Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Chrysalis

Pages: 1 ... 6 7 8 9 10 [11] 12 13 14 15 16 17
251
Obviously this is probably out of EQ2Alyza's power as she is just making this exe compatible with 7thheaven, I expect the issue is reunion itself, with its proprietry non modular design.

Here is screenshots comparing my equipment screens for ultimate weapon and chocobracelet, with the menu mod and without it.  I modded using tools on this site which changes data files the game uses, somehow this exe is overiding those data files.

Ultimate weapon I think has no stats modded, but like most equipment in the game I enhanced its description.  chocobracelet has enhanced description and growth changed to triple.  On the menu mod exe you can see these are overuled.





Also I can confirm as well its forcing stock materia values, I have customised materia balance changes as well that are overriden by the mod.

So if this mod is added to 7thheaven a description needs to make it clear it "enforces" stock materia/equipment values, probably overiding game change/balance mods.

Also for some reason in my game if I goto the check option whilst in the menu, my game crashes. 

If I keep the mod activated but just disable the menu change, everything is fine on the balance, so the menu code itself is whats overiding the balance changes.  This makes me wonder if the balance changes are actually live or if the developer just is forcing it cosmetically on menus, I would need to test in game if e..g. chocobracelet does actually still do triple AP growth.

--

Tested, can confirm MP cost of summons and AP reward on chocobo are not cosmetic only, they actually rebalanced by the mod. :(

Check in the menu consistently crashes game, but in game battle menu doesnt crash.

252
ok thanks for confirming anyone can test.

After I relaunched 7thheaven it showed properly as decactivated, I then activated and it appears and can be configured, I moved it to your order above spell textures.

Enabled the menu overheaul, disabled, beacause in settings.

The good news is materia stats are stock.

The bad news it is overiding my equipment mods, so this exe mod is still overiding balance aspects of the game.

I will post some screenshots ASAP to show what I mean.

(I had to fix sound config issue to even get ff7 to run hence my delay).

253
I am having the same issue now, game not been touched, simply put it worked when I last ran it couple of years back, now it tries to launch, quick tiny beep then closes.

Game convertor tool seems a mess, applies all sorts of patches.  But I am definitely setting the sound card, and it still does it.  What is that tool even for, just for single mod called reunion which not everyone uses?

my log is here, which indicates it is sound related as thats the last entry.

Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 1080 Ti/PCIe/SSE2 4.5.0 NVIDIA 385.41
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 32768x32768
[00000000] INFO: Original resolution 640x480, window size 1400x1050, output resolution 1400x1050, internal resolution 1920x1440
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: FF7Music helper plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...

ok I have some progress on debugging, it launches fine (with sound) if I directly launch from ff7.exe.

So the shut down is related to 7thheaven somehow.

--

found another post on here, I had to manually go in my registry and set the hex value for my sound card to all zero's, after that the game runs via 7thheaven.

254
I imported it and it auto activated but doesnt show anywhere.

Also iderek has a bunch of mods that are not there as well.

255
this is outstanding thank you, I didnt realise people could make their own catalog's.

Also I appreciate that the mods listed have a link to the mod so one can check screenshots etc. on the other catalog they just point to the main 7thheaven thread.

256
Can anyone test this or is this for specific people who have catalog 3 already?

I am ok testing it but you never released catalog 3 so i am confused if this is testable by anyone?

257
The current 7H NT can run with MO, but the ff7_mo.exe provided in the game converter changes the starting stats. I have the updated version with the correct stats, but just waiting on some free time to convert it to hext for injection with the next 7H update.

Where do I get this correct version please, since I have been waiting 2 years for the new 7th heaven catalog which still isnt here, I dont mind just manually copying an exe in place but I see nowhere to download it.

To me the advantage of 7th heaven is a way to mass integrate collections of small mods (not the big mods you seem excited for).  One of these advantages would be the catalog would be updated often to reflect additions and updates.

If this is overwhelming for you then I volunteer my time for doing catalog updates assuming someone can be taught on the process on how to do it, I dont know how many people use the 3 big mods, or if they like me and just use a bunch of smaller mods together. If this is a no and you just want to manage it yourself then please at least provide the fixed menu overhaul exe thank you so I can at least start using that (as well as others waiting for it).

258
Thanks, crash is now gone.

However the battle gets stuck now, he seems to be getting stuck on his turn as nothing happens after a short time.  Just idle battle animations infinitely.

259
nice find :)

how I did that I have no idea, you know how to put it right, without starting with a brand new scene.bin and redoing hours of work?

I got no idea how it ended up like this but I think I can fix it with scenereader, as that puts each individual scene segment in its own file so I can just insert the stock 215 back in place I think.

260
As far as I am aware I have not edited any lgp files.  only the scene file.
Not edited enemy AI just stats.
Also not touch characters AI

kernel edits

changes to potions, hi potions, turbo ethers, elixit, megalixir, phoenix down, all other items not changed
changes to summons
some spells changed

kernel2 edits to make various in game descriptions for some equipment more verbose, and to edit descriptions for stuff I changed like potions

I can try stock scene.bin to see if the battle plays out. If this doesnt work I will try stock kernel files.

The editor I used was proudclod for enemy stats

stock scene.bin it doesnt crash, so it doesnt like the stat changes, interesting.

I will attach my custom scene.bin if you want to experiment.

https://drive.google.com/file/d/1b_4pB6CRr0hZyPlq6OFjqgxNaD5chCRL/view?usp=sharing

261
The standard 1.02 patch exe that almost everyone uses (Why would I use another? :) )
Its patched to give tifa all yeahs and faster vincent limit break damage boost, however I tested without those patches and still crashes.
I use 7th heaven to launch and have these mods enable din 7th heaven in following order.

misc team avalanche fields
field models objects
animations
battle models characters
battle models enemies
battle textures
field models main characters
field models NPCs
field textures satsuki
media movies
menu avatars and backdrops
minigames collection
spell textures
world textures

I am going to launch the game without 7th heaven to see if I can get through the fight.

Still crashes without 7th heaven

Party members cloud cait sith cid
I have a modded kernel and kernel2, also modded battle scene file.

262
depends what the mandatory bug fixes are.

I am hoping this will be compatible with 7th heaven as well as that tool has proven brilliant, in memory hacking so on disk install not trashed and easy to merge various mods.

Whatever 60fps is in 7th heaven that seems to work almost perfect, I have only noticed minor glitches with it.

263
I get the death animation and his second form briefly appears then I get the prompt to do an emergency save and it will crash.

This is 100% repeatable, any ideas on how to discover whats breaking it?

264
yep.

Things I checked.

running tool as admin.
permissions on exe (is writable by YAMP)
if its a filesize issue (by removing the size value)
syntax of address, I checked the documentation supplied, it says 00s at start dont need to be present, but just in case I did try with them present but it made no difference.
if I run using the supplied testfile it functions as expected however.

265
It doesnt tell me more then that.

I can confirm the tifa addresses are file, the original post where they documented specifically says to hexedit the file, and I can confirm if I edit the file manually it has the desired affect.

So unless you can confirm I have done something wrong to me it looks like a bug, in which case I am posting in the right thread.

Before confirming please make sure you test as well. If you confirm I made an error in syntax or something please explain what I did wrong.  Thanks

Proof addresses are in file



log output

Code: [Select]
---------------------------
Example.txt (ff7.exe)

Changed: 0
Replaced: 0

No errors.

___________________________

Time taken: 0.000s

04/02/2018, 18:13:28
___________________________

Example.txt contents (same happens if I remove size check for binary)

Code: [Select]
ff7.exe|5882880

{{Tifa change all miss to hit - exe addresses below}}
51D4D0 = 01 02 02 02 02 01 01 01 01 01 01 01 01 01 01 01
51D4E0 = 01 01 02 02 02 01 01 01 01 01 01 01 01 01 01 01
51D500 = 01 01 01 02 02 01 01 01 01 01 01 01 01 01 01 01
51D510 = 01 01 01 01 02 02 01 01 01 01 01 01 01 01 01 01
51D530 = 01 01 01 01 01 02 01 02 01 01 01 01 01 01 01 01
51D540 = 01 01 01 01 01 01 02 01 02 01 01 01 01 01 01 01
51D560 = 01 01 01 01 01 01 01 02 01 01 01 01 01 01 01 01

266
yeah so I can do things like swap out what the game displays as a potion in the mini game screen for say a counter materia.  Its something.    This solution would show the original prize on the race screen, but the new prize on the results dialogue.

267
Am I been an idiot hextedit is always saying 0 changes made which I Can confirm with a hexeditor.

Here is my txt file which I am trying to use to change all tifa's misses to hit and make vincents ultimate weapon ramp up quicker.

What have I done wrong?

Code: [Select]
ff7.exe|5882880

{{Vincent Ultimate Weapon increase killed divided by 128 to 16 - exe addresses below}}
1DC929 = 04

{{Tifa change all miss to hit - exe addresses below}}
51D4D0 = 01 02 02 02 02 01 01 01 01 01 01 01 01 01 01 01
51D4E0 = 01 01 02 02 02 01 01 01 01 01 01 01 01 01 01 01
51D500 = 01 01 01 02 02 01 01 01 01 01 01 01 01 01 01 01
51D510 = 01 01 01 01 02 02 01 01 01 01 01 01 01 01 01 01
51D530 = 01 01 01 01 01 02 01 02 01 01 01 01 01 01 01 01
51D540 = 01 01 01 01 01 01 02 01 02 01 01 01 01 01 01 01
51D560 = 01 01 01 01 01 01 01 02 01 01 01 01 01 01 01 01

268
Can you at least disclose if this is still dependent on the new reunion and new threat or is now independent?

Features you have said will be in 1.56 I consider critical for what I am trying to do now in the game (hext), if it looks like its more than a few days away I will need to try and find another solution.

http://forums.qhimm.com/index.php?topic=17620.0

This all looks very nice, it appeared back when you posted that several months ago it was all complete or nearly complete and its just delayed artificially waiting for DPLB to release his new mods?, or you guys still working on it?

Also this post to say its not "officially" launched yet.

http://forums.qhimm.com/index.php?topic=17620.msg254458#msg254458

Suggesting there is a working version which some people have access to. :)

269
thanks, this line is correct for HEXT_in?

1DC929  = 04

270
can anyone mirror this please?

271
Can you provide info on Scene-look-up please?

the google cache of this page shows a link to wiki here which explains it but seems it got pulled?

http://wiki.qhimm.com/FF7/Battle_and_growth_data

272
Is there any documentation to this, or did people just start fiddling and eventually work out how it works?

I am interested in editing the possible chocobo prizes for the chocobo races, and also the enemy spawn chances for battles.

273
ok thank you, I will try to find that tool and look for what you said.

I think I am in the right place, loads of reference to labels and some text about accepting GP, but I dont know what to edit, and what the labels are referencing, do you have an idea a way to match the labels to specific prizes?

Ok I found you can expand the tree, which shows more of what is going on, but I think this script is after the race has done, not the script that runs on the chocobo selection screen pre race?

274
Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-04 09:00:36 »
sounds good, and sorry cmh175 for this 7th heaven discussion been in your thread.

275
Releases / Re: [FF7PC] cmh175 Release Thread
« on: 2018-02-03 20:09:29 »
Yes, I sometimes take out options because the file size for downloading in the Catalog gets too big.

If I were to list every mod individually in the Catalog, the scroll bar would go on forever and new users wouldn't know where to begin. Compatibility would be a huge issue also.

If I were to group every mod into their respective categories, the file sizes would be too large for those with limited internet bandwidth. So, I do it this way but sometimes cut a few options to reduce the file size.

I don't really know of any middle ground to doing this. 

Perhaps a beginner and expert mod, with beginner been the default?

Beginner how it is now, expert would show the extra potentially confusing mods.

I think on an overall basis 7th heaven is good, before using it I was scared the amount of work texture overhauls required, and this simplifies it massively, for me the only real issues have been the exe problems I posted about and this FMV issue, but this FMV issue has a solution which I now know about.

cmh175, by the way these FMV's are really good quality compared to the originals visually, it is a massive difference.

Pages: 1 ... 6 7 8 9 10 [11] 12 13 14 15 16 17