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Basically Mandatory => 7th Heaven => Topic started by: EQ2Alyza on 2019-06-22 10:50:06

Title: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-06-22 10:50:06
Hey all - I need help testing the hext setup for Menu Overhaul and Beacause in Catalog 3.0. If we can get this working, then we'll no longer need to switch .exe based upon what active mods you have. Just download, activate, configure, launch and play.

Menu Overhaul - 3.0 TEST: -redacted-



EDIT: I've managed to get it working on both desktop and laptop. The desktop had Data Execution Prevention (DEP) disabled, so I enabled it through the command prompt using a command line found online:

bcdedit.exe /set {current} nx optin

I'll put this in the 7H FAQ thread.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: iDerek759 on 2019-06-22 13:07:16
I can try giving it a test when I get home from work.

Edit: Can confirm it works without a hitch. Just imported and activated, easy.

Profile Details is as follows:

Spoiler: show
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Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-06-24 06:05:12
Thank you Derek. It's good to see it working with mods outside of Qhimm as well.

I'm going to release this alongside an FFX version, Avalanche 2.1.0 GUI and Menu Enhancement (Reunion R05c) within a new category called Menu - Interface.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Harleyquinn on 2019-06-25 22:55:18
Apparently it's working, but the control icons are not showing up (they appear as [OK] [Cancel] instead of icons). However, I have The Reunion (R05c) installed, maybe that's why the icons do not appear? (I had installed some time before I started using the 7thHeaven mods)

Other than that, everything seems to be working properly.

Profile Details:
Spoiler: show
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Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-06-26 10:00:32
Read the OP again :P
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Harleyquinn on 2019-06-26 15:44:59
Read the OP again :P
Well, now everything makes sense. :)

I realized that this version does not have the option to remove the hand indicator and some other functions, but I assume they will be in the final version, right?

And thank you for your awesome work.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-06-26 22:17:30
I moved it to the Tweaks and Cheats category.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: KohryuZX on 2019-06-27 10:28:25
I want to test it out too but would using the 1.54 version of 7th heaven cause issues?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-06-27 10:55:02
I only tested on 1.56, so I'm not sure.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: iDerek759 on 2019-06-27 13:18:16
I ran it on 1.54 so it should be fine.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-16 18:55:37
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?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: LordUrQuan on 2019-07-16 19:19:16
Catalog 3 is still in early testing, it'll be a while before it actually hits the wire.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-16 19:37:46
I imported it and it auto activated but doesnt show anywhere.

Also iderek has a bunch of mods that are not there as well.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: iDerek759 on 2019-07-16 19:51:29
I have a few custom IRO's I edited and imported myself, as for the menu overhaul 3.0 IRO, anyone can download and test. Alyza just needed feedback from different user's to make sure the new additions check out okay.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-16 20:33:10
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).
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-16 20:45:34
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.

(https://i.imgur.com/LGpVqMY.jpg)

(https://i.imgur.com/Ke1IE3w.jpg)

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.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-16 23:29:58
Always post your Profile Details, that way we can see what mods and load order you're using in conjunction with MO. What mod(s) are you using to balance your game stats?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 00:18:16
sorry I forgot that, here you go.

The mods are my own mods, I used tools like proudclod, sceneedit, scenereader etc. to manually alter the scene and kernel files, those files seem to be overriden by the reunion menu mod.  I cannot remember the complete list of tools off hand as I last adjusted in 2017 but I still have all the tools on my hdd.

I think wallmarket is what I been using mostly.  so wallmarket, proudclod.  Plus black chocobo to put aerith back after her events.

I also hex edited some stuff like changing miss's for tifa to yeah's on her limit break, and a few other minor things in the game.  I can do a complete list if you think its important.  I would be surprised if these are the cause of the menu issue tho.  Everything plays well together except this reunion menu mod.  Also I did test on a exe without the hexedit mod's. Because of this  --> Change your FF7 Exe to the patched 1.02 ff7.exe provided from 7H_GameConverter_Final. Don't use any modified .exes (New Threat, Reunion, etc.)

Code: [Select]
Miscellaneous - Team Avalanche Fields
ID: 72152e09-7b5c-4942-8465-afa154e20b08
Version: 2.0
field_ta = 1
Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.1
huge_materia = 1
materia = 2
potions = 1
save_point = 2
Animations
ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
Version: 2.1
f_animation = 1
w_animation = 1
60fps = 1
fba = 0
fbn = 0
fed = 0
fs = 0
Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.1
models_aerith = 1
models_barret = 2
models_caitsith = 1
models_cid = 2
models_cloud = 4
models_redxiii = 3
models_sephiroth = 1
models_tifa = 2
models_vincent = 2
models_yuffie = 1
Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.1
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 Textures: [Tsunamods] Avalanche Arisen 1k Battle Scenes
ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
Version: 1.0
battle_bg = 1
Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.2
models_aerith = 3
models_barret = 6
models_caitsith = 2
models_cid = 3
models_cloud = 11
models_redxiii = 4
models_sephiroth = 2
models_tifa = 3
models_vincent = 2
models_yuffie = 2
Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.34
models_base = 2
models_biggs = 2
models_jessie = 2
models_wedge = 2
Field Textures - satsuki
ID: 63c6df8c-971a-47f0-aac5-da4290f36058
Version: 2.3
field_bg = 1
Media - Movies
ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
Version: 2.1
movie = 1
Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 0
avatars_barret = 0
avatars_cait_sith = 3
avatars_chocobo = 2
avatars_cid = 0
avatars_cloud = 0
avatars_cloud_young = 0
avatars_red_xiii = 0
avatars_sephiroth = 1
avatars_tifa = 1
avatars_vincent = 0
avatars_yuffie = 1
game_over = 1
prelude = 1
start_menu = 5
Minigames Collection
ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
Version: 2.31
chocobo_models = 1
condor_models = 1
motorbike_models = 2
chocobo_textures = 1
coaster_textures = 1
condor_textures = 1
motorbike_textures = 1
snowboard_textures = 1
wonder_square = 0
Menu Overhual - 3.0 TEST
ID: bcb1b767-002b-4f19-92ef-6abadcd670aa
Version: 1.0
beacause = 0
menu = 1
items_materia = 3
controls = 2
nbb = 0
Spell Textures
ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
Version: 2.1
magic = 2
coin = 12
limit = 0
World Textures
ID: 35e0906d-7da4-4da2-b10d-87149d291a38
Version: 2.0
world_bg = 3

--

Just done bit more testing

What proudclod edits (monsters) which is scene.bin, actually looks like its intact, so monsters are still rebalanced by my changes.  Its kernel.bin  and kernel2.bin (edited by wallmarket mostly) that's been overriden by the exe mod.  I hope that helps.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 02:12:52
I am thinking the solution is to somehow make my kernel.bin and kernel2.bin a patch, and then put it "after" the menu overhaul in the 7thheaven order.

See this thread also.  http://forums.qhimm.com/index.php?topic=16526.0  You replied and indicated this wouldnt be an issue in 3.0 but seems it still is.  I am trying to figure out how to make my files a 7thheaven patch and then see if that fixes the problem, but I guess I need to take this to another thread, as I think this is unexpected behaviour from what you was expecting but I am not sure if this is part of what you wanted testing.

----

Fixed it.

Taking note of your post saying the kernel files would be removed.

I extracted the lro file using 7th heaven.
Noticed both kernel files were there, and removed them.
Made a new lro file.
Uninstalled the old LRO and imported the new one.

Now my balance changes are intact.  Also this has fixed the check menu bug crash.

Wow you dont know how happy I am, waited 2 years for this but the day is here, fixed menu mod.  This was probably considered such a minor fix, but for me this is huge, as youcan see in my screenies I added lext descriptions, on the default UI with it's big font, for some of the stuff it went off screen as was too much text, on this menu overhaul it all fits, as well as looking nicer.  Thank you so much.  I dont know if there is any issues that be caused by removing the kernel files from the lro, but I think they shouldnt be as the menu changes are in the exe patch not the kernel files and you said yourself in the older post they should be removed.

(https://i.imgur.com/HcTh8iC.jpg)

Here is new profile.

Spoiler: show
Miscellaneous - Dynamic Cloud Weapons
   ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
   Version: 2.33
   CloudSword = 1
   Sword = 1
   Dynamic = 1
Miscellaneous - Team Avalanche Fields
   ID: 72152e09-7b5c-4942-8465-afa154e20b08
   Version: 2.0
   field_ta = 1
Field Models - Objects
   ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
   Version: 2.1
   huge_materia = 1
   materia = 2
   potions = 1
   save_point = 2
Animations
   ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
   Version: 2.1
   f_animation = 1
   w_animation = 1
   60fps = 1
   fba = 0
   fbn = 0
   fed = 0
   fs = 0
Battle Models - Characters
   ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
   Version: 2.1
   models_aerith = 1
   models_barret = 2
   models_caitsith = 1
   models_cid = 2
   models_cloud = 4
   models_redxiii = 3
   models_sephiroth = 1
   models_tifa = 2
   models_vincent = 2
   models_yuffie = 1
Battle Models - Enemies
   ID: 267ef1d2-599c-4f4d-860c-b838f402c587
   Version: 2.1
   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 Textures: [Tsunamods] Avalanche Arisen 1k Battle Scenes
   ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
   Version: 1.0
   battle_bg = 1
Field Models - Main Characters
   ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
   Version: 2.2
   models_aerith = 3
   models_barret = 6
   models_caitsith = 2
   models_cid = 3
   models_cloud = 0
   models_redxiii = 4
   models_sephiroth = 2
   models_tifa = 3
   models_vincent = 2
   models_yuffie = 2
Field Models - Non-Player Characters
   ID: d329bc05-3dc0-4f35-94aa-632986f47194
   Version: 2.34
   models_base = 2
   models_biggs = 2
   models_jessie = 2
   models_wedge = 2
Field Textures - satsuki
   ID: 63c6df8c-971a-47f0-aac5-da4290f36058
   Version: 2.3
   field_bg = 1
Media - Movies
   ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
   Version: 2.1
   movie = 1
Menu - Avatars and Backdrops
   ID: aec06415-0f12-410b-ac43-f4e89e363729
   Version: 2.1
   avatars_aerith = 0
   avatars_barret = 0
   avatars_cait_sith = 3
   avatars_chocobo = 2
   avatars_cid = 0
   avatars_cloud = 0
   avatars_cloud_young = 0
   avatars_red_xiii = 0
   avatars_sephiroth = 1
   avatars_tifa = 1
   avatars_vincent = 0
   avatars_yuffie = 1
   game_over = 1
   prelude = 1
   start_menu = 5
Minigames Collection
   ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
   Version: 2.31
   chocobo_models = 1
   condor_models = 1
   motorbike_models = 2
   chocobo_textures = 1
   coaster_textures = 1
   condor_textures = 1
   motorbike_textures = 1
   snowboard_textures = 1
   wonder_square = 0
Spell Textures
   ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
   Version: 2.1
   magic = 2
   coin = 12
   limit = 0
Menu Overhual - 3.0 TEST - no kernel
   ID: 61864edd-d6aa-4cbf-9d99-ada0bc3f2d42
   Version: 1.0
   beacause = 0
   menu = 1
   items_materia = 3
   controls = 2
   nbb = 0
World Models - Characters
   ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
   Version: 2.1
   cid_world = 3
   cloud_world = 6
   tifa_world = 3
World Models - Enemies
   ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
   Version: 2.0
   diamond = 2
   emerald = 1
   ruby = 1
   ultima = 1
World Models - Vehicles
   ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
   Version: 2.0
   buggy = 1
   chocobo = 1
   highwind = 1
   submarine = 1
   tiny_bronco = 1
World Textures
   ID: 35e0906d-7da4-4da2-b10d-87149d291a38
   Version: 2.0
   world_bg = 3


This was previously not fitting to width of screen.

(https://i.imgur.com/ES8C3v5.jpg)
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-17 02:38:57
Thank you for testing :)

I'm not perfect (but almost ;)), so I'll make note of the kernels for the 3.0 release.

Can you share that "bix" font with me?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 02:46:52
That font is part of the menu overhaul mod.  Or do you mean my modifications?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-17 02:58:53
Nevermind :)

You mentioned "bix" font in your previous post, so I misunderstood what you meant.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 03:00:15
Ahaa I meant big font, I will edit the post, sorry. :)  The font in the stock menu is larger so cannot fit so much text in the description box.

I will play this for a few hours random fights etc. and see if any issues.


----

Game crash when using PHS, when I push right or the button to select character to replace it crashes.
This happens on the kernel version as well.  So removing kernel had no impact.  Ideally need someone else to see if they get this crash as well.

----

Trying to figure out what the cause is.  I deactivated avatar and menu background mod it had no impact on PHS crash.

I then tried the older 2.3 menu overhaul mod, and that one does "not" have the PHS crash.

So the crash is unique to the 3.0 version.  I am tired so will play with this some more after some sleep.

----

One of the hext files in the lro causes the crash, but am so tired, I will post the lines that were the problem later probably in about 8 hours. :)
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-17 06:30:04
I experienced that crash as well and knew it was from the hext file. If you find the specific line, cancel it out by adding a # in front of it and post your results.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 14:51:28
Yeah there is numerous PHS related hext blocks but it is this one causing the crash, in this file 01-Base_2.txt.

I dont know which exact line tho, but this at least narrows it down a "lot" for you.  Also I observed in the older menu overhaul there is no kernel files so I think its deffo safe to remove those now, they will conflict when people have customised those files.  kernel2 has some text entries so would perhaps be parts of beacause translation but not the menu mod.

Spoiler: show
{phs name
006C5C74 = E8     
 
006C5C95 = 1E
006C5CCE = 1E
006C5CD5 = 1B
006C5CEF = 34
006C5D34 = 33
006C5D3B = 1B
006C5D71 = 33
006C5D78 = 51
006C5D92 = 4A
006C5DD7 = 49
006C5DDE = 1B
006C5E13 = 49
006C5E1A = 51
006C5E2D = 07
006C5E31 = 08
006C5E3E = 49
006C5E45 = 48
006C5E58 = 07
006C5E5C = 08
006C5E69 = 33
006C5E70 = 48
006C62C2 = 1B
006C62D5 = 63
006C62DB = 01
006C633B = 1B
006C634E = 63
006C6354 = 01


I see there is many areas patched like battle square, select name screen etc. so I need to test many areas of the game.


I am learning more and more on how 7thheaven works LOL, enough now I think I will be making some of my own lro patches :)  Also i adjusted the defaults on this lro, so by default, all the options are to my liking, like xbox buttons, and coloured items :)

Profile below

Spoiler: show
Miscellaneous - Dynamic Cloud Weapons
   ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
   Version: 2.33
   CloudSword = 1
   Sword = 1
   Dynamic = 1
Miscellaneous - Team Avalanche Fields
   ID: 72152e09-7b5c-4942-8465-afa154e20b08
   Version: 2.0
   field_ta = 1
Field Models - Objects
   ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
   Version: 2.1
   huge_materia = 1
   materia = 2
   potions = 1
   save_point = 2
Animations
   ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
   Version: 2.1
   f_animation = 1
   w_animation = 1
   60fps = 1
   fba = 0
   fbn = 0
   fed = 0
   fs = 0
Battle Models - Characters
   ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
   Version: 2.1
   models_aerith = 1
   models_barret = 2
   models_caitsith = 1
   models_cid = 2
   models_cloud = 4
   models_redxiii = 3
   models_sephiroth = 1
   models_tifa = 2
   models_vincent = 2
   models_yuffie = 1
Battle Models - Enemies
   ID: 267ef1d2-599c-4f4d-860c-b838f402c587
   Version: 2.1
   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 Textures: [Tsunamods] Avalanche Arisen 1k Battle Scenes
   ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
   Version: 1.0
   battle_bg = 1
Field Models - Main Characters
   ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
   Version: 2.2
   models_aerith = 3
   models_barret = 6
   models_caitsith = 2
   models_cid = 3
   models_cloud = 0
   models_redxiii = 4
   models_sephiroth = 2
   models_tifa = 3
   models_vincent = 2
   models_yuffie = 2
Field Models - Non-Player Characters
   ID: d329bc05-3dc0-4f35-94aa-632986f47194
   Version: 2.34
   models_base = 2
   models_biggs = 2
   models_jessie = 2
   models_wedge = 2
Field Textures - satsuki
   ID: 63c6df8c-971a-47f0-aac5-da4290f36058
   Version: 2.3
   field_bg = 1
Media - Movies
   ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
   Version: 2.1
   movie = 1
Menu - Avatars and Backdrops
   ID: aec06415-0f12-410b-ac43-f4e89e363729
   Version: 2.1
   avatars_aerith = 0
   avatars_barret = 0
   avatars_cait_sith = 3
   avatars_chocobo = 2
   avatars_cid = 0
   avatars_cloud = 0
   avatars_cloud_young = 0
   avatars_red_xiii = 0
   avatars_sephiroth = 1
   avatars_tifa = 1
   avatars_vincent = 0
   avatars_yuffie = 1
   game_over = 1
   prelude = 1
   start_menu = 5
Minigames Collection
   ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
   Version: 2.31
   chocobo_models = 1
   condor_models = 1
   motorbike_models = 2
   chocobo_textures = 1
   coaster_textures = 1
   condor_textures = 1
   motorbike_textures = 1
   snowboard_textures = 1
   wonder_square = 0
Spell Textures
   ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
   Version: 2.1
   magic = 2
   coin = 12
   limit = 0
Menu Overhual - 3.0 TEST - no kernel - fixed PHS
   ID: e320e2b7-159a-425b-baa1-5464b728ff2a
   Version: 1.0
   beacause = 0
   menu = 1
   items_materia = 3
   controls = 2
   nbb = 0
World Models - Characters
   ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
   Version: 2.1
   cid_world = 3
   cloud_world = 6
   tifa_world = 3
World Models - Enemies
   ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
   Version: 2.0
   diamond = 2
   emerald = 1
   ruby = 1
   ultima = 1
World Models - Vehicles
   ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
   Version: 2.0
   buggy = 1
   chocobo = 1
   highwind = 1
   submarine = 1
   tiny_bronco = 1
World Textures
   ID: 35e0906d-7da4-4da2-b10d-87149d291a38
   Version: 2.0
   world_bg = 3
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 16:42:08
I have managed to make the limit bar change colour again for hyper, sadness in battle so its easier to determine your status, found the hext used for that, this hext system is a lot better than just supplying a modded exe.

I am in two minds now to try and make max HP show again so using ???? is easier as that calculates damage based on difference between max hp and current HP but I consider that not as an important change, however I do want to bring the bars back for barrier and mbarrier.

The hyper, sadness colour can be restored in file 01-base_14.txt, commenting out the following two lines.

Code: [Select]
{inner limit bar colours
#0091E970 = 00 00 FF 00 00 00 FF 00 00 30 FF 00 00 00 00 00
#0091E980 = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80

Interestingly there was already colours in the main menu but wasnt implemented for battle screen, although the colours in menu I feel are not differential enough so I am going to try and make them match the default colours been used in battle now.

Pic here, cloud is sadness, cid is fury.  Without disabling these 2 hext injections they would be both same colour.

(https://i.imgur.com/PaK4EQj.jpg)
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-17 22:50:46
The controller icons are just placeholders, so they don't work right now.

As for the PHS crash, it's not difficult to pinpoint which line. Just begin a set of lines with #, for example 10 lines, and then start up the game to test the results. If the game doesn't crash, you can eliminate those lines as the culprit, but if the crash occurs, you can eliminate the lines without the #. Rinse and repeat until it's pinpointed.

Can you share with me your kernel changes? You can make kernel patches with one of the tools (I forgot the name) that will merge results of different kernels into one. This had to be done with the RedWolf models for Red XIIII.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 23:41:07
for the lro with fixed PHS and coloured sadness/fury.  I am seeing no glitches with the block removed, so I didnt really concentrate on finding the exact line as the PHS screen looks and works fine.

https://drive.google.com/file/d/1aX_kPV9u3J_tGMJbyuqlqYGw_Rz2OjW2/view?usp=sharing

I will work on the kernel patch, the reason its never been shared before is because of copyright.  So I cannot just provide the full file, but let me see if I can get a patch done.
Also for all the text to work you have to use a kernel compressor as well as the game has a small limit.

.wm patch (inside zip). Can apply patch with wallmarket.  I think I made the patch against stock kernel.bin (dated 1998).

https://drive.google.com/file/d/1G8FQ--6jRVYw71dt2XCx9iDUdus7Cj2u/view?usp=sharing

For compressing kernel2.

http://forums.qhimm.com/index.php?topic=17024.0
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-17 23:49:20
Sharing kernels is not an issue (plenty of mods share them publicly), but you can create patches and just share the patch. What kernel compressor do you use?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-17 23:59:36
see above I edited my post.

Since you say copyright is ok, if you prefer it, this zip has the full kernel and kernel2 files. (kernel2 also already compressed)

https://drive.google.com/file/d/1UvytmsLsr2GFuvdw_QzzVGKyHn8RlZ8q/view?usp=sharing
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-18 00:45:56
Thanks, this helps a lot :)

Do you have any documentation for your kernel changes? I can add them to the Catalog 3.0 release, if you want.

Let me know of any other changes/fixes you do with MO. It helps a lot to have others chiseling away at the minor details that need work. I'm on Discord (EQ2Alyza) as well. We can communicate in the 7th Heaven channel.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-18 00:52:17
I can write some up, but I feel it isnt finished.

I did a playthru up until just after turks boss battle in midgar raid, and was finding bits to rebalance as I played, final dungeon not play tested.

Also 20 mins ago I had ideas to adjust bits of balance as I am motivated again to work on it, but you are welcome to add it as is now and then can update it later, when I have done documentation and made updated changes.

What do you think of my changes to things like consumables and equipment? bare in mind this is supposed to also match my scene file changes with much tougher enemies, on stock enemies this would be overpowered.  Although some summons/enemy skills have notable downsides now, e.g. kotr has 7/8 chance to grant many buffs on target including peerless. Big guard also affects enemies, most bosses wont be ko'd by kotr anymore due to having much more HP so you have to think about the buffs it leaves behind before using it.

Things like chocobracelet got buffed as in normal game they useless noone uses them and that item is so hard to get more than one as its a super rare prize. 

Also you can see I am learning fast, made my first package earlier today :) http://forums.qhimm.com/index.php?topic=19078.msg266561#msg266561

I think thats a good candidate for 3.0, I think wolfman wont mind if you ask.  He was very happy I made the package.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-18 06:26:24
I will probably start more work this weekend, I have now my exe as game convertor exe.  Previously there was a few things patched in, now any patches will only be loaded via hext loader so is always standard exe.  This is so I can convert some of my patches to 7thheaven for others to use, and also to make sure when testing menu overhaul my config isnt causing problems.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-18 06:48:26
The OP said to use the 1.02 ff7.exe from the Game Converter, so I assumed you had already done that. Hopefully everything falls in place this weekend when you work on it more.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-18 07:12:28
I did when testing the mod, but wasnt using it for day to day gaming.  Since I got sick of swapping the exe round, I may even forget to swap it as well and I want to migrate all my patches to hext, I have now made it so its permanently that exe. 
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-18 07:44:18
And that is why hext is so great :)

We need to end the days of .exe swapping.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-21 06:34:07
This is proving difficult.

I dont think I will be able to do all my wanted improvements to the menu overhaul but there is good news.

I have made an "enhanced stock".  Using a few of the hext mod's from the menu overhaul and font changes.
The enhanced stock UI has the following changes.
1 - Battle background full screen extending to behind UI.
2 - Font from the menu overhaul, making menu look stil a lot sleaker, and also allows more text to fit in battle menu.
3 - Enhanced icons same as menu overhaul. (not all added yet).

Menu overhaul I am making some fixes, I have found which hex edits manipulate the support materia text on spells and summons (these of course work on the enhanced stock, but working on getting it working on menu overhaul UI), but they look like they will be difficult to fix with my skill level, its still a work in progress.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-21 06:42:09
The one issue with enhanced stock is missing independent and command materia icons as can see in equip screen.

This is enhanced stock.

(https://i.imgur.com/ajnlPjq.png)
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-21 11:08:38
Looks good :)

"Extreme summoned monsters, Often Grants buffs to target"

Might I suggest some changes to have it sound more natural?

"Extreme summoned monsters. Often grants buffs to target." -> Keeps your wording, but fixes the punctuation.

"Extreme summoned monsters. Applies [buffs names here] randomly to targets." -> Changes the wording to be more natural.

Example:
"Extreme summoned monsters. Applies [Wall/Haste] randomly to targets."

I changed the word grant to apply because grant is an act of reward to another. You grant things like peace, money, time etc. to others. Apply doesn't have that rewarding connotation. Buffs are a rewarding thing, but you're giving it to an enemy, which is a negative thing. Apply fits the mold better.

I'm a little picky when it comes to wording in context, sorry ;) Anyways, keep up the good work.

...however I do want to bring the bars back for barrier and mbarrier.

Yes, I do too, but not in the form of bars. I'd prefer the icons that were made for Menu Overhaul. I've got this fixed already for Catalog 3.0.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-21 21:43:27
I cannot put the names of the buffs there as there isnt enough room, other summons do have the names of the buffs, but KOTR applies too many to fit.  It would be Applies [Shield/Haste/Resist/Crits] to targets (it used to also have peerless as well in the version you got).  It may fit now with the new UI possibly, I will try it, but I think it wont.  But it was like that because I was trying to make it fit on the old UI.  That isnt part of the UI mod tho remember that, its a separate change for my balance mod.  I can work on that later, I did try the change just now and it does not fit, I would have to remove "extreme summoned monsters".

Summons Knights, Often Grants [Shield/Haste/Resist/Crits] to target, almost fits, it loses the last 3 letters, this is why punctuation isnt a priority, so I can remove the apostrophe, and the 2 brackets and that would just fit.  But only on enhanced stock and menu overhaul.  The stock game it wouldnt fit.

If you are already fixing things on menu overhaul I am not sure the point of me carrying on, especially as you prefer the new barrier icons, I will leave the barrier alone and just see if I can get the support information visible again, if I cannot then I think I have done all I can on it.  So by support information I mean all 5x, or quad cast 3x, that type of information which is currently missing.  Hopefully you keep my sadness/fury changes as they are useful in battle.  The version I posted earlier had a little issue with an extra hp text showing, the version I sent you now on discord that is fixed.

Also I will put enhanced stock in a separate mod but are you ok with me packaging your enhanced icons with it, like you did with menu overhaul?  Shiny materia, and coloured inventory.  I will send you the package and it can be added to catalog 3.0.  As I think enhanced stock is ready now.  I fixed all my big issues with it.  It only has very minor issues left.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-22 04:02:31
I want to get the support information fixed as well. The All materia also doesn't show how many uses are left. I wonder if it's an issue with the menu PNG files...

The icons are a Menu Overhaul option, so it'd be best to package them with your IRO. Is there a drastic difference between "Stock Enhanced" and Menu Overhaul, or is everything just a fix to the original MO?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: LordUrQuan on 2019-07-22 13:20:32
This is proving difficult.

I dont think I will be able to do all my wanted improvements to the menu overhaul but there is good news.
KISS principle... Keep It Stupid Simple ;)  Or rather, in this case, release what's reasonable and easy to do (and it sounds like you've already got a huge amount done), then go back and do the nutso parts later in an update to the original mod, or as a second stand-alone.  I'm not sure what EQ2Alyza has in mind for v3.0, but I *think* an easier update mechanism is part of it.  From what he's posted publicly, I think whatever DLPB has in mind for his mod management method makes updates something the author can push (or at least advertise) themselves, rather than sending them through a catalog "gatekeeper."
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-22 14:10:02
I want to get the support information fixed as well. The All materia also doesn't show how many uses are left. I wonder if it's an issue with the menu PNG files...

The icons are a Menu Overhaul option, so it'd be best to package them with your IRO. Is there a drastic difference between "Stock Enhanced" and Menu Overhaul, or is everything just a fix to the original MO?

Most of it is differences in hext used (Enhanced UI uses only a fraction of the hext as it uses stock window layouts and sizes), I also had moved various menu png files around to suit how I wanted it packaged.

However about 8 hours today I decided to enhance the package before sending it to you to have a look and it caused me to do loads of work on it today.  It took me a few hours to find good working tools for lgp extraction and tex to bmp conversion so I could get some stock including the stock X image for support materia in battle menu.  I also added options in my package for the shiny materia etc. but also for bright text/digits and gradient text/digits (on menu overhaul mod those are linked to shiny/standard materia options).    Finally I have spent some hours manually redoing some of the menu png files for the Enhanced UI to polish it up.  So e.g. I have the coloured icons fully functioning on it now, previously a couple were not due to not having some stock data.

Now however there is one issue left and the X is also now not working on enhanced stock, just a black box instead LOL, but I am too tired so will leave it at that until I look at it again, but will send you the package.  I think they should be separate packages given all the work I have done.

However given I have used lots of DLPB's work for the hext etc. and your work also for the enhanced icons, this isnt really my mod, I just kind of mixed parts of them together, with stock to come with this result.

https://drive.google.com/file/d/1iqwHvrJkpZamfRnzsQQCCy-WVUjxOHvD/view?usp=sharing

Also this isnt really extensively tested either.  In different parts of game which potentially could cause problems, no battle square, chocobo racing, name selection etc.  But you can look at what I have done.  Obviously dont enable this at same time as menu overhaul.

For menu overhaul I know which hext disables the support materia text, its easy to turn back on, but also would need new hext to move it in the new location to fit in menu overhaul UI, and also would have to overcome this weird X symbol issue as well.  As right now the X only works with no custom btl_win_a_l_01.png in place. (my new custom btl_win_a_l_01.png does have the X symbol but unlike all other symbols it doesnt work in game).

Here is my todo list.

Spoiler: show
Add missing divider on battle screen for HP and spell MP cost menu (should be easy add it to one png file its missing)
Reduce line gap on item menu now all icons modernised.
Diagnose missing X on support info, very strange as icon is added.


Planned readme below.

Spoiler: show
I present a early testing version of the Enhanced Stock UI Mod.

I am not calling this my mod, because it combines work from other people on this forum.

It is a combination of the stock UI and DLPB's older Menu Overhaul Mod, and also includes icons from InsertNameHere menu overhaul mod for the new catalog 3.0 on 7th heaven.

My motivation was to have a nicer looking UI which included all the features from the stock UI, as some features are lost on the menu rehaul MOD.

This Enhanced Stock UI has the following enhancements.

Some of the Menu Rehaul design changes are present in the menu, including optional thinner bars.
It uses the Sleaker and Thinner font from the Menu Rehaul Mod. So for those of you who have added text in text boxes, this UI supports more text content.
It extends battle screen size to full screen.
It has field UI enhancements same as menu overhaul.
It is higher resolution, so aside from the issues with stock icons listed below, it will have very little blockyness.

It also maintains the fast menu opening speed that stock has (menu rehaul opens very slowly).
The support materia information inside battle is present.
It keeps the original barrier bars in battle UI.

It is worth noting this mod is not perfect.

The known problems are listed below.  I consider none of them gamebreaking.

In battle UI, the barrier bars have no outline.  The fix is probably to update one of the menu image files, but to do this I need stock texture files converted to png, as and so have not managed to find any.  A tool I used to convert .tex files to .png is creating corrupted files.  What I may end up doing is just ripping game images from stock to insert into the necessarily files manually. - PARTIALLY FIXED
In battle UI, the TIME text at top right is missing the last one and half letters, fix and cause is same as above. - FIXED
In menu UI, the bars on main screen have no proper borders, fix is likely same as above again.
In item's menu, the weapons and consumable items have the old stock ugly icons, I have not fixed this yet for the same reason as stated above.  All materia's, armour, other weapon types, and accessories do have the enhanced icons. - FIXED
Loading screen bar is not sized correctly, but you only see this for a second when loading a saved game.
In the 7th heaven config, when selecting no change for icons, you will actually have coloured icons and enhanced materia icons as default, this is because stock icons are not yet available in the files.  Every single known problem is menu.lgp related.  Same causes and fix. - FIXED
Double/Triple growth equipment slots, have same icon as normal growth.

Previous nasty problems, but should now be fixed.

Crashing PHS screen (was also present on namehere's menu overhaul mod) - FIXED
Crashing config screen - FIXED
Dialog boxes with npc/shops crash - FIXED

At least for now this mod will only be available for use in 7th heaven, its by far the easiest way to use it, it does not require a custom exe, any required exe based modifications are done via hext loading.  It is fully compatible with the majority of other mods such as avatar mods, texture mods, gameplay mods etc.  The only mod you shouldnt be using with this mod is of course menu overhaul mod.

Note the mod itself does not change any game text or avatars as seen in the screenshots, those are present due to other mods in my game.

Of course I welcome other bug reports.  This has not been extensively tested, no chocobo racing, no battle square, no full game run.


(https://i.imgur.com/JsA7EVv.jpg)
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-22 15:37:54
Unfortunately, I can't get it to work. I get the "Oops" crash shortly after the game launch beep. Disabling the Enhanced Stock UI option will launch, so it's apparently something in that folder or the way your mod.xml is written involving that folder.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-22 23:28:07
Ok I did a post thinking it was certian things but this is basically whats happening.

If I import the mod from the folder it starts every time.

If I package an .iro and then import that, it crashes on launch.

So I cannot share the mod as an .iro with that issue.

It seems having to unpack the .iro on launch is freaking it out somehow.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-23 00:47:39
Importing via folder does start the opening Eidos/Square movies, but once it proceeds to the Start Menu, it "Oops" crashes. The only mod being used is this one.

Turning off Enhanced Stock UI in the Configure proceeds to the Start Menu without crashing.

EDIT: I pulled out the .off folders and put them into the Backup folder, and it seems to be okay now.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 00:58:15
I found out why the .iro is crashing, I renamed two folders to .off at end and it makes 7thheaven freak out when loading from .iro but not when loading from folder.

A new package will be up in 5 minutes.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 01:04:55
ok

https://drive.google.com/file/d/1Lt9x8wFejsb6ur-SnALNKT5lA6NP3XAg/view?usp=sharing

If you still get the crash after FMV I dont know what to say on that one, as that hasnt happened at all for me and I am using a clean exe.

Use this ^^ link, it has the .off folders completely removed, works from .iro and has the proper mod.xml.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-23 01:20:32
Looks good, I like the nostalgic feel of the old UI. My only suggestion is to work on the positioning of the command box, if possible. It's always hovered over top the area for the Barrier/MBarrier bars, so I can't see the time left on it very well.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 01:28:48
I probably wont re position the bar this keeps most of stock layout, but you can hold the switch button to see it on stock.  I will maybe look into it as low priority after other stuff done, but I think its unlikely as moving stuff around is complicated hence how big the menu overhaul mod is.

I think I have an idea why the X is missing, so will try to fix that later, and also to make the item menu compact like menu overhaul since it now has the small icons.

I dont know who made the enhanced icons and thinner bars, are you ok with those been in this mod?
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-23 01:40:55
Yep, that's fine. You can use anything you'd like.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 09:00:12
Ok I am seeing now why support text wasnt implemented in menu overhaul mod.

Right now I have the following scenarios on Enhanced UI bear in mind this uses parts of menu overhaul mod so same issues would be encountered, currently I am forced to choose from 3 lose scenarios, and no win.

This assumes the hext isnt loaded that disables the function.

1 - Use stock 'btl_win_a_l_01' this makes the X symbol appear whilst using modded menus, no crashes or other issues.  But prevents the use of modern icons on enhanced stock and would pretty much break overhaul menu mod.
2 - Use modded 'btl_win_a_l_01' and enable the hext options to use new font in battle UI and menu UI, everything is almost ok but black box replacing X symbol.
3 - Disable one single hext the value '00919DE6 = 6C' seems to not damage any fonts, and everything looks ok with working X symbol, strangely even works if isnt present in 'btl_win_a_l_01', menu UI looks good, no alignment issues including on check menu function which emulates battle menu, however in battle menu when trying to access a spell with support effect, game crashes.

I assume DLPB was fighting these same issues which is why we are where we are. :(
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 11:09:32
EQ2Alyza the hext you need is in file '01-Base_4.txt'

Disable or comment out this line

is near the bottom

006DFF51 = 70

Then you see screen like this in battle, see where the arrow is pointing.

(https://i.imgur.com/76MsExR.jpg)

So need to move that number then you good, I wouldnt bother with the X after it, thats definitely too much trouble.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 12:59:36
I fixed the niggling issues on Enhanced Stock.  As I put in earlier post the divider was easy for HP and MP.

The missing X?

Clue came from enabling aali driver debug option for failure to load missing png's.

Code: [Select]
[00000345] START OF MENU SYSTEM!!!
[00000345] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000461] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_07.png, falling back to palette 0
[00000461] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000776] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000776] END OF MENU SYSTEM!!!

I made copies of the 01 file to 00 and 07 and it shows now fine.  I will make a newer package and hopefully this can go in the new catalog.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-23 13:56:31
EQ2Alyza the hext you need is in file '01-Base_4.txt'

Disable or comment out this line

is near the bottom

006DFF51 = 70

Then you see screen like this in battle, see where the arrow is pointing.

(https://i.imgur.com/76MsExR.jpg)

So need to move that number then you good, I wouldnt bother with the X after it, thats definitely too much trouble.

006DFF51 = 36

Setting that value will align the Y-axis position correctly with the All: text, but I can't figure out yet how to change the X-axis position. What's your method for finding how each hext line makes its changes ingame?

I made copies of the 01 file to 00 and 07 and it shows now fine.  I will make a newer package and hopefully this can go in the new catalog.

Yep, it'll go in Catalog 3.0. I'd rather it be a finished product before its released, but it seems like you're on track to do that before I'm finished with 3.0.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 14:49:37
You be please to know I added No Battle Boxes to enhanced stock :)

I been running around testing different areas and so far so good, but will do a quick run of a new game to see if its ok with clock at start of game and name dialog boxes.

I got no method for finding position using Hext as I said my skills are low, I found that value by guessing which one of the hext values was modifying the default behaviour as by default the value is visible, but it stands to reason that the X Axis position will probably be a neighbouring hex value so I will play some more to see if I can find it.  I didnt know that was the Y Axis, nice find to catch it.  I guess 70 takes it off screen as a means to hide it.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-23 18:05:51
006DFF58 is the Y-Axis for the All: uses number, but setting to 006DFF58 = 00 pushes it the furthest left it can go. Unfortunately, it stops only in the middle of the screen, so I'm stuck at the moment.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-23 18:43:43
I got an idea, let me fire it up with the new values to see the new position.  I will edit my post after.

--

Ok Yeah its still over the names, but there is room above the names.

So I think the solution is put the number above "NAME" text and move All: towards it.  Its not uniform I know, but it better then having a huge gap between All: and the number, and the number been over the names.

Is odd All: can move much further left when by default they close to each other.

--

Ok my second thought process turned out to be true.  These value are limited to a maximum of FF hexadecimal so I figured there is multiple hext's that are added together for a combined value, and so far I have found what looks like two more addresses.

006DFF55 and 006DFF53

006DFF53 I tried on 3 random values and the number was off screen. High and even medium range values crash on this one.
006DFF55 number was off screen on first 2 values, then I tried F0 as others were low, and the 4 is now on the far left.  So it can be moved, I am going to increase the first Y value again to try and get it in the right spot.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-24 11:37:38
I have made new NAME/BARRIER/LIMIT/MP/HP headers for battle screen, also STATUS for status spell selection and Lv and numbers for overlimit selection so its all consistent and sleeker looking on enhanced UI.
A new symbol for the X that matches up with rest of fonts.
Lv realigned so its next to number on the overlimit window.

I added back the borders for barrier in the battle UI but been honest I feel those borders alongside with the limit and ATB borders look off on the new look.  I added it back so it is at least consistent with the fact ATB and limit had it, but if the time is there I am going to make new ones based on the borders of the new UI, but if I am not done when you release catalog v3 then what I have now we can use for it.

Also I have done a lot of play testing, tested battle square, speed square, chocobo racing, start of game with clock in reactor, start of game naming characters, shops, caith siths slots and tifa reels.  all looks good on that side of things, no graphical anomalies or crashes.

If anyone wants to test where I am at now I will package this up.  Otherwise will be later.

(https://i.imgur.com/z35H8hG.png)
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-24 12:13:24
https://drive.google.com/open?id=1koN4sh1-tz15vR4dXSFXdI1vi64o2_XO

Look at these (M05c install) and see if you can do anything with it for the Limit/ATB/Barrier bars. They certainly look better than the ones you're currently working with.

If we get Enhanced Stock finished, I'll release 3.0 with it and Menu Enhancement (Reunion R05c) and ditch Menu Overhaul until a 3.1 release.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-24 13:00:08
Doing my own fonts, making my own borders in gimp, what next :)

what do you think of the bar redesign :)

compare the barrier to the atb limit borders.  Also sorry didnt read your reply until I posted this so havent looked at what you suggested yet.

(https://i.imgur.com/Sj9dRCm.png)


also after big guard

(https://i.imgur.com/rHYgTcO.png)

I think I just need to move right hand side one pixel to the left.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-24 13:10:06
Definitely looks better, but I'd need to see them ingame before I give final thoughts.

Is it possible to align the MP text directly over the start of the MP bar? Same with the BARRIER text, although only slightly left. LIMIT and TIME need new bars first before we can talk realignment.

Symmetry is key to a good looking UI  8-)
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-24 13:12:12
Barrier can definitely be moved left, I dont know yet about MP, I will look into it (I think MP is already in its left most position and stock also has it out of line, barrier is too far left in stock and I over compensated), I just want to finish the bars first, as moving those is just editing their position in the png files.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-24 19:28:12
Sorry I been out for some hours, I am finishing up now, MP cannot be moved without hexediting which I wont bother with to move that.

There is also a known issue with next level exp bar alignment's, I think there is a fix for it provided by DLPB but it crashes enhanced stock so that is a known issue to be left alone.  Its not as bad on the main menu, its worst on the post battle screen.

https://drive.google.com/file/d/1m4dGuJMMGeDHTEXVK0DcUUCNHWIrr300/view?usp=sharing

There will be a newer iro also with preview images for each config option.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: EQ2Alyza on 2019-07-24 23:20:20
This will align the exp and limit bars properly for the Main menu.

1-Base_03
Code: [Select]
{Next Level width main
6CAC39 = 31 C9 8A 8D 88 FB FF FF 66 69 C9 84 00 31 D2 8A 91 AD FD DB 00 66 6B D2 3D C1 EA 05 52

{limit bar color X-axis
6CAC62 = 4B

{limit bar color flash X-axis
6CAD53 = 4B

{limit bar border X-axis
6CAD81 = 47
6CADB0 = 47

I'll try working on their alignment in the Status menu next. Then after that, the After Battle menu.
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-24 23:36:45
Thanks, I did just do an update internally so it isnt as bad, but will put this and then redo again to fit the fix.

Also I fixed the one extra pixel on the bottom barrier bar (noticeable if you look hard enough LOL).

I believe this one if for after battle menu but it causes it to crash.

Code: [Select]
{after battle lvl - probably to fix bar alignment, dont know as it crashes game
{6C8358 = E8 7C B5 24 00 C1 EA 05
Title: Re: [HELP] Menu Overhaul / Beacause - Catalog 3.0 TESTING
Post by: Chrysalis on 2019-07-25 00:13:25
I can tell you the limit bar is good on the status screen after I fixed the bars, I also made the bar more like the battle screen style, it was adjusted before to try and cater for the misalignment.

So its just the exp bar that needs fixing now on status and post battle.  If we cannot fix post battle I suggest we keep the main menu aligned, as that one is seen the most by the player, also the status screen isnt as bad as the post battle screen.