Author Topic: [FF7][FAQ] 7th Heaven Frequently Asked Questions  (Read 528404 times)

Robgatti

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #100 on: 2014-11-28 01:25:50 »
I derped Kaldrasha.
I was thinking of it being the IN MENU Materia Textures, where it was field textures for the Materia and such.
All though the Restore Materia in the Reactor WAS BLUE, I decided against using it.

Very satisfied with this over Tifas though, thank you for compiling this and everyone elses involvement.

EDIT: Is there a mod to translate the Materia text?
IE

Fire 1 - Fire 2 - fire 3
Fire
Fira
Firaga?
« Last Edit: 2014-11-28 01:53:57 by Robgatti »

Xpred

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #101 on: 2014-11-28 08:11:17 »
Hi everyone. Just started running this bad boy and got it going. I've noticed a couple of things:

1) It seems I can't have all of the battle models / weapons / characters I wanted at the same time. For instance,

If I load CHaOS first, then Field Models, then I won't be able to see the Materia, Save Points.

if I switch them around (Field models first, then CHaOS), I will see the Save Points, but I'll lose the sword on Cloud's back.

Also, to see any changes in Battle Models, it looks like I'll have to put Battle Models first before CHaOS, but then it seems I lose the Battle Model weapons b/c the Chaos/Battle Models have their own weapons?! (argh!).

So, with the recommended order on the first page, it seems I'll have to stick with Kaldarasha's models (which is fine). No Field Models stuff (no changes in materia, save points), but the Battle weapons will stay. Does this sound like it's accurate?

2) I remember when I activated some mods, it says it would change the FF7.exe. Does this mean those mods in particular are IRREVERSIBLE? Or are they still reversible, meaning if I deactivate/uninstall them, no damage will be done to the actual FF7.exe. Coming from Bootleg, I wasn't sure if 7H was fully irreversible or if certain mods actually change FF7.exe meaning I cannot go back even if I try to deactivate them?

3) How does the "Break 9999 Limit" work in the Menu Overhaul? Say I don't activate it now, can I still activate it later in the game? What happens if I'm at level 99 (maxed out in game), and my HP was only 7-8k, would activating this "Break 9999 Limit" option be useless at that point because I can no longer level up? Hope this makes sense... just wanted to see at what point in the game should I attempt to use it and whether there's a time limit to when I can actually use it before it becomes useless.

4) Similar to my question above, this one deals with game modes. Are there any limitations to using any of the Gameplay/Difficulty Changes mid-game? I currently do not have them activated as I want to play the FF7 normally, but may later want to try a different mode mid-game. Will any of this be possible, or do I have to activate them before hand during a new game? I'm curious about the Aeris Revival modes and other difficulty modes that adds new story/bosses--obviously, if the characters/story have already passed, I will not be able to go through them again...but can they work mid-game, and how will they work?

Thanks!
« Last Edit: 2014-11-30 13:26:38 by Xpred »

EQ2Alyza

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #102 on: 2014-12-02 16:33:49 »
1) CHaOS is at the top of the load order to make it compatible to play all its own features. To make it work with other mods, there will have to be some patches made. I could do it, but it'd take some time to do so. I am honestly a bit burnt out from the catalog after working on it all summer for 4 months. I am getting back to it now, but it's not every day work for several hours like before.

2) None of the mods change the game files. They are memory injected during gameplay and stop once the game closes out.

3) Break 9999 Limit will activate, but if your HP/MP isn't at 9999/999 already then there won't be any visible changes. If you activate it and add more HP/MP Plus materia then it will go beyond the limit and up to 30,000/9999.

4) The only Gameplay mods you will need to start a new game with are Aeris Revival, Nightmare 7, and New Threat. They have new scripts added to the game that won't activate if you're past those events. All the other options just change the difficulty and can be activated/deactivated freely at any time.

Leafia_Barrett

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #103 on: 2014-12-03 13:41:13 »
Is there a retranslation mod that 7thHeaven can use, or is that restricted to Bootleg?

Also, any idea why the text would be doing this?

The text is crowded and overlaps itself.

ViagraPolice

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #104 on: 2014-12-06 06:43:37 »
Hi,

First I just wanted to say thank you for putting together this tutorial. I finished all the steps and downloaded all the mods through 7th heaven. When I first tried it after installing one mod, everything seemed to work fine except sound couldn't be loaded.

I then went ahead and activated all the mods and put them in the order you recommended. Now when i start, I lose all of the opening cinematic's and the screen shrinks to a minuscule size, making it barely visible. This happens regardless of whether I select full screen or not. I then hit a button and it takes me to the "new game/continue" screen, and then I can go into the game. Sound did start working though. I just can't fix the resolution. aspect ratio is correct in settings.

I decided to uninstall all the mods to see if it fixed it, but I still have the same issue. The only other thing I did after testing out one mod was install an xbox360 controller mod. I uninstalled that too, but the issue remained.

Any suggestions on this? I really don't want to uninstall FF7 and do this process all over again.

ViagraPolice

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #105 on: 2014-12-06 21:34:06 »
I think I fixed my earlier issues. I went ahead and uninstalled, cleaned my registry and removed the keys. I then searched for any individual FF7 keys and deleted them as well. I reinstalled everything according to directions, and it seems like I'm not having issues.

One thing that came up was any boss battles I have the enemies aren't correct. I know in the FAQ's this is mentioned. I just wanted to check and see if having a save file back when I was using bootleg would cause this issue if I loaded that save file for 7th heaven?

Thanks,

EQ2Alyza

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #106 on: 2014-12-06 23:02:40 »
Mods are not hard copied into save files, so you will almost never have issues changing around mods with your saves. The only time I've had an issue is with Aeris Revival, since her activation happens at the Sephiroth spotting right after her funeral. Loading a save with Aeris Revival after that event didn't activate her in the PHS or any of her field events. Loading a game before the Sephiroth spotting activated her afterwards and I could play from there forward. And even in that case, it's not magically hard copied into any of your saves until your next new save. All mods are still memory injected and aren't permanent the moment they occur.

The only time I've run into the incorrect enemy encounters is when I had previously modded with Bootleg and didn't clean my registry completely before using New Threat with 7H. I uninstalled the game, used the registry cleaner from here, used CCleaner, and then reinstalled. The enemy encounters went back to normal with 7H again. Any issues beyond that are going to be something related to your computer setup and the mods used, and I won't be able to help with those unfortunately.

Xpred

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #107 on: 2014-12-07 00:45:40 »
Hey EQ2Alyza,

It looks like I encountered my first error with 7th Heaven. My game seems to freeze (goes to a blank screen with no loading) with an error message after a couple of seconds -- this happens right before the biking minigame is supposed to load after the team leaves Shinra HQ. The FMV loads, and then gives you the menu option of forming your party/choosing materia/etc with Cloud on his bike. Then after "pressing start," screen turns black with the error popping up 10-15 seconds later with an error message saying if I wanted to save the log file.

Tried it a few times, and it's the same. I guess it doesn't want to load for some reason. I'm going to try deactivating some mods for now. But, any suggestions? I can upload the .FF7 file in the folder, if you would like.
« Last Edit: 2014-12-07 01:00:11 by Xpred »

EQ2Alyza

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #108 on: 2014-12-07 01:30:55 »
List every mod you have enabled.

Xpred

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #109 on: 2014-12-07 01:43:34 »
OK. In this order:

CHaOS
Battle Models - Weapons
Battle Models - Characters
Field Models - Characters, Enemies, and Objects
Animations
Battle Models - Enemies
Battle Textures
Field Textures
Media - Music and Sound
Media - Movies
Menu - Background and Avatars
Menu Overhaul
Minigames - Chocobo Race
Minigames - Wonder Square
Minigames - Fort Condor
Spell Textures
World Models - Characters, Enemies, and Vehicles
World Textures

Let me know if you need my log files too.

Oh, should I start disabling the mods and re-trying as well?
« Last Edit: 2014-12-07 07:53:10 by Xpred »

ViagraPolice

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #110 on: 2014-12-07 15:01:35 »
Hello,

I started a new game. I was getting the correct boss battles for a little while until I reached Shinra HQ. After I freed Aeris and RedXIII, you're supposed to fight Sample H0512. Instead I fought Hundred Gunner in the elevator, the next boss after that.

I uninstalled and cleaned the registry again. I manually went through and searched every registry key relating to bootleg or Final Fantasy 7 and deleted all of them. I re installed and loaded up the same save. It's still giving me the wrong boss in  that spot. I don't know what else to try. I must be missing a bootleg registry key somewhere that's affecting my game.
« Last Edit: 2014-12-07 15:19:49 by ViagraPolice »

EQ2Alyza

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #111 on: 2014-12-07 17:31:34 »
OK. In this order:

CHaOS
Battle Models - Weapons
Battle Models - Characters
Field Models - Characters, Enemies, and Objects
Animations
Battle Models - Enemies
Battle Textures
Field Textures
Media - Music and Sound
Media - Movies
Menu - Background and Avatars
Menu Overhaul
Minigames - Chocobo Race
Minigames - Wonder Square
Minigames - Fort Condor
Spell Textures
World Models - Characters, Enemies, and Vehicles
World Textures

Let me know if you need my log files too.

Oh, should I start disabling the mods and re-trying as well?

Hello,

I started a new game. I was getting the correct boss battles for a little while until I reached Shinra HQ. After I freed Aeris and RedXIII, you're supposed to fight Sample H0512. Instead I fought Hundred Gunner in the elevator, the next boss after that.

I uninstalled and cleaned the registry again. I manually went through and searched every registry key relating to bootleg or Final Fantasy 7 and deleted all of them. I re installed and loaded up the same save. It's still giving me the wrong boss in  that spot. I don't know what else to try. I must be missing a bootleg registry key somewhere that's affecting my game.

Which difficulty mod are you two using?

Also, can you list what you chose in the Configure.
« Last Edit: 2014-12-07 18:41:00 by EQ2Alyza »

ViagraPolice

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #112 on: 2014-12-07 18:12:40 »
I think I found the issue.

I deactivated all my mods and the boss's were showing up correctly. I then started adding them one by one to see which one causes me to have the wrong boss. It looks like the Red Werewolf mod 1.0 is causing it. Every other mod seems to work fine for my game. I had it at the top in the load order.

FYI. I was using vanilla difficulty.

EQ2Alyza

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #113 on: 2014-12-07 18:40:10 »
Okay. When Red Werewolf released, I just took the IRO version and added it to the catalog basically. I never did a full playthrough with it, which I think people can understand I don't have that kind of time for testing. I'll need to look over the files and see what might be causing that weird mix-up of encounters.

Xpred, can you deactivate CHaOS and tell me if the bike mingame starts up.

Xpred

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #114 on: 2014-12-07 20:22:11 »
Okay. When Red Werewolf released, I just took the IRO version and added it to the catalog basically. I never did a full playthrough with it, which I think people can understand I don't have that kind of time for testing. I'll need to look over the files and see what might be causing that weird mix-up of encounters.

Xpred, can you deactivate CHaOS and tell me if the bike mingame starts up.

1) Yes, it does! Thank you. With CHaOS removed, I get back the huge materia/save option models, etc, but of course no sword on Cloud'sback. Looks like I'll have to start up CHaOS afterward the scene. So does that mean CHaOS is NOT currently compatible with the bike minigame?

2) Also, I noticed another issue as well, but this may be expected and minor. After disabling CHaOS, If I choose "Millenia + Mike" weapons, they do not show up in battle. I am currently using a HardEdge on Cloud and its invisible in battle. However, "Millenia" and "Slayersnext" weapons do show up. I'm guessing the "Mike" models need CHaOS to work?

3) Can you explain to me what the OpenGL graphics options do? Especially Linear Filter, Postprocessing? I'm wondering if I have the best available graphic setup for my system.

4) I've been meaning to ask you whether the "missing palette/.bin files" notices in the games when I start them up sometimes (I see them often in the games during certain scenes) are significant or not? Should I let you know which ones I see pop up.

Thanks again for the help! :)

« Last Edit: 2014-12-07 21:17:07 by Xpred »

EQ2Alyza

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #115 on: 2014-12-08 03:03:26 »
1) I never tested it to know, so all I can assume is that it doesn't work in conjunction with using the 7H catalog. I would suggest you either send Kaldarasha a PM or report the issue in the CHaOS thread to see what he says.

2) Is Battle Models - Weapons loaded above Battle Models - Characters in the list? Which Cloud model are you using?

3) Linear Filtering smooths the pixels and Postprocessing is for effects like bloom, motion blur, depth of field, etc. For FF7, I think only bloom is applied. Tell me what GPU you're running and post screenshots of each of the tabs, and I'll take a look at them.

4) They aren't anything you can deal with. Those messages used to have an enable/disable option in Aali's Driver v0.7.11b. He took it out with v0.8+ releases. I wish we had the option to disable it again because even though we can see the errors, modders have never really done anything with their mods to try and rid those errors. Because of this, the messages feel like they're there for no productive reason.

Xpred

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #116 on: 2014-12-08 04:56:58 »
Yes, Battle Models - Weapons is loaded above the Battle Models - Characters. I had Whiteraven's Cloud (which now properly shows up since CHaOS was removed. Remember with CHaOS all I saw were Kaldarasha's models for everyone), and it would not show the Hardedge sword when I had chosen Millenia + Mike.

EDIT: Oh, I just removed CHaOS and am now fighting the boss battle after the bike minigame. Aeris' staff is white/translucent. Weapons model is Mike. Character model is Kaldarasha. Hmm... still thinking that the Mike weapons may only work CHaOS activated?

And another question (hehe, I have lots of questions!) -- is it normal to see occasional dips in FPS during in-battle--especially when you use a spell/attack for the first time?  I notice sometimes the summons and other stuff will drop my smooth 15 fps to 9-13 for a second or so. I notice this when I do the summon/spell/magic for the FIRST time. The second-later attempts have less of a FPS decrease (maybe the graphics need to "warm up" first, eh?). I've never played FF7 PC/Steam WITHOUT mods; this is the first time I've played the game on PC, so I wasn't sure if this was just a result of the mods coming into play. Despite the computer that I have, I guess this is normal/a limitation of an older game (that already had its FPS capped to begin with)?
« Last Edit: 2014-12-08 06:53:47 by Xpred »

Kaldarasha

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #117 on: 2014-12-08 09:19:48 »
If the model doesn't support the necessary texture slots then the texture of the weapon won't be loaded and the weapon will be displayed white. I posted here somewhere a fix for Aerith and Yuffie. I made ChaOS for the sake of consistency, if the placing of Cloud's swords wouldn't be such a pain in the ass, I would have made an option for the vanilla weapons in the dynamic weapon module.

The bike minigame should work, at last it something I have often tested.

mr_nygren

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #118 on: 2014-12-08 11:32:30 »
Nah, I don't accept workarounds. I want to fix it, so I'll take a look at it :)

I have played the mod and it's great.

But i want you to know that "Kaldarasha's" Cloud Battle model is bugged in battle.

The metal thing on his left shoulder is missing.

It's not missing in the field however.

But in battle.
« Last Edit: 2014-12-08 11:39:29 by mr_nygren »

Xpred

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #119 on: 2014-12-08 12:35:55 »
If the model doesn't support the necessary texture slots then the texture of the weapon won't be loaded and the weapon will be displayed white. I posted here somewhere a fix for Aerith and Yuffie. I made ChaOS for the sake of consistency, if the placing of Cloud's swords wouldn't be such a pain in the ass, I would have made an option for the vanilla weapons in the dynamic weapon module.

The bike minigame should work, at last it something I have often tested.

Strange... I've tried it a couple times and it still didn't work. I had to deactivate CHaOS. Should I send you a PM with my log file for that particular error?

Robgatti

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #120 on: 2014-12-08 20:14:55 »
I don't think I got a response to my question regarding the Text of Materia in reference to

IE

Instead of

Fire 1 - Fire 2 - Fire 3

It would be

Fire - Fira - Firaga?

Fischkopf

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #121 on: 2014-12-08 22:56:17 »
Since Bootleg hasn't been updated in a very long time, I'm wondering:

Does 7th Heaven include everything that Bootleg Configurator 0.40 included, if not even more? Secondly, does it work on a pre-modded Bootleg installation?
« Last Edit: 2014-12-08 23:00:12 by Fischkopf »

Kaldarasha

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #122 on: 2014-12-09 05:35:45 »
I have played the mod and it's great.

But i want you to know that "Kaldarasha's" Cloud Battle model is bugged in battle.

The metal thing on his left shoulder is missing.

It's not missing in the field however.

But in battle.

What mods do you use? The metal thing is a new part, so if there is a rtaa which is loaded before then it won't be added. I guess that maybe a HD weapon pack can be the problem, because it possibly provides it's own rtaa file to make sure that the necessary texture slots are loaded.

Strange... I've tried it a couple times and it still didn't work. I had to deactivate CHaOS. Should I send you a PM with my log file for that particular error?

Maybe another mod is in conflict with my one. Have you tried to only run ChaOS? :?
I have absolutely no idea what can cause the problem, but I do look at it today.

mr_nygren

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #123 on: 2014-12-09 08:06:54 »
What mods do you use? The metal thing is a new part, so if there is a rtaa which is loaded before then it won't be added. I guess that maybe a HD weapon pack can be the problem, because it possibly provides it's own rtaa file to make sure that the necessary texture slots are loaded.

Maybe another mod is in conflict with my one. Have you tried to only run ChaOS? :?
I have absolutely no idea what can cause the problem, but I do look at it today.

Yes, you're right.

It was the weapons..

Is there any way to make the metal thing on Clouds shoulder compatible with HD-weapons?

Because now i have to inactivate the cool weapons for the metal thing on Clouds shoulder to load.

Also, i have a problem downloading the "chaos" mod as the loading doesn't start?

Kaldarasha

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Re: Re: [FF7] Tifa's Final Heaven - 7th Heaven Mod Tutorial
« Reply #124 on: 2014-12-09 08:24:30 »
ChaOS has already a selection of HD weapons implemented. Maybe you should test them instead. With the dynamic weapons for the field it is quite nice I would say.

Quote
Also, i have a problem downloading the "chaos" mod as the loading doesn't start?

I think it's a problem with the catalog(?). Can't help with that. You have to wait until Christmas. Maybe I will outsource a few things as standalone for a better compatibility.