with other mods.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LCRava on 2017-10-14 21:51:40
So the current NT IRO build Sega Chief has posted on the OP is the latest build. Honestly, all you need to do is just grab it and manually import it into 7th Heaven and it'll run fine.
I've found loading NT at the very bottom of the load order causes no conflicting issues with other mods.

The issue that I've been having is that even with NT on the bottom, it is overwriting some of the files in my original folder (like char.lgp and world.lgp) and causing crashes or assets in the original folder to not to load correctly. I've been talking to Sega Chief and we have most of the kinks sorted out, I just don't want to be so useless and keep bothering him. If there's a way to unpack the IRO folder, I am sure I can isolate the exact conflicting files and sort it out myself.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: iDerek759 on 2017-10-14 23:05:10
The issue that I've been having is that even with NT on the bottom, it is overwriting some of the files in my original folder (like char.lgp and world.lgp) and causing crashes or assets in the original folder to not to load correctly. I've been talking to Sega Chief and we have most of the kinks sorted out, I just don't want to be so useless and keep bothering him. If there's a way to unpack the IRO folder, I am sure I can isolate the exact conflicting files and sort it out myself.

Since this is the Report/ Mod Requests board, I've gone ahead and sent you a friend request on Discord, if you add me I can get you sorted out on what steps you need to take to get straightened out. That way we don't flood this thread with unneeded comments.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LeonhartGR on 2018-01-09 06:31:20
Maybe include my intro video edits for the movies mod too :)... If you feel that they fit there of course.
sqlogo.avi (http://filetrip.net/dl?lc7Uz29Mxz)
opening.avi (http://www.mediafire.com/file/wdaalphbz9n1a1y/opening.avi)

Thanks!

There were also some new intros using the latest videos from the "remake".

edit: If someone can locate omega res novae for this (https://www.youtube.com/watch?v=vP8SVSzKjA0&feature=youtu.be) it would be really nice
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Chrysalis on 2018-01-25 00:19:25
Avalance GUI please.
Standalone 60fps battle mod, without needing all the reunion stuff.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2018-01-25 05:36:00
I don't think the Avalanche GUI is compatible with Aali Driver 0.8x. It was created during the 0.7.11b era and broke after the Aali Driver was updated. 7H was developed all during the 0.8x era, so there's no way to go back without breaking so many other things. I'll take a look at it once more, but I wouldn't get your hopes up.

I've pretty much burnt myself out on 7H development, so catering to individuals' needs is not something I spend much time on anymore.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: cmh175 on 2018-02-02 18:43:30
For the most part, you can just download any standalone mod you want, and place them in a regular folder in your 7H library folder, and it'll import them for you. Unless it requires 7H scripts or there are compatibility issues, there isn't much else to it.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: bobbythejobby on 2018-05-17 21:11:10
Hey is there an external link to download the movies iro or some way to download it through internet download manager? Tried 3 times now and it keeps cutting out half way through using 7th heaven downloader.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: KohryuZX on 2018-09-13 07:13:57
Hello, I'd like to request for this mod to be added to the installer.
https://www.nexusmods.com/finalfantasy7/mods/4

These battle models are about the most nostalgic ones ive seen done to date in my opinion.

The big models really don't fit with the aesthetic of these battle models but at the same time i hate the sex doll open mouth models of vanilla.

Is there any chance we can get the mods for the chibi models again? With normal mouths and hands?

EDIT: Adding pictures of some of the battle models from the nexus mode by NiNoStyle.

https://content.foto.my.mail.ru/mail/pil24/511/h-668.jpg
https://content.foto.my.mail.ru/mail/pil24/511/h-650.jpg
https://content.foto.my.mail.ru/mail/pil24/511/h-786.jpg
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2018-09-16 01:52:58
Chibi field models? I originally wanted them in, but the Chibi project was incomplete, so I left them out. I didn't like the idea of releasing it and randomly seeing modded + unmodded Chibi models shown in the same field.

There's a tool called HRC Resizer (http://forums.qhimm.com/index.php?topic=4331.0) that allows you to resize models. There is an option to check "SD-style resize" which keeps the head, hands, and feet unchanged while resizing the rest of the body parts to your choosing. I guess this would give them a similar look to Kingdom Hearts? So maybe not quite the classic Chibi style of the original FFVII. One feature it's missing is a batch option, so you have to resize each model one-by-one. That takes a bit of time and is extremely boring, but it could give us a complete "Chibi" like set if applied to a project that's complete (e.g. ChaOS - Character Overhaul Seven).

I don't know if I have permission to pull those models from another site and add to the 7H Catalog. Generally, mods found outside of Qhimm have some form of copyright infringement (ripped and converted models from other FF games), and it's never allowed to be distributed here at Qhimm. I can't tell if those models are original or ripped from another source.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: KohryuZX on 2018-09-16 07:47:43
From what i've read on the author's page, the creator painted the original models with the artwork from the game so i dont think he ripped models from somewhere though i wouldn't know if using paint to paint on the normal models with the official art of the game can be considered ripping them, i guess the only thing would be to ask them or something.

About the chibi, i thought there used to be a mod that fixed the mouth and added hands on all of them but i guess i was wrong there too, sorry for the disturb.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: genesis063 on 2018-09-17 00:41:42
If any assets are used is where it would become an issue.  So if anything came from another game then it is really a no no.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: KohryuZX on 2018-09-17 14:34:33
Would Tetsuya Nomura Artwork he did for the game count as FF7 Assets or Outside assets? From what i know all he did is paint the artwork on the original models of FF7 but I'll ask them just to be sure.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: KohryuZX on 2018-09-18 19:14:14
I just received confirmation from the mod's original author that all assets for his drawn on battle models are all 100% originals
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Tsuna on 2018-09-19 10:31:01
they are originals yeah. He draws everything himself to allow him to wrap it around the model.
I asked him to teach me haha
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: megamaki on 2018-12-19 20:25:36
is there any mod of sephiroth with her own limites and movements? to play as a main character o in the party?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: genesis063 on 2019-02-02 03:28:46
Sorry for the necro answering the question and giving an update.  To answer your question Megamaki there will be soon I will finalize and hopefully release the mod within a month.
Update: I am in the process of playing through and ironing out the bugs.  That is mostly why it is taking so long.  I am running into an issue with the screen being black when you transition from the Rufus fight after you fall into the lifestream and Shade Sephiroth talking before you walk up to him and initiate the convo.  Hopefully these can be fixed easily and then move on to northern crater and have that finalized and that should be all that is left.  Need to get the Sephiroth Chocobo and any other related minigames version being used in this mod.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: megamaki on 2019-02-02 23:44:12
thanks for the answer, I'll wait for you to launch a new iro
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: Kaldarasha on 2019-02-04 05:21:23
@EQ2Alyza can you please add the new version of 7H to the download?
https://github.com/TurBoss/7h/releases

It has a few fixes and it did solve a problem someone reported on discord.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: EQ2Alyza on 2019-02-04 11:04:45
Sure. I didn't want to release until we had finished some other features and fixes, but it's been so long since we've worked on it that I forgot what they were  :-P

Curious, what problem did it solve?
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: FF7 FanMod on 2019-02-05 04:33:24
hello, an official mod who strongly upscaling FF7 version pc and steam, named "ff7 hd remako graphic" make breaknews and is now available, you can download this here: https://mega.nz/#!MXZTVYSY!rpmM7bAIkUQLFIluQeBB7QHU_D-3qGT4SL0kgkXTTNo
or you can read this here ==>https://www.pcgamer.com/final-fantasy-7s-ai-upscaled-graphics-mod-is-now-downloadable/ 
and for view pictures, it's here ==> https://www.tomsguide.fr/2019/02/04/final-fantasy-vii-passe-a-la-hd-avec-un-mod-intelligent/

but i wanted to know if it's compatible with the Ff7 7th Heaven mod?  can you study the subject please?
thank you.
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: strife98 on 2019-02-05 04:38:29
hello, an official mod who strongly upscaling FF7 version pc and steam, named "ff7 hd remako graphic" make breaknews and is now available, you can download this here: https://mega.nz/#!MXZTVYSY!rpmM7bAIkUQLFIluQeBB7QHU_D-3qGT4SL0kgkXTTNo
or you can read this here ==>https://www.pcgamer.com/final-fantasy-7s-ai-upscaled-graphics-mod-is-now-downloadable/ 
and for view pictures, it's here ==> https://www.tomsguide.fr/2019/02/04/final-fantasy-vii-passe-a-la-hd-avec-un-mod-intelligent/

but i wanted to know if it's compatible with the Ff7 7th Heaven mod?  can you study the subject please?
thank you.

It's actually already in the forums here:
http://forums.qhimm.com/index.php?topic=18573.0

And it's already planned to be added to 7th heaven once the field, battle, and world textures are released as per what EQ2Alyza has said in that thread (about 2/3's down the page)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: niemasd on 2019-06-01 18:22:18
I'm using the Beacause + Menu Overhaul mod that was packaged in the 7th Heaven catalog, but I just wanted to check: is it the most up-to-date version? It seems like Beacause reached 100% completion, so I want to make sure I'm using that 100% complete version
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: LordUrQuan on 2019-06-01 19:52:28
I'm using the Beacause + Menu Overhaul mod that was packaged in the 7th Heaven catalog, but I just wanted to check: is it the most up-to-date version? It seems like Beacause reached 100% completion, so I want to make sure I'm using that 100% complete version
No, the 7H version is R03c.  R05c is current, and R06 is "real soon now" (just final testing and whatnot to complete)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: BlunderingFool on 2019-07-01 23:26:36
Not entirely sure if it's what was intended with "Mod request" in mind (I suck at reading intention, sorry!) but would it be possible to use some sort of frame-blending/motion blur shader to replicate the persistence of vision and (Possibly) interlaced (Blended) signal the original game expected?

For example, take how when use an "All" type of magic, you get a pointer finger rapidly flicking between all valid targets. I imagine on a CRT (I've only got a tube telly, no monitor, and unfortunately the game won't run on my Xbox's ps1 emulator to verify this) that it would blend nicely into a transparent icon, which I assume was the intention, is that right? As well, wouldn't it smooth out those jittery 60fps battles? (The whole point of motion blur being to create the sense of motion when there's not enough drawn frames to portray movement.)
Title: Re: Catalog v2.3x Report / Mod Requests
Post by: drnick88101 on 2019-12-30 21:54:22
Can someone please add this mod to 7th heaven? https://archive.org/download/tifa-s-package-bootleg040-mods-updated-11-24-2013/Aeris_Patch_23_March_2011.rar (https://archive.org/download/tifa-s-package-bootleg040-mods-updated-11-24-2013/Aeris_Patch_23_March_2011.rar)

I want to play as aeris for the whole game but don't want to use the new thread mod. I tried to make the mod myself but I got errors when activating it. thank you for considering my request. cheers!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Meical on 2020-03-09 18:26:06
So my issue currently is that no matter what I have the settings switched to, several mods keep deactivating to due compatibility issues.  Mainly, using the Resize Project from the Field Models 3.0 catalog and Using New Threat from the Gameplay 3.0 catalog.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-03-09 22:46:06
So my issue currently is that no matter what I have the settings switched to, several mods keep deactivating to due compatibility issues.  Mainly, using the Resize Project from the Field Models 3.0 catalog and Using New Threat from the Gameplay 3.0 catalog.

That’s right. You answered your problem by saying they have “compatibility issues.” RP will deactivate NT because they’re incompatible. They both modify the flevel.lgp, which can’t be mixed together when modding FF7. Sorry for the confusion.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Meical on 2020-03-10 18:50:09
That’s right. You answered your problem by saying they have “compatibility issues.” RP will deactivate NT because they’re incompatible. They both modify the flevel.lgp, which can’t be mixed together when modding FF7. Sorry for the confusion.

So does that incompatibility override the "Ignore Mod Compatibility Restrictions" feature of 7th Heaven?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-03-10 23:58:48
No, it’s the opposite. That button will override the compatibility locks set with the mods and make them available to choose. This is not recommended though. You will experience glitches and crashes. If you ignore my warnings, so be it. But please don’t report it on the forums or Discord unless you’re there to offer a compatibility patch that you worked on to help fix the problem. Otherwise, you’re only wasting time for others for something that is already tested and known to not work.

Good luck and happy playing  :wink:
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Meical on 2020-03-11 04:31:53
No, it’s the opposite. That button will override the compatibility locks set with the mods and make them available to choose. This is not recommended though. You will experience glitches and crashes. If you ignore my warnings, so be it. But please don’t report it on the forums or Discord unless you’re there to offer a compatibility patch that you worked on to help fix the problem. Otherwise, you’re only wasting time for others for something that is already tested and known to not work.

Good luck and happy playing  :wink:

I hear that, I fully plan on following your advice.  So no worries there.  I was just concerned that the feature was not functioning as should.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: demanson on 2020-03-12 01:18:23
does 7th heaven 2.0 support hext text documents like the old one did?  for instance: http://forums.qhimm.com/index.php?topic=15762.0
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-03-12 02:03:51
does 7th heaven 2.0 support hext text documents like the old one did?  for instance: http://forums.qhimm.com/index.php?topic=15762.0

7H has had built in support for hext since some of the very first early versions. The link you posted is not 7H support but rather a different method used with old tools from DLPB. 7H 2.0 no longer includes anything from DLPB (it never did actually, those tools were in the old game converter). If you want to use hext in 7H 2.0, you would create a mod folder, then inside of it create a hext subfolder. Copy any hext text files you want into that subfolder and activate the mod in 7H.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: demanson on 2020-03-12 23:14:00
ah ok, i'm going to guess those hext don't work anymore then or there overridden by new ui mod.  when I tried that they didn't appear to work.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-03-13 18:51:34
ah ok, i'm going to guess those hext don't work anymore then or there overridden by new ui mod.  when I tried that they didn't appear to work.

Hext doesn't stop working because time passes. Assuming the exe is the same and you're editing the correct address and values, you'll see results. Maybe you're doing a step incorrectly. I'd suggest unpacking an existing mod that uses hext so you can see how it is set up.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: demanson on 2020-03-14 16:19:58
When I click the discord link and log in no channel is added to my list.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: LordUrQuan on 2020-03-14 16:28:58
When I click the discord link and log in no channel is added to my list.
It helps to read the rules.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Flash0429 on 2020-03-14 17:45:07
It helps to read the rules.

im confused by this statement when i click on the discord link from page one i have the same issue it dosent direct me to a discord server nor does one get added to my list it just takes me to a blank discord page. its not an actual invite link and i think thats the issue
Spoiler: show

(https://i.gyazo.com/4e7cd5cf9a38c692768d6c13428804c7.png)
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: strife98 on 2020-03-14 21:27:22
im confused by this statement when i click on the discord link from page one i have the same issue it dosent direct me to a discord server nor does one get added to my list it just takes me to a blank discord page. its not an actual invite link and i think thats the issue
Spoiler: show

(https://i.gyazo.com/4e7cd5cf9a38c692768d6c13428804c7.png)


When I click the discord link and log in no channel is added to my list.

Weird, have you tried downloading discord and trying again instead of using just the browser? Try this link: https://discord.gg/NtJTK4D
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Flash0429 on 2020-03-14 22:19:42
Weird, have you tried downloading discord and trying again instead of using just the browser? Try this link: https://discord.gg/NtJTK4D

yes i already have Discord downloaded on my PC and that link worked perfect because its an actual invite link the link on page one is not an invite link it goes directly to a channel on the server and if your not a part of the server you cant see it. Now that im in the server i tried clicking the link on first post and it works perfectly so id assume thats the issue, swap out the link on page one for the link you just gave me and your all set
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: dddvg4 on 2020-03-16 01:06:43
Hello everyone. I wanna know more about the options in the default Media iro in the Catalog.

My understanding is that

"5 - Arranged Soundtrack" is the Tsunamods arranged one
"7 - Symphonic Remaster" is the Orchestra one but not the same as the Anxious Heart one.

is these correct?

Also, what about "6 - OST Remastered"? Is it an older version of Anxious Heart OST remastered?
If not, which one has a better bit rate?

Will be grateful if anyone can help :)
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: AuthenticM on 2020-03-20 07:29:49
Hey everyone,

Will the ninostyle chibi models be added to the catalog for 7th Heaven 2.0? If yes, is there an expected date?

Thank you!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-03-20 07:41:49
Hello everyone. I wanna know more about the options in the default Media iro in the Catalog.

My understanding is that

"5 - Arranged Soundtrack" is the Tsunamods arranged one
"7 - Symphonic Remaster" is the Orchestra one but not the same as the Anxious Heart one.

is these correct?

Also, what about "6 - OST Remastered"? Is it an older version of Anxious Heart OST remastered?
If not, which one has a better bit rate?

Will be grateful if anyone can help :)

Yes, Tsnumaods music.

Yes, it's different than Anxious Heart.

No, it's different from Anxious Heart, and one of the first music mods featured here. I don't know which has better bitrate, but my guess would be Anxious Heart.

Hey everyone,

Will the ninostyle chibi models be added to the catalog for 7th Heaven 2.0? If yes, is there an expected date?

Thank you!

Yes, they'll be added to the Qhimm Catalog for the Field Models 3.1 update. It's expected on the date it's released  :P
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: AuthenticM on 2020-03-20 13:58:30
Yes, they'll be added to the Qhimm Catalog for the Field Models 3.1 update. It's expected on the date it's released  :P

Bahaha! I'll take it. Thank you!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Calocacides on 2020-03-22 00:09:28
Hey people! Wanted to report a small bug, which I believe is caused by wrong selection. In Field Models -Qhimm Catalog, in Dynamic Weapons, Buster Sword Millenia - Right Hand is Mike's. A small, but annoying detail. Thanks, you rock EQ2Alyza!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: olearyf2525 on 2020-03-25 03:45:04
Yes, Tsnumaods music.

Yes, it's different than Anxious Heart.

No, it's different from Anxious Heart, and one of the first music mods featured here. I don't know which has better bitrate, but my guess would be Anxious Heart.

Yes, they'll be added to the Qhimm Catalog for the Field Models 3.1 update. It's expected on the date it's released  :P

Thanks for all your hard work and your team, the nino chibi models look so good.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: jdhayward on 2020-04-06 08:40:53
Hi all,

New mod loader is so much easier than the old one so thanks for the hard work on that.

Im having a weird issue with field models. I usually just go with PRP on everything as I like the fact that it looks pretty classic. When using these models with NT recently i noticed that my shinra soldiers have a PRP body but a massive chibi head and that Reno has a tiny PRP head and a massive chibi body.

Ive tried configuring the models in different ways but this always happens. Any suggestions?

Do I need to put it further down the load order or something?

Thanks.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-04-06 08:59:52
Post your Profile Details please.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-04-06 09:37:07
Post your Profile Details please.

Just in case you don't know, you do that by clicking Settings>Profiles>the eyeball icon. This will open a window containing all of your profile details. You can copy and paste that here (but please put it in a spoiler block) or upload the file to a file sharing service or something like pastebin.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: jdhayward on 2020-04-06 10:25:05
7th Heaven Version: 2.0.3.406
Code: [Select]
# Miscellaneous - Qhimm Catalog
ID: c0f4e84d-cf4e-49a9-bd61-b3f1f91d7a86
Version: 3.0
Is Active: False
"=======Jessie Mod======="  (Miscellaneous)           = ""      (0)       
"Jessie Mod"                (Jessie Mod)              = False   (0)       
"Team Avalanche Fields"     (Team Avalanche Fields)   = False   (0)       
# Animations - Qhimm Catalog
ID: ad98f03e-143d-41b0-8937-96fec7c821ea
Version: 3.0
Is Active: True
"Battle"  (Animations - Battle)   = "0 - 15 FPS"                  (0)       
"Field"   (Animations - Field)    = "1 - Bloodshot + Kaldarasha"  (1)       
"World"   (Animations - World)    = "1 - Bloodshot + Kaldarasha"  (1)       
# Battle Models - Qhimm Catalog
ID: e4786c44-997e-4a29-b522-a4922aa4d457
Version: 3.0
Is Active: True
"=======Main======="  (Battle Models)                 = ""               (0)       
"Aerith"              (Main Characters - Aerith)      = "0 - No Change"  (0)       
"Barret"              (Main Characters - Barret)      = "0 - No Change"  (0)       
"Cait Sith"           (Main Characters - Cait Sith)   = "0 - No Change"  (0)       
"Cid"                 (Main Characters - Cid)         = "0 - No Change"  (0)       
"Cloud"               (Main Characters - Cloud)       = "0 - No Change"  (0)       
"Red XIII"            (Main Characters - Red XIII)    = "0 - No Change"  (0)       
"Sephiroth"           (Main Characters - Sephiroth)   = "0 - No Change"  (0)       
"Tifa"                (Main Characters - Tifa)        = "0 - No Change"  (0)       
"Vincent"             (Main Characters - Vincent)     = "0 - No Change"  (0)       
"Yuffie"              (Main Characters - Yuffie)      = "0 - No Change"  (0)       
"Aero Combatant"      (Enemies - Aero Combatant)      = "0 - No Change"  (0)       
"Air Buster"          (Enemies - Air Buster)          = "0 - No Change"  (0)       
"Chocobo"             (Enemies - Chocobo)             = "0 - No Change"  (0)       
"Diamond Weapon"      (Enemies - Diamond)             = "0 - No Change"  (0)       
"Elena"               (Enemies - Elena)               = "0 - No Change"  (0)       
"Frogs"               (Enemies - Frogs)               = "0 - No Change"  (0)       
"Grunt"               (Enemies - Grunt)               = "0 - No Change"  (0)       
"Guard Hound"         (Enemies - Guard Hound)         = "0 - No Change"  (0)       
"Guard Scorpion"      (Enemies - Guard Scorpion)      = "0 - No Change"  (0)       
"Hundred Gunner"      (Enemies - Hundred Gunner)      = "0 - No Change"  (0)       
"Jenova"              (Enemies - Jenova)              = "0 - No Change"  (0)       
"Joker"               (Enemies - Joker)               = "0 - No Change"  (0)       
"Life Form"           (Enemies - Life Form)           = "0 - No Change"  (0)       
"Mighty Grunt"        (Enemies - Mighty Grunt)        = "0 - No Change"  (0)       
"Motorball"           (Enemies - Motorball)           = "0 - No Change"  (0)       
"Reno"                (Enemies - Reno)                = "0 - No Change"  (0)       
"Ruby Weapon"         (Enemies - Ruby)                = "0 - No Change"  (0)       
"Rude"                (Enemies - Rude)                = "0 - No Change"  (0)       
"Shinra Soldiers"     (Enemies - Shinra Soldiers)     = "0 - No Change"  (0)       
"Sweeper"             (Enemies - Sweeper)             = "0 - No Change"  (0)       
"Aerith"              (Weapons - Aerith)              = "0 - No Change"  (0)       
"Cait Sith"           (Weapons - Cait Sith)           = "0 - No Change"  (0)       
"Cloud"               (Weapons - Cloud)               = "0 - No Change"  (0)       
"Red XIII"            (Weapons - Red XIII)            = "0 - No Change"  (0)       
"Sephiroth"           (Weapons - Sephiroth)           = "0 - No Change"  (0)       
"Yuffie"              (Weapons - Yuffie)              = "0 - No Change"  (0)       
# [Tsunamods] Avalanche Arisen Battle Textures
ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
Version: 1.0
Is Active: True
"Textures"  (battle_bg)   = "Avalanche Arisen"  (1)       
# Battle Textures - Qhimm Catalog
ID: b9315620-c927-4fcb-9c05-185783a8967e
Version: 3.0
Is Active: False
"Battle Textures"  (Battle Textures)   = "1 - [4x Upscale] Remako HD - CaptRobau"  (1)       
# Field Models - Qhimm Catalog
ID: 25cf73b9-873e-47a7-92c4-7a581d4707c9
Version: 3.0
Is Active: True
"===Resize Project==="   (Field Models)                       = ""                          (0)       
"Resize Project"         (Resize Project)                     = False                       (0)       
"===Dynamic Weapons==="  (Dynamic Weapons)                    = ""                          (0)       
"Cloud"                  (Dynamic Weapons - Cloud)            = "6 - PRP"                   (6)       
"Buster Sword"           (Dynamic Weapons - Buster Sword)     = "0 - No Change"             (0)       
"Mythril Saber"          (Dynamic Weapons - Mythril Saber)    = "0 - No Change"             (0)       
"Hardedge"               (Dynamic Weapons - Hardedge)         = "0 - No Change"             (0)       
"Butterfly Edge"         (Dynamic Weapons - Butterfly Edge)   = "0 - No Change"             (0)       
"Enhance Sword"          (Dynamic Weapons - Enhance Sword)    = "0 - No Change"             (0)       
"Organics"               (Dynamic Weapons - Organics)         = "0 - No Change"             (0)       
"Crystal Sword"          (Dynamic Weapons - Crystal Sword)    = "0 - No Change"             (0)       
"Force Stealer"          (Dynamic Weapons - Force Stealer)    = "0 - No Change"             (0)       
"Rune Blade"             (Dynamic Weapons - Rune Blade)       = "0 - No Change"             (0)       
"Murasame"               (Dynamic Weapons - Murasame)         = "0 - No Change"             (0)       
"Nailbat"                (Dynamic Weapons - Nailbat)          = "0 - No Change"             (0)       
"Yoshiyuki"              (Dynamic Weapons - Yoshiyuki)        = "0 - No Change"             (0)       
"Apocalypse"             (Dynamic Weapons - Apocalypse)       = "0 - No Change"             (0)       
"Heaven's Cloud"         (Dynamic Weapons - Heaven's Cloud)   = "0 - No Change"             (0)       
"Ragnarok"               (Dynamic Weapons - Ragnarok)         = "0 - No Change"             (0)       
"Ultima Weapon"          (Dynamic Weapons - Ultima Weapon)    = "0 - No Change"             (0)       
"Huge Materia"           (Objects - Huge Materia)             = "0 - No Change"             (0)       
"Materia"                (Objects - Materia)                  = "1 - PRP"                   (1)       
"Potions"                (Objects - Potions)                  = "0 - No Change"             (0)       
"Save Point"             (Objects - Save Point)               = "2 - Team Avalanche"        (2)       
"Aerith"                 (Main - Aerith)                      = "5 - PRP"                   (5)       
"Barret"                 (Main - Barret)                      = "9 - PRP"                   (9)       
"Cait Sith"              (Main - Cait Sith)                   = "3 - PRP"                   (3)       
"Cid"                    (Main - Cid)                         = "4 - PRP"                   (4)       
"Cloud"                  (Main - Cloud)                       = "0 - No Change"             (0)       
"Red XIII"               (Main - Red XIII)                    = "5 - PRP"                   (5)       
"Sephiroth"              (Main - Sephiroth)                   = "3 - PRP"                   (3)       
"Tifa"                   (Main - Tifa)                        = "6 - PRP"                   (6)       
"Vincent"                (Main - Vincent)                     = "4 - PRP"                   (4)       
"Yuffie"                 (Main - Yuffie)                      = "3 - PRP"                   (3)       
"Biggs"                  (Support - Biggs)                    = "4 - PRP"                   (4)       
"Bugenhagen"             (Support - Bugenhagen)               = "1 - Kaldarasha - Classic"  (1)       
"Jessie"                 (Support - Jessie)                   = "4 - PRP"                   (4)       
"Wedge"                  (Support - Wedge)                    = "3 - PRP"                   (3)       
"Air Buster"             (Enemy - Air Buster)                 = "0 - No Change"             (0)       
"Elena"                  (Enemy - Elena)                      = "0 - No Change"             (0)       
"Reno"                   (Enemy - Reno)                       = "0 - No Change"             (0)       
"Rude"                   (Enemy - Rude)                       = "0 - No Change"             (0)       
"Shinra Soldiers"        (Enemy - Shinra Soldiers)            = "0 - No Change"             (0)       
"Non-Player Characters"  (NPC)                                = "2 - PRP"                   (2)       
# Field Textures - Qhimm Catalog
ID: ff3eb6c3-5f61-43e0-afd2-2f32685cc6eb
Version: 3.0
Is Active: True
"Field Textures"  (Field Textures)   = "1 - [4x Upscale] Remako HD - CaptRobau"  (1)       
# Gameplay - Qhimm Catalog
ID: ace21ed7-9e32-4782-b397-1ce937bf3507
Version: 3.0
Is Active: True
"======Difficulty======"  (Gameplay)               = ""                (0)       
"Difficulty"              (Difficulty)             = "6 - New Threat"  (6)       
"Always Run"              (Always Run)             = False             (0)       
"Clock Fix"               (Clock Fix)              = False             (0)       
"Disable Mouse"           (Disable Mouse)          = False             (0)       
"Hand Indicator"          (Hand Indicator)         = "1 - Removed"     (1)       
"Increase Sense Limit"    (Increase Sense Limit)   = False             (0)       
"Invincible"              (Invincible)             = False             (0)       
"Lock Inventory"          (Lock Inventory)         = False             (0)       
"Lucky Cait Sith"         (Lucky Cait Sith)        = False             (0)       
"Lucky Tifa"              (Lucky Tifa)             = False             (0)       
"No Random Battles"       (No Random Battles)      = False             (0)       
"Save/PHS Anywhere"       (Save/PHS Anywhere)      = False             (0)       
"Skip Cutscenes"          (Skip Cutscenes)         = True              (1)       
"Sync Barret Opening"     (Sync Barret Opening)    = False             (0)       
# Media - Qhimm Catalog
ID: fe3a9938-8083-4201-9f52-dd1e3eaba28c
Version: 3.0
Is Active: True
"Movies"  (Movies)   = "1 - [AI] CaptRobau - Remako HD"  (1)       
"Music"   (Music)    = "0 - No Change"                   (0)       
"Sound"   (Sound)    = "0 - No Change"                   (0)       
# Spell Textures - Qhimm Catalog
ID: 702dcfdb-70c1-48c4-95e7-a13413855e25
Version: 3.1
Is Active: True
"Main"         (Main)          = "3 - [4x Upscale] sl1982"           (3)       
"Coin Skill"   (Coin Skill)    = "23 - Transparent Metallic Yellow"  (23)     
"Limit Break"  (Limit Break)   = "0 - No Change"                     (0)       
# User Interface - Qhimm Catalog
ID: d7fbbf75-2ff7-42f2-bbda-815fb92598a0
Version: 3.0
Is Active: True
"======Menu======"        (Avatars)                 = ""                                (0)       
"Enhanced Stock"          (enhanced)                = "Enhanced Stock - On"             (1)       
"All Status Visible"      (status)                  = True                              (1)       
"Items + Materia Icons"   (items_materia)           = "Colored Items + Shiny Materia"   (4)       
"UI Bar Thickness"        (bars)                    = "Thinnest Bars"                   (2)       
"Font Brightness"         (fonts)                   = "Gradient Fonts"                  (1)       
"Battle Field View Size"  (battleview)              = "Recommended View, Optimised UI"  (1)       
"Help Box Transparency"   (hbb)                     = "No Box, Text Only"               (1)       
"Field Dialog Style"      (fds)                     = "Menu Overhaul"                   (1)       
"EXP Bar Toggle"          (nt)                      = "Exp Bars Enabled"                (0)       
"Controller Icons"        (controller)              = "Xbox Icons"                      (1)       
"Aerith"                  (Avatars - Aerith)        = "3 - Minmin"                      (3)       
"Barret"                  (Avatars - Barret)        = "3 - Minmin"                      (3)       
"Cait Sith"               (Avatars - Cait Sith)     = "3 - Minmin"                      (3)       
"Chocobo"                 (Avatars - Chocobo)       = "2 - Minmin"                      (2)       
"Cid"                     (Avatars - Cid)           = "3 - Minmin"                      (3)       
"Cloud"                   (Avatars - Cloud)         = "3 - Minmin"                      (3)       
"Cloud Young"             (Avatars - Young Cloud)   = "3 - Minmin"                      (3)       
"Red XIII"                (Avatars - Red XIII)      = "3 - Minmin"                      (3)       
"Sephiroth"               (Avatars - Sephiroth)     = "2 - Minmin"                      (2)       
"Tifa"                    (Avatars - Tifa)          = "3 - Minmin"                      (3)       
"Vincent"                 (Avatars - Vincent)       = "3 - Minmin"                      (3)       
"Yuffie"                  (Avatars - Yuffie)        = "3 - Minmin"                      (3)       
"Game Over"               (Game Over)               = "1 - Game Over"                   (1)       
"Prelude Credits"         (Prelude Credits)         = "2 - JordieBo"                    (2)       
"Start Menu"              (Start Menu)              = "7 - Buster Glare"                (7)       
# World Models - Qhimm Catalog
ID: 3365b425-2391-4cc2-ba02-fef3437eba71
Version: 3.0
Is Active: True
"=======Main======="  (World Models)              = ""               (0)       
"Cid"                 (Main Characters - Cid)     = "4 - PRP"        (4)       
"Cloud"               (Main Characters - Cloud)   = "7 - PRP"        (7)       
"Tifa"                (Main Characters - Tifa)    = "6 - PRP"        (6)       
"Diamond"             (Enemies - Diamond)         = "2 - PRP"        (2)       
"Emerald"             (Enemies - Emerald)         = "1 - PRP"        (1)       
"Ruby"                (Enemies - Ruby)            = "1 - PRP"        (1)       
"Ultima"              (Enemies - Ultima)          = "1 - PRP"        (1)       
"Buggy"               (Vehicles - Buggy)          = "0 - No Change"  (0)       
"Chocobo"             (Vehicles - Chocobo)        = "0 - No Change"  (0)       
"Highwind"            (Vehicles - Highwind)       = "0 - No Change"  (0)       
"Submarine"           (Vehicles - Submarine)      = "0 - No Change"  (0)       
"Tiny Bronco"         (Vehicles - Tiny Bronco)    = "0 - No Change"  (0)       
# World Textures - Qhimm Catalog
ID: 00583ff5-d5b8-4efa-9678-8e319574839e
Version: 3.0
Is Active: True
"World Textures"  (World Textures)   = "1 - [4x Upscale] Remako HD - CaptRobau"  (1)       

There we go, if you need anything else let me know. :)
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-04-06 10:39:14
Ok, let me see if I can pull them out of the NPC section and put them separately into the Enemy section.

The Fields Models are in fairly good shape, but they aren't perfect. Sorry about the mistakes.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: jdhayward on 2020-04-06 11:30:15
Thats ok, its still a really great improvement over what came before.

Thanks for the help!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: fdfdfgfg on 2020-04-14 18:34:22
Catalogue update doesn't work for some reason. I have a good connection speed but direct download failed so many times. Is there any other way to download mods? Are these mods available on drive or mega?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-04-15 02:17:49
Catalogue update doesn't work for some reason. I have a good connection speed but direct download failed so many times. Is there any other way to download mods? Are these mods available on drive or mega?

Most are available on http://7thheaven.rocks (http://7thheaven.rocks) and we are going to be adding more mirrors to the site within the next day or so too.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: FlockMist on 2020-04-15 19:23:27
Hello,

Thank you for the hardwork, I bought ff7 again on steam because playing the remake version makes me nostalgic!
Regarding the downloading aspect of the mod, I also have a decent connection speed, but the downloading the field texture via the 7th heaven app is not possible as I tried countless time and the download speed is staggering, it is the only one that I am missing. I  have tried the mirror link provided in the 7thheavens website, I got a 404.

Can you please help?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: fdfdfgfg on 2020-04-15 19:55:27
Thanks for the updates. Can somebody also upload media mod from qhimm catalogue to other mirrors? I think game's music files is inclusive of this mod right?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-04-15 20:02:54
Thanks for the updates. Can somebody also upload media mod from qhimm catalogue to other mirrors? I think game's music files is inclusive of this mod right?

It already is. There's 4 mirrors, including a torrent.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: DISEASE on 2020-04-15 20:54:08
Hi!
User interface mod from catalog has built-in Enhanced stock and there is Controller Icons menu for using these icons in game dialogs, but it's useless because it needs other mod that uses these icons. To make this work I had to install standalone version of Enhanced Stock UI and ESUI Controller Addon, it doesn't work with built-in version. Can you bring functionality of ESUI Controller Addon to Qhimm 3.0 Catalog package? Thanks!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-04-15 23:33:08
It will be there in User Interface 3.1 update.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: fdfdfgfg on 2020-04-16 14:59:25
Control settings turns to default everytime I close the game. Anyone knows how to fix it?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-04-16 17:51:14
Control settings turns to default everytime I close the game. Anyone knows how to fix it?

Your controls are set in 7th Heaven. You can choose a preset under Settings>Game Launcher>Controls, or you can set your custom controls in the game, then import them as a preset into 7th Heaven by clicking the floppy disk icon.  These are being heavily improved for the next version.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: nlikeflynn on 2020-04-20 04:41:30
Does anyone know why the New Threat mod won’t work with the Resize Project enabled? I really like the bigger character models but it’s unfortunate that you can’t have them on with New Threat.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-04-20 08:13:01
They both modify the flevel. Flevel modding can't overlap. Kaldarasha and Sega Chief would need to combine their work into a single flevel to make them work together.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: nlikeflynn on 2020-04-21 01:43:39
Thanks EQ2. Do you know if there is an explanation somewhere on what exactly each item does under the Difficulty section where New Threat is found? For instance New Threat is 6 I think out of 10.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: KaidenJames on 2020-04-21 02:37:17
They both modify the flevel. Flevel modding can't overlap. Kaldarasha and Sega Chief would need to combine their work into a single flevel to make them work together.

Is this the same for Resize and any difficulty mod? I have Resize and Reasonable Difficulty enabled and no issues so far (up to Gold Saucer first time). Or perhaps Reasonable Difficulty doesn't alter the flevel.lgp? Just curious.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-04-21 05:50:21
Correct. If I remember correctly, Reasonable Difficulty doesn't alter the flevel.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-04-21 05:52:04
Thanks EQ2. Do you know if there is an explanation somewhere on what exactly each item does under the Difficulty section where New Threat is found? For instance New Threat is 6 I think out of 10.

They're just numbers for ordering. When the Profile Details are posted, the numbers help associate and read it better. Nothing for you to worry about.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: ERAISERZEE on 2020-04-21 09:29:27
hello could you tell me how to create a 7 heaven configuration for the game pad?
I wanted the 1998 Original.cfg configuration but also use the D-pad
because I keep moving my thumb there and nothing hahahahah
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: KaidenJames on 2020-04-21 16:16:16
hello could you tell me how to create a 7 heaven configuration for the game pad?
I wanted the 1998 Original.cfg configuration but also use the D-pad
because I keep moving my thumb there and nothing hahahahah

I believe you HAVE to use a third party program to get the d-pad to work. I use that same gamepad config in 7th Heaven I believe and I use xpadder to map the directional keys (8,2,4,6) to my d-pad. Xpadder isn't free, but not expensive. There are free alternatives I think. If you use Xpadder, make sure to open it as Administrator for it to work properly.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: ERAISERZEE on 2020-04-21 17:40:04
thanks but I was hoping to edit the file
1998 Original.cfg to make the d-pad work as well
for not having a thousand things open but does nothing thanks thanks.
sooner or later my thumb will understand to leave the d-pad alone ahahahah
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-04-21 18:31:39
thanks but I was hoping to edit the file
1998 Original.cfg to make the d-pad work as well
for not having a thousand things open but does nothing thanks thanks.
sooner or later my thumb will understand to leave the d-pad alone ahahahah

You will be able to do this in 7th Heaven 2.1.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: KaidenJames on 2020-04-21 18:34:07
You will be able to do this in 7th Heaven 2.1.

When I posted my reply I was thinking "I wish I knew how to do stuff so I could help them implement this feature directly into 7th Heaven" lol. You guys are doing phenomenal work. Thank you.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: nlikeflynn on 2020-04-21 22:06:08
I believe you HAVE to use a third party program to get the d-pad to work. I use that same gamepad config in 7th Heaven I believe and I use xpadder to map the directional keys (8,2,4,6) to my d-pad. Xpadder isn't free, but not expensive. There are free alternatives I think. If you use Xpadder, make sure to open it as Administrator for it to work properly.

I use Antimicro. It is free and works really well. I couldn’t get my DS4 to work with it but my X1X controller works perfectly. I have the dpad mapped at 2, 4, 6, 8 in order for the dpad to work in game.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: AuthenticM on 2020-04-21 23:33:59
You will be able to do this in 7th Heaven 2.1.

Oh wow, so we won't need to use antimicro anymore to get the d-pad to work? This is great. I wasn't even expecting this. Thanks a lot!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: ERAISERZEE on 2020-04-22 07:45:42
OK thanks I can't wait :)
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: dddvg4 on 2020-04-26 07:15:22
Yes, Tsnumaods music.

Yes, it's different than Anxious Heart.

No, it's different from Anxious Heart, and one of the first music mods featured here. I don't know which has better bitrate, but my guess would be Anxious Heart.

Sorry for the late reply but I just wanna say thank you for clearing things up :P
These mods makes each playthrough feels like fresh experience!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Snakeman on 2020-04-26 13:24:55
Why is there no chibi Ninostyle field models option in 7th Heaven? Or it is but I never found it.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-04-26 13:28:11
Because it’s an ongoing project, so I don’t want to keep updating the Catalog every time a single new model is added. Just use the a Nexus version until its full release, then it’ll be added to the Catalog.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Snakeman on 2020-04-26 13:37:24
Oh, ok then.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: dddvg4 on 2020-04-27 08:01:42
Not sure if this is the right place but I wanna report a crashing issue. (As it is the mod's issue not 7H itself)

When using SFX mod - Seclet option, the game will 100% crash when I go into the Sleeping Man's cave. Not sure if it will make other parts of the game crash.

Didn't test other SFX options since I personally like Seclet's a lot. Hope it is something that can be fixed in the future lol
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: nlikeflynn on 2020-04-27 15:39:53
Sorry for the late reply but I just wanna say thank you for clearing things up :P
These mods makes each playthrough feels like fresh experience!

I totally agree! Going through New Threat right now and then plan to go through it again with the Resize Project. The models look sooooo good with that mod!!!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: jmfindorff on 2020-04-27 19:39:30
So I managed to get the game working with mods, I'm using the old cd version by the way since that's the only version I have for pc, and when it comes to using music mods, I can get them to work, but randomly the music will just stop playing until the point where a different song starts playing, so I'm wondering if there is a fix for this or is it something that still needs to be fixed?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: jmfindorff on 2020-04-27 19:44:04
Also, I am using Tsunamod's Arranged Soundtrack and have the VGMStream music option picked.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: nlikeflynn on 2020-04-28 04:17:37
Does anyone know if the next version of 7th Heaven will include support for the Switch Pro controller? That’s my favorite controller but I can’t get it to work :(
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: IlMomo86 on 2020-04-30 14:41:56
They both modify the flevel. Flevel modding can't overlap. Kaldarasha and Sega Chief would need to combine their work into a single flevel to make them work together.

If I may add a detail, it's not just resize. Even if you switch off the resize option, if you activate New Threat (or New Threat Vanilla) the field models (or at least, the ninostyle field models, which are the ones I tried) will turn off, but weirdly enough the 7thHeaven won't warn you of any issue at all. Even more curious, it will specifically mess up the main characters models, but not, say, Jessie or Biggs. Cloud's face will also look deformed in is OG version. Absolutely no idea of why that happens, but I can confidently say that switching off the "resize" isn't solving it.

Other difficulty changes seem to do no harm to the field models, at least in the early game.

I don't know basically anything about modding, but it's a pity. Not that it detracts to the sheer awesomeness of this work, mind you.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-05-01 04:40:56
It's mixing character model folders from different mods, which will obviously cause weird things at some points. Warning messages don't happen automatically by 7H. The modders have to write them into their mods for 7H to read and call upon. Before that can be written in, they have to be played and reported. Given the unlimited amount of variation users can download and configure their modding needs, it's impossible to test all of this before release. Sorry about that...it's just the way it is.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: IlMomo86 on 2020-05-01 12:06:34
It's mixing character model folders from different mods, which will obviously cause weird things at some points. Warning messages don't happen automatically by 7H. The modders have to write them into their mods for 7H to read and call upon. Before that can be written in, they have to be played and reported. Given the unlimited amount of variation users can download and configure their modding needs, it's impossible to test all of this before release. Sorry about that...it's just the way it is.

Nothing to be sorry about, the 7thHeaven is in itself an amazing feature to have, and it really gave me solace in my itch to replay the original game, given that some midi soundtracks and chibi models didn't really age well, or even decently. I'm not criticizing or even asking for a fix, there's already so much to be glad about this software. In fact I am so grateful that I'm taking donation into consideration, just out of sheer happiness and wonder.

That said, I must remark: no, the only [field models mod] activated is [qhimm catalog-ninostyle] (for everybody) and the only [gameplay mod activated] would be [qhimm catalog-new threat], so theoretically speaking there should be no overlapping; yet still the models for the main character vanish (not just ninostyle's, mind you) replaced by classic ones, which in Cloud case is also face-deformed. If you are interested in it, I could try again activating both in advanced phases to see if other characters are deformed as well.

If you activate both [field models; main characters] and [field models: resize], then 7thHeaven warns you that it has to disabilitate New Threat/New Threat Vanilla and in fact keeps these options locked out unless you de-activate [field models: resize]. Given this hint I understood that there was some sort of interaction between gameplay mods and field models mods, de-activated New Threat (sadly) and therefore had no further issues.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-05-02 00:14:23
Yeah, the Resize and NT deactivate is normal. I wrote that in to do automatically because they both share the flevel file that cause an immediate launch crash in my testing.

I think NT has a char folder, which is where field models are stored. There could be compatibility issues there. Overall, the QC - Field Models 3.0 is a rushed release that needs more work. That’s my fault, and I’ll always apologize for the headaches it’s causing (myself included).
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: AuthenticM on 2020-05-02 02:08:48
Yeah, the Resize and NT deactivate is normal. I wrote that in to do automatically because they both share the flevel file that cause an immediate launch crash in my testing.

I think NT has a char folder, which is where field models are stored. There could be compatibility issues there. Overall, the QC - Field Models 3.0 is a rushed release that needs more work. That’s my fault, and I’ll always apologize for the headaches it’s causing (myself included).

Don't be too hard on yourself. It's a situation that you will be able to remedy in the 3.1 release. :)
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-05-02 02:45:36
Yeah, the Resize and NT deactivate is normal. I wrote that in to do automatically because they both share the flevel file that cause an immediate launch crash in my testing.

I think NT has a char folder, which is where field models are stored. There could be compatibility issues there. Overall, the QC - Field Models 3.0 is a rushed release that needs more work. That’s my fault, and I’ll always apologize for the headaches it’s causing (myself included).

As said, don't be too hard on yourself. The work you've done/do is amazing and we all appreciate it. It's impossible to catch everything, even in your own created mods...there's just so many options and a lot going on. Minor things and we'll just eagerly await your next update. :-)
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Bensalot on 2020-05-05 02:41:52
Not sure if this has been asked already, new to FF7 modding. So I used the chibi replacement fmvs and now the jenova scene and the ending scene's dialogue comes out in Spanish. I switched the mod off and it worked fine so I'm sure this is where the problem is coming from. Is there anyway to fix this? I can find the folders where the videos are and they play in English, just need to know where these Spanish translations are coming from so that I can delete them or switch them off somehow.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-05-05 04:57:33
It’s not Spanish, it’s French because that’s satsuki’s first language. It’s already reported and fixed for the 3.1 update :)
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Bensalot on 2020-05-05 05:41:15
Right, French, wow I feel pretty stupid after that one lol. Thanks for the response.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: kilyan on 2020-05-05 08:26:47
Hello i would like to request a mod for ff7, the swap materia mod.
Currently when you use the PHS to swap members in your party, the materia equipped follow the member in the reserves depot.
What i would like is that when you change a member of your party, the materia equipped is passed automatically to the new member, so there is no need to unequip the materia from the member you are substituting, and no need to reequip the materia on the new member that is replacing the previous one.
Do you think would be possible?
Hope is clear what i meant
Thanks
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: dizzy format on 2020-05-06 20:13:09
Hi ive just done the large but tiny leap from bootleg to 7th heaven and wow fantasic so easy and fast my only request is i had no diolog box on bootleg so (only text when they are talking) .....i liked this but it doesnt seem to be in any of the mods in the downloads , i still have all the bootleg files so is there is a way i can reuse or pack for 7th heaven or another mod all together that does this please could you help ,for me its the finally piece of a perfect puzzle
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-05-07 00:10:20
We'll try and get transparent dialog boxes put in.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: IlMomo86 on 2020-05-07 09:54:37
Yeah, the Resize and NT deactivate is normal. I wrote that in to do automatically because they both share the flevel file that cause an immediate launch crash in my testing.

I think NT has a char folder, which is where field models are stored. There could be compatibility issues there. Overall, the QC - Field Models 3.0 is a rushed release that needs more work. That’s my fault, and I’ll always apologize for the headaches it’s causing (myself included).

I'm not sure I understood. So New Threat makes its own field models and battle models? Just so that I know. Actually I saw someone playing New Threat on youtube and all the field models were different... so if I activate New Threat and disable field and battle models it will give me other models?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: IlMomo86 on 2020-05-07 11:09:12
I'm not sure I understood. So New Threat makes its own field models and battle models? Just so that I know. Actually I saw someone playing New Threat on youtube and all the field models were different... so if I activate New Threat and disable field and battle models it will give me other models?

Nope, I tried. I was misled by a youtube video saying he had installed New Threat. He had different field and battle models, not sure where did he get those from. I'm positive that New Threat in itself doesn't alter the models, but since it places new NPCs and such on the field, maybe this interacts with the models somehow and  that's the reason the result is messed up. Not sure.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: nlikeflynn on 2020-05-14 14:08:40
Not sure how to request a new mod so forgive my ignorance, but can we get the new FF7 Remake sound effects into 7th Heaven? Thanks!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-05-14 16:30:53
Possibly. A link to the mod would help  :wink:
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: SeveronSylvanas on 2020-05-21 20:30:23
Hey

First I would like to say this is a fantastic mod and thank you very much. This mod has helped make the original FF feel like the proper remake.

Im not sure if its the possible mod setup however, there have been a few models that are either missing or not working as intended throughout my play through.

- Female Cloud originally didn't load up the new model as was the old blocky style while the other two girls were fine. Had to relaunch the game a couple of times for it to load the new model.
- Weapon Seller behind the counter in Wutai uses the old model.
- Blue Hat and Jacket Man and the Pink Jacket and Hat girls uses the old models.
- Cloud when he was in the wheelchair loaded up his  New Threat darker clothing colour blocky model and your model at the same time. Relaunching the game by turning off dynamic weapons seemed to load up your Cloud model properly.
- Ive had to use the Ninostyle Shinra Soldiers but would have preferred to use yours to keep consistency. However, doing so loads them with big fat heads.
- New Threat adds two black shinra soldier guys, the COMMANDOS found in Nibelheim, Corel Reactor, Junon Beginniners Hall, Whirlwind Maze, Highwind. They're using the default blocky models. Any possible plans to give them a model?
- Just done the Cloud's subconscious and Zack's face doesn't load. The rest of him and his hair loaded fine.
- I'm assuming its impossible to either remove the dynamic weapon whenever Cloud draws his sword. For example, during the Battle Square.

I'm aware that chances are it may be my setup but just briefly: Using New Threat, ESUI, Battle Models+Textures, Field Models+Textures, Spell Textures, Animations. All taken from the 7th Heaven Catalogue. All characters (except Shinra Soldier) is using Kaldarasha with Dynamic Weapons on. Resize Project is on.

Again, thank you very much.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-05-22 00:11:39
Im not sure if its the possible mod setup however, there have been a few models that are either missing or not working as intended throughout my play through.

- Female Cloud originally didn't load up the new model as was the old blocky style while the other two girls were fine. Had to relaunch the game a couple of times for it to load the new model.
- Weapon Seller behind the counter in Wutai uses the old model.
- Blue Hat and Jacket Man and the Pink Jacket and Hat girls uses the old models.
- Cloud when he was in the wheelchair loaded up his  New Threat darker clothing colour blocky model and your model at the same time. Relaunching the game by turning off dynamic weapons seemed to load up your Cloud model properly.

These are all due to me compiling the folders poorly. I should have them fixed in the 3.1 update.

- Ive had to use the Ninostyle Shinra Soldiers but would have preferred to use yours to keep consistency. However, doing so loads them with big fat heads.

If parts of it are loading, but not all, then it sounds more like a load order issue. Will need to see your 7H > Settings > Profiles > Profile Details (eye icon) to get a better understanding.

- New Threat adds two black shinra soldier guys, the COMMANDOS found in Nibelheim, Corel Reactor, Junon Beginniners Hall, Whirlwind Maze, Highwind. They're using the default blocky models. Any possible plans to give them a model?

That would be up to Sega Chief, not me. I don't add personal touches to others' mods. I just compile them for 7H in a way that makes it easier for the average user to just install, download, choose your options and play. They might be replaceable with Kaldarasha models if I knew the file names.

- Just done the Cloud's subconscious and Zack's face doesn't load. The rest of him and his hair loaded fine.

Another poor compile by me. Sorry, 3.0 release was a bit rushed :|

- I'm assuming its impossible to either remove the dynamic weapon whenever Cloud draws his sword. For example, during the Battle Square. 

That can probably be fixed. If I knew the field IDs for each scene that Cloud unsheathes his weapon, I could set a Cloud model without his sword on back to appear for those scenes only. I don't think I can make it disappear the moment he does the unsheathing animation since Dynamic Weapons shows that field models will only render upon entering the field. You can notice this whenever you change a weapon in the field but it doesn't update until you exit and enter the next field.

I'm aware that chances are it may be my setup but just briefly: Using New Threat, ESUI, Battle Models+Textures, Field Models+Textures, Spell Textures, Animations. All taken from the 7th Heaven Catalogue. All characters (except Shinra Soldier) is using Kaldarasha with Dynamic Weapons on. Resize Project is on.

Like above, if you could show your 7H > Settings > Profiles > Profile Details (eye icon) then it give a much better understanding for your load order and the configuration for each mod loaded.

Again, thank you very much.

You're welcome :) And thank you for the detailed report. I was aware of the Field Models 3.0 having compiling issues but not exact issues. It helps a lot to have good reporting.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: SeveronSylvanas on 2020-05-22 00:28:49
Cool, I'll keep an eye out for 3.1 for my next playthrough with Segas New Threat 2.0 release.

My Load order as you requested.


Code: [Select]
7th Heaven Version: 2.0.3.406

# FF7 SYW V4 Custom pack (dds version)
ID: 9bdbfcd3-9a7a-434a-abf4-8dc2e1ea9d69
Version: 4.11
Is Active: False
"Field Textures"  (satkfields)   = "No Change"  (0)       
# Animations - Qhimm Catalog
ID: ad98f03e-143d-41b0-8937-96fec7c821ea
Version: 3.0
Is Active: True
"Battle"  (Animations - Battle)   = "1 - 60 FPS"                  (1)       
"Field"   (Animations - Field)    = "1 - Bloodshot + Kaldarasha"  (1)       
"World"   (Animations - World)    = "1 - Bloodshot + Kaldarasha"  (1)       
# Battle Models - Qhimm Catalog
ID: e4786c44-997e-4a29-b522-a4922aa4d457
Version: 3.0
Is Active: True
"=======Main======="  (Battle Models)                 = ""                        (0)       
"Aerith"              (Main Characters - Aerith)      = "1 - Kaldarasha"          (1)       
"Barret"              (Main Characters - Barret)      = "2 - Kaldarasha"          (2)       
"Cait Sith"           (Main Characters - Cait Sith)   = "1 - Kaldarasha"          (1)       
"Cid"                 (Main Characters - Cid)         = "2 - Kaldarasha"          (2)       
"Cloud"               (Main Characters - Cloud)       = "2 - Kaldarasha"          (2)       
"Red XIII"            (Main Characters - Red XIII)    = "3 - Kaldarasha"          (3)       
"Sephiroth"           (Main Characters - Sephiroth)   = "1 - anifiga"             (1)       
"Tifa"                (Main Characters - Tifa)        = "3 - Kaldarasha"          (3)       
"Vincent"             (Main Characters - Vincent)     = "2 - Kaldarasha"          (2)       
"Yuffie"              (Main Characters - Yuffie)      = "1 - Kaldarasha"          (1)       
"Aero Combatant"      (Enemies - Aero Combatant)      = "0 - No Change"           (0)       
"Air Buster"          (Enemies - Air Buster)          = "0 - No Change"           (0)       
"Chocobo"             (Enemies - Chocobo)             = "0 - No Change"           (0)       
"Diamond Weapon"      (Enemies - Diamond)             = "0 - No Change"           (0)       
"Elena"               (Enemies - Elena)               = "0 - No Change"           (0)       
"Frogs"               (Enemies - Frogs)               = "0 - No Change"           (0)       
"Grunt"               (Enemies - Grunt)               = "0 - No Change"           (0)       
"Guard Hound"         (Enemies - Guard Hound)         = "0 - No Change"           (0)       
"Guard Scorpion"      (Enemies - Guard Scorpion)      = "0 - No Change"           (0)       
"Hundred Gunner"      (Enemies - Hundred Gunner)      = "0 - No Change"           (0)       
"Jenova"              (Enemies - Jenova)              = "0 - No Change"           (0)       
"Joker"               (Enemies - Joker)               = "0 - No Change"           (0)       
"Life Form"           (Enemies - Life Form)           = "0 - No Change"           (0)       
"Mighty Grunt"        (Enemies - Mighty Grunt)        = "0 - No Change"           (0)       
"Motorball"           (Enemies - Motorball)           = "0 - No Change"           (0)       
"Reno"                (Enemies - Reno)                = "0 - No Change"           (0)       
"Ruby Weapon"         (Enemies - Ruby)                = "0 - No Change"           (0)       
"Rude"                (Enemies - Rude)                = "0 - No Change"           (0)       
"Shinra Soldiers"     (Enemies - Shinra Soldiers)     = "1 - Kaldarasha"          (1)       
"Sweeper"             (Enemies - Sweeper)             = "0 - No Change"           (0)       
"Aerith"              (Weapons - Aerith)              = "3 - Mike + slayersnext"  (3)       
"Cait Sith"           (Weapons - Cait Sith)           = "1 - omega res novae"     (1)       
"Cloud"               (Weapons - Cloud)               = "1 - Millenia"            (1)       
"Red XIII"            (Weapons - Red XIII)            = "1 - philman"             (1)       
"Sephiroth"           (Weapons - Sephiroth)           = "1 - Mike"                (1)       
"Yuffie"              (Weapons - Yuffie)              = "1 - Mike"                (1)       
# Battle Textures - Qhimm Catalog
ID: b9315620-c927-4fcb-9c05-185783a8967e
Version: 3.0
Is Active: True
"Battle Textures"  (Battle Textures)   = "2 - [4x Upscale] SYW V3.17 - satsuki"  (2)       
# Field Models - Qhimm Catalog
ID: 25cf73b9-873e-47a7-92c4-7a581d4707c9
Version: 3.0
Is Active: True
"===Resize Project==="   (Field Models)                       = ""                          (0)       
"Resize Project"         (Resize Project)                     = False                       (0)       
"===Dynamic Weapons==="  (Dynamic Weapons)                    = ""                          (0)       
"Cloud"                  (Dynamic Weapons - Cloud)            = "4 - Kaldarasha"            (4)       
"Buster Sword"           (Dynamic Weapons - Buster Sword)     = "3 - Millenia - Left Hand"  (3)       
"Mythril Saber"          (Dynamic Weapons - Mythril Saber)    = "1 - Millenia"              (1)       
"Hardedge"               (Dynamic Weapons - Hardedge)         = "1 - Millenia - Left Hand"  (1)       
"Butterfly Edge"         (Dynamic Weapons - Butterfly Edge)   = "1 - Millenia - Left Hand"  (1)       
"Enhance Sword"          (Dynamic Weapons - Enhance Sword)    = "1 - Millenia"              (1)       
"Organics"               (Dynamic Weapons - Organics)         = "1 - Millenia - Left Hand"  (1)       
"Crystal Sword"          (Dynamic Weapons - Crystal Sword)    = "1 - Millenia"              (1)       
"Force Stealer"          (Dynamic Weapons - Force Stealer)    = "1 - Millenia"              (1)       
"Rune Blade"             (Dynamic Weapons - Rune Blade)       = "1 - Millenia"              (1)       
"Murasame"               (Dynamic Weapons - Murasame)         = "1 - Millenia - Left Hand"  (1)       
"Nailbat"                (Dynamic Weapons - Nailbat)          = "1 - Millenia"              (1)       
"Yoshiyuki"              (Dynamic Weapons - Yoshiyuki)        = "1 - Millenia - Left Hand"  (1)       
"Apocalypse"             (Dynamic Weapons - Apocalypse)       = "1 - Millenia"              (1)       
"Heaven's Cloud"         (Dynamic Weapons - Heaven's Cloud)   = "1 - Millenia"              (1)       
"Ragnarok"               (Dynamic Weapons - Ragnarok)         = "1 - Millenia"              (1)       
"Ultima Weapon"          (Dynamic Weapons - Ultima Weapon)    = "2 - Millenia"              (2)       
"Huge Materia"           (Objects - Huge Materia)             = "1 - Grimmy"                (1)       
"Materia"                (Objects - Materia)                  = "2 - Team Avalanche"        (2)       
"Potions"                (Objects - Potions)                  = "1 - Costa07"               (1)       
"Save Point"             (Objects - Save Point)               = "2 - Team Avalanche"        (2)       
"Aerith"                 (Main - Aerith)                      = "2 - Kaldarasha"            (2)       
"Barret"                 (Main - Barret)                      = "6 - Kaldarasha"            (6)       
"Cait Sith"              (Main - Cait Sith)                   = "1 - Kaldarasha"            (1)       
"Cid"                    (Main - Cid)                         = "2 - Kaldarasha"            (2)       
"Cloud"                  (Main - Cloud)                       = "0 - No Change"             (0)       
"Red XIII"               (Main - Red XIII)                    = "3 - Kaldarasha"            (3)       
"Sephiroth"              (Main - Sephiroth)                   = "1 - Kaldarasha"            (1)       
"Tifa"                   (Main - Tifa)                        = "4 - Kaldarasha"            (4)       
"Vincent"                (Main - Vincent)                     = "2 - Kaldarasha"            (2)       
"Yuffie"                 (Main - Yuffie)                      = "1 - Kaldarasha"            (1)       
"Biggs"                  (Support - Biggs)                    = "1 - Kaldarasha"            (1)       
"Bugenhagen"             (Support - Bugenhagen)               = "2 - Kaldarasha - Sitting"  (2)       
"Jessie"                 (Support - Jessie)                   = "1 - Kaldarasha"            (1)       
"Wedge"                  (Support - Wedge)                    = "1 - Kaldarasha"            (1)       
"Air Buster"             (Enemy - Air Buster)                 = "1 - ninostyle"             (1)       
"Elena"                  (Enemy - Elena)                      = "1 - Kaldarasha"            (1)       
"Reno"                   (Enemy - Reno)                       = "1 - Kaldarasha"            (1)       
"Rude"                   (Enemy - Rude)                       = "1 - Kaldarasha"            (1)       
"Shinra Soldiers"        (Enemy - Shinra Soldiers)            = "1 - ninostyle"             (1)       
"Non-Player Characters"  (NPC)                                = "1 - Kaldarasha"            (1)       
# Field Textures - Qhimm Catalog
ID: ff3eb6c3-5f61-43e0-afd2-2f32685cc6eb
Version: 3.0
Is Active: True
"Field Textures"  (Field Textures)   = "2 - [4x Upscale] SYW V4 - satsuki"  (2)       
# FF7 NT IRO
ID: ed80f27f-245a-430e-baa3-41fdf271930c
Version: 1.5
Is Active: False
"Choose"                    (gameplay)               = True       (1)       
"Aeris Battle Costume"      (AerisBattleCostume)     = "Default"  (0)       
"Barret Battle Costume"     (BarretBattleCostume)    = "Default"  (0)       
"Cait Sith Battle Costume"  (CaitBattleCostume)      = "Default"  (0)       
"Cid Battle Costume"        (CidBattleCostume)       = "Default"  (0)       
"Cloud Battle Costume"      (CloudBattleCostume)     = "Default"  (0)       
"Red Battle Costume"        (RedBattleCostume)       = "Default"  (0)       
"Tifa Battle Costume"       (TifaBattleCostume)      = "Default"  (0)       
"Vincent Battle Costume"    (VincentBattleCostume)   = "Default"  (0)       
"Yuffie Battle Costume"     (YuffieBattleCostume)    = "Default"  (0)       
# FF7 NT IRO
ID: 0800d422-9058-42d1-a5a4-a9a5b99b6b97
Version: 1.5
Is Active: True
"Choose"                    (gameplay)               = True       (1)       
"Aeris Battle Costume"      (AerisBattleCostume)     = "Default"  (0)       
"Barret Battle Costume"     (BarretBattleCostume)    = "Default"  (0)       
"Cait Sith Battle Costume"  (CaitBattleCostume)      = "Default"  (0)       
"Cid Battle Costume"        (CidBattleCostume)       = "Default"  (0)       
"Cloud Battle Costume"      (CloudBattleCostume)     = "Default"  (0)       
"Red Battle Costume"        (RedBattleCostume)       = "Default"  (0)       
"Tifa Battle Costume"       (TifaBattleCostume)      = "Default"  (0)       
"Vincent Battle Costume"    (VincentBattleCostume)   = "Default"  (0)       
"Yuffie Battle Costume"     (YuffieBattleCostume)    = "Default"  (0)       
# FF7 Remake ESUI Theme
ID: 0b038238-8e3e-48a5-b56d-55a3fe0aa929
Version: 1.04
Is Active: True
"FF7 Remake Theme"       (remake)            = "FF7 Remake - On"                (1)       
"Start Screen"           (start)             = "Remake"                         (1)       
"Items + Materia Icons"  (items_materia)     = "Remake"                         (1)       
"UI Bars"                (bars)              = "Remake"                         (1)       
"Font Style"             (fonts)             = "Remake"                         (1)       
"Controller Icons"       (controller)        = "PSX Icons"                      (1)       
"Icon Order"             (controllerorder)   = "1 - A:B/X:O - Cancel:OK - Std"  (1)       
# FF7.SYW.Movies.(V4.01)
ID: f2ffe306-9e73-4db8-8c7f-d3bb230d7fe6
Version: 4.01
Is Active: False
"Movies"  (satkmovies)   = "FF7 SYW Movies"  (1)       
# Media - Qhimm Catalog
ID: fe3a9938-8083-4201-9f52-dd1e3eaba28c
Version: 3.0
Is Active: True
"Movies"  (Movies)   = "3 - [Original] DrLilo - Chibi Replacement"  (3)       
"Music"   (Music)    = "0 - No Change"                              (0)       
"Sound"   (Sound)    = "0 - No Change"                              (0)       
# Minigames - Qhimm Catalog
ID: fae201ee-9fa5-4163-ab56-2b478111449d
Version: 3.0
Is Active: True
"====Chocobo Race===="    (Chocobo Race)                 = ""                           (0)       
"Base Models"             (Chocobo Race - Base Models)   = "1 - Kaldarasha"             (1)       
"Cid"                     (Chocobo Race - Cid)           = "1 - Kaldarasha"             (1)       
"Cloud"                   (Chocobo Race - Cloud)         = "1 - Kaldarasha"             (1)       
"Tifa"                    (Chocobo Race - Tifa)          = "1 - Kaldarasha"             (1)       
"Textures"                (Chocobo Race - Textures)      = "1 - Grimmy"                 (1)       
"=======Coaster======="   (Coaster)                      = ""                           (0)       
"Textures"                (Coaster - Textures)           = "1 - Grimmy"                 (1)       
"======Fort Condor====="  (Fort Condor)                  = ""                           (0)       
"Models"                  (Fort Condor - Models)         = "1 - Strayoff"               (1)       
"Textures"                (Fort Condor - Textures)       = "1 - Strayoff + Grimmy"      (1)       
"===Motorbike Chase===="  (Motorbike Chase)              = ""                           (0)       
"Models"                  (Motorbike Chase - Models)     = "2 - Kaldarasha - Original"  (2)       
"Music"                   (Motorbike Chase - Music)      = "0 - No Change"              (0)       
"Textures"                (Motorbike Chase - Textures)   = "1 - Grimmy"                 (1)       
"=====Snowboard======"    (Snowboard)                    = ""                           (0)       
"Textures"                (Snowboard - Textures)         = "1 - Grimmy"                 (1)       
"====Wonder Square===="   (Wonder Square)                = ""                           (0)       
"Tweaks"                  (Wonder Square - Tweaks)       = True                         (1)       
# Spell Textures - Qhimm Catalog
ID: 702dcfdb-70c1-48c4-95e7-a13413855e25
Version: 3.1
Is Active: True
"Main"         (Main)          = "2 - [4x Upscale] kela51 + satsuki"  (2)       
"Coin Skill"   (Coin Skill)    = "22 - Transparent Metallic Gold"     (22)     
"Limit Break"  (Limit Break)   = "3 - kela51 - Version 1"             (3)       
# Enhanced Stock UI-rel2
ID: 2b49d831-6556-41df-9ddb-d1a6e937f548
Version: 2.26
Is Active: True
"Enhanced Stock"                     (enhanced)              = "Enhanced Stock - On"               (1)       
"All Status Visible"                 (status)                = True                                (1)       
"Items + Materia Icons"              (items_materia)         = "Colored Items + Standard Materia"  (3)       
"UI Bar Thickness"                   (bars)                  = "Thinner Bars"                      (1)       
"Font Brightness"                    (fonts)                 = "Bright Fonts"                      (2)       
"Battle View"                        (battleview)            = "Recommended View, Optimized UI"    (1)       
"Minimalistic No Battle Boxes View"  (nbb)                   = False                               (0)       
"Help Box Transparency"              (hbb)                   = "No Box, Text Only"                 (1)       
"Field Dialog Style"                 (fds)                   = "ESUI"                              (1)       
"Controller Icons"                   (controller)            = "PSX Icons"                         (2)       
"EXP Bar Toggle"                     (nt)                    = "Exp Bars Enabled"                  (0)       
"======Main Options======"           (Main)                  = ""                                  (0)       
"======Menu Options======"           (Menu Options)          = ""                                  (0)       
"======Battle Menu Options======"    (Battle Menu Options)   = ""                                  (0)       
"======Controller Options======"     (Controller Options)    = ""                                  (0)       
"Icon Order"                         (controllerorder)       = "2 - A:B/X:O - OK:Cancel - Swap"    (2)       
# ESUI Controller Addon
ID: 135478f5-b53f-4960-b411-b93370dc45da
Version: 1.05
Is Active: False
"Controller Button Type"  (controls)   = "None"  (0)       
"Temple Clock Fix"        (clock)      = True    (1)       
# World Models - Qhimm Catalog
ID: 3365b425-2391-4cc2-ba02-fef3437eba71
Version: 3.0
Is Active: True
"=======Main======="  (World Models)              = ""                (0)       
"Cid"                 (Main Characters - Cid)     = "2 - Kaldarasha"  (2)       
"Cloud"               (Main Characters - Cloud)   = "5 - Kaldarasha"  (5)       
"Tifa"                (Main Characters - Tifa)    = "4 - Kaldarasha"  (4)       
"Diamond"             (Enemies - Diamond)         = "2 - PRP"         (2)       
"Emerald"             (Enemies - Emerald)         = "1 - PRP"         (1)       
"Ruby"                (Enemies - Ruby)            = "1 - PRP"         (1)       
"Ultima"              (Enemies - Ultima)          = "1 - PRP"         (1)       
"Buggy"               (Vehicles - Buggy)          = "1 - Costa07"     (1)       
"Chocobo"             (Vehicles - Chocobo)        = "1 - Kaldarasha"  (1)       
"Highwind"            (Vehicles - Highwind)       = "1 - Costa07"     (1)       
"Submarine"           (Vehicles - Submarine)      = "1 - Costa07"     (1)       
"Tiny Bronco"         (Vehicles - Tiny Bronco)    = "2 - PRP"         (2)       
# World Textures - Qhimm Catalog
ID: 00583ff5-d5b8-4efa-9678-8e319574839e
Version: 3.0
Is Active: True
"World Textures"  (World Textures)   = "3 - [Retexture] FeliX Leonhart + Grimmy"  (3)       
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-05-22 00:56:55
# FF7 NT IRO
   ID: 0800d422-9058-42d1-a5a4-a9a5b99b6b97

Could you try moving this above QC - Field Models and see if it loads the black Shinra Commandos. It might change other Field Models selected by QC - Field Models, but I need to see about those Shinra Commandos first.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: SeveronSylvanas on 2020-05-22 01:11:37
Have tried putting NT above Field Models and it still loads the Commandos with original models as well as the party (but not other npcs it seems strangely enough). Also still loads the new models in the world map.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: IlMomo86 on 2020-05-24 20:04:54
Not sure if anyone mentioned this already, but just about any visual effect that warps the landscape during battle (eg Titan, Landscaper by Yuffie, Kujata, the Escape spell etc) is turned off if the game animation is switched to 60fps. Not sure if it can be fixed but it's pretty consistent, like it happens 100% of the times if framerate is 60fps and just stops happening at all with framerate not modded. 10fps is really a bummer to play nowadays, so fixing the bug I suppose could be good.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Spooniest on 2020-06-20 09:19:08
I'd like to make a suggestion for 7th Heaven.

Can you include an entry in the My Mods List that rates the performance impact of enabling a mod? You could use a "Star Meter" like Materias have, in FF7, with mods being ranked from 1 star (negligible performance impact) to 5 stars (major performance impact), for those whose hardware might not be the most modern, and want to know how much strain a given mod is going to put on their system.

(folds up suggestion note, places in suggestion box, jumps on Harley, busts thru window, g's tfo)

Peace out
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: unab0mb on 2020-06-20 09:30:07
That's not technically feasible given the nature of everything from the driver being used (and how often it is being updated), file formats used, selection options within the mods themselves such as the Qhimm packs that contain multiple mods that would affect your PC differently, your hardware capabilities from disk IO, memory, CPU, and GPU, ability to patch mods which then changes its potential impact, and the list goes on.

Your best bet is to upgrade your PC, tweak your settings for the game driver, or use mods that seem less impactful for your specific configuration.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: dangarfield on 2020-07-03 16:08:46
Hi,

Just having a look through this and am very impressed.

I would love to see a mod in 7th Heaven that (maybe selectably) includes the 85 amazingly reworked fields from Jusete's Project Edge fields, but for the ones that have not been done yet, the upscaled ones from Remako are used.

Is there is a way to selectively import, or would I have to unpack both .iros and merge the contents into one superset?
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: LordUrQuan on 2020-07-03 22:54:23
Double-posting is frowned upon, dangarfield. Your answer is in another castle.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-07-04 03:03:24
Hi,

Just having a look through this and am very impressed.

I would love to see a mod in 7th Heaven that (maybe selectably) includes the 85 amazingly reworked fields from Jusete's Project Edge fields, but for the ones that have not been done yet, the upscaled ones from Remako are used.

Is there is a way to selectively import, or would I have to unpack both .iros and merge the contents into one superset?

Just load Project Edge above Remako HD. PE will load in first and anything untouched by it will move on to use RHD.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: blankdiploma on 2020-09-03 03:20:43
Hello,

Is there some way for me to tell which version of the Hardcore mod is included in Qhimm Catalog - Gameplay? I can't find older release notes anywhere, and the readme file says 1.06, which is NOT the most recent version in Gjoerulv's forum thread.

I ask because I encountered a bug while playing that he claims was fixed by a later version, so I'm trying to figure out whether I need to install his mod manually or not.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: EQ2Alyza on 2020-09-09 11:38:59
If it's 1.06 in the Readme, then that's your answer. I'd double check the Hardcore Mod release notes to make sure your bug matches what's noted in one of the updates. You'll need to rely on the installer to fix it after that.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: CragOrion on 2021-06-04 08:07:01
Hi, I hope I'm in the right place. I'm coming back to FF7 after around a year and ran into a problem with the Animations - Qhimm Catalog mod.

I had a savegame right after exiting the Mithril Cave that I picked back up, and noticed that the game crashes if I try to go back into the cave, into Ft. Condor, or go into the interaction where you get Yuffie.

I tried turning off all my mods and then started enabling them one by one. I am able to enter those areas fine with only Miscellaneous - Qhimm Catalog mod, and then the Animations mod was the very next mod I tried enabling and that crashed it. Checked the mod options and found that it was the option Battle > 1 - 60 FPS that was causing the crashes. If I turn that off, the game plays fine.

I'm not sure what changed within the last year that would make it all of a sudden stop working.

In the last year, I have upgraded my MB, CPU, GPU, and made the switch to SSD, but I can't imagine that any of that would cause an issue since they're all UPgrades.

Any thoughts?

Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Tsuna on 2021-06-04 19:09:39
The 60fps doesn't work. Don't use it. Why it is still downloadable I'm unsure honestly. Or where people are still getting it. Over the last year I think the mods have had to tell a couple hundred people to not use it because it's messed up. Still to this day nobody has achieved correct, full 60fps in a working manner. That one from the Catalog sorta faked it in a way that causes crashes.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: CragOrion on 2021-06-05 14:18:18
Oh, I don't know if it's still downloadable. I got it over a year ago and then took a break, but it seemed to work fine back then.

EDIT:
Seems like it is still available
https://photos.app.goo.gl/UjBqUbVKg4RPLEeq7
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Chrysalis on 2021-06-29 11:29:08
It will show up in builds of 7h that still use the old catalog url, although wont be downloadable.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Atreides on 2021-06-29 14:31:34
Hi there.

Sorry if it was asked already but i am confused with a mod.

I wanted to check certain Sephiroth mod from this http://forums.qhimm.com/index.php?topic=15156.100

Genesis063 mentioned the mod was going to be integrated with 7theaven but i cannot find it. I suppose it was not added yet or canceled?. i found the .iro file in the thread but i don't know if it is the latest version or it is bugged. https://www.dropbox.com/s/ufiphrto2153ssh/Sephiroth%20Story%20Mod.iro

Thanks!
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Chrysalis on 2021-08-18 01:09:24
Hi there.

Sorry if it was asked already but i am confused with a mod.

I wanted to check certain Sephiroth mod from this http://forums.qhimm.com/index.php?topic=15156.100 (http://forums.qhimm.com/index.php?topic=15156.100)

Genesis063 mentioned the mod was going to be integrated with 7theaven but i cannot find it. I suppose it was not added yet or canceled?. i found the .iro file in the thread but i don't know if it is the latest version or it is bugged. https://www.dropbox.com/s/ufiphrto2153ssh/Sephiroth%20Story%20Mod.iro (https://www.dropbox.com/s/ufiphrto2153ssh/Sephiroth%20Story%20Mod.iro)

Thanks!


From the post it looks like EQ2Alyza did add it in the catalog 2.0, but I dont think it is in 3.0, we are currently working on 4.0, so I will see if this can be included in that (the one enhanced by Alyza).
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: WolfMan on 2021-08-18 02:40:16
Hi everyone. It has been a long time since I have been active and I am sorry for that. I am just now getting back into things and I have found this NinoStyle thing and I love it. I want to know how to contact him because I would like to work on a small project making WereXIII fit the NinoStyle art. Who can help me with this??
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Kuraudo. on 2021-08-18 09:44:33
Hi everyone. It has been a long time since I have been active and I am sorry for that. I am just now getting back into things and I have found this NinoStyle thing and I love it. I want to know how to contact him because I would like to work on a small project making WereXIII fit the NinoStyle art. Who can help me with this??
You can find him on qhimm discord: NiNoStyle#6838

Or else, his mod page (https://www.nexusmods.com/finalfantasy7/mods/4?tab=posts).
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Perfect Zell on 2022-02-02 21:43:10
The backgrounds in Backgrounds mod don't load for me. They worked fine when they were part of the old User Interface pack.
Title: Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
Post by: Chrysalis on 2022-03-18 17:28:29
The backgrounds in Backgrounds mod don't load for me. They worked fine when they were part of the old User Interface pack.
These should be fixed now, thanks for letting us know.