Looks good, but will there be a non-7H version as well? And when you say no more .exe altering mods, what then becomes of tools like White Chocobo, which have to edit those files to change the shops, for instance? Or changing the text via TouphScript? If those things and others can no longer be done in that way, then how can those changes be made?
Use a clean executablethis
I will expand on it tomorrow as I am tired now, basically a ff7 exe that's not had custom patches applied to it, so the one generated by the ff7 convertor tool here "step 1".https://imgur.com/efaXlv4
https://forums.qhimm.com/index.php?topic=15520.0
The mod relies on a lot of hext editing, so a modified exe could cause this to fail.
Use the basic ff7.exe.
ff7.exesorry again
The top one, ff7_bc.exe is not ff7.exe.thanks for reply and sorry for bothering i will use the topmost ff7.ece (the one created by 7th heaven mod,
Congrats on the release, Chrys! I am a little confused, though, because earlier in the thread, when I asked, you said a modified .exe (such as being changed by White Chocobo or TouphScript) can be used with this mod. But just a few posts up, you said it can't. So which is it? And I still think you might want to provide a non-7H version as well. Not everyone uses 7H, and forcing it to go through there alone cuts off those people who don't use it who might want to try out the mod. The choice should be up to the user to decide how they want to install it.I don't mean to speak for Chrysalis, but the person who created the mod gets to decide what they want to support. Not you.
Congrats on the release, Chrys! I am a little confused, though, because earlier in the thread, when I asked, you said a modified .exe (such as being changed by White Chocobo or TouphScript) can be used with this mod. But just a few posts up, you said it can't. So which is it? And I still think you might want to provide a non-7H version as well. Not everyone uses 7H, and forcing it to go through there alone cuts off those people who don't use it who might want to try out the mod. The choice should be up to the user to decide how they want to install it.
Its as unab0mb said, I will rephrase the first post, you can do what you want in your own ff7 setup, but rather we can only support problems on a standardised executable. If the patch only adjusts shop prices, it might be ok, but its for you to try and see.
Is it safe to enable other mods that modify the .exe like the Animations mod for example? As long as it's nothing Menu related? Thanks again for the awesome work. I finally got it working in game by itself and it looks fantastic.
The buttons would be affected. But you can redo that modification the same way as you did on the old MO.
You can patch the game using hext patches. Its a way of patching the game code without overwriting the actual executable.
If there is no guide for doing this on qhimm, I will see if one can be posted.
@Jairus 7H mods can be pretty simple. Usually it's enough to have the files in there folders. With the XML you can make more elegant and complex mods, and hext patches are only needed if you plan to edit ff7.exe.
problem came back again. exp bars are going all aroud the world: any one can hel me fix this?
https://imgur.com/a6tJYgh
And I still think you might want to provide a non-7H version as well. Not everyone uses 7H, and forcing it to go through there alone cuts off those people who don't use it who might want to try out the mod. The choice should be up to the user to decide how they want to install it.
I don't mean to speak for Chrysalis, but the person who created the mod gets to decide what they want to support. Not you.
White Chocobo has been long abandoned. If you're going to cheat in the game, why not just use other methods?
I'm sorry but your wants don't dictate our time and effort to spend. That is acting entitled to something you haven't put any work into yourself. If you want more out of it then open up the modding tools section and get crackin'. Modders are much more inclined to teach others how to mod then to simply bend to everyone's requests.
The reason there isn't a non 7H version is because it's not feasible right now. This is not something you can just request and we whip it up on the spot. If that were the case, then it would have already happened.
I didn't know White Chocobo was deprecated. How are we to make changes to ff7.exe now for text and shops and such? I've been using TouphScript and MakouReactor for dialogues, but they don't edit shops. Are they still viable tools, btw? What tool do we use?
I guess what I'm trying to understand is, if we can't modify the game's files anymore (to avoid overwriting the originals), how do we make mods? How do we save our changes as we go along while making said mods?
Would that be done after all changes have been made, or as one goes along while still making a mod? I've been making my mod by overwriting the game files (such as ff7.exe, flevel, kernel, etc.) because I wasn't aware of any other way to do it.
Two things.Battle Models - Weapons
Please post the result of clicking on "profile details" in 7th heaven.
Also please provide the save file, I will take a look tomorrow.
.
Not too happy about this exchange here. Jairus didn't phrase it as a demand, it was a suggestion and he gave his reasoning for making that suggestion; it seemed polite too. I feel the response from the two of you was too heavy-handed.
The White Chocobo tool is currently the only one that modifies shop inventories + buy/sell prices that I'm aware of, and it is horribly deprecated and prone to failure when opening a file; it is, however, definitely preferable to tracking down and modifying offsets manually.
***
What you should be aiming to do as you progress your project is to have a full set of 'permanent' files that contain all your changes; that includes an .exe with all your changes in it. That means feel free to continue using tools like White Choco and Libre as they're currently still the best way to modify their respective .exe data.
When time comes to make an IRO, what you'll do is put your modified .exe with all the changes and an unmodified .exe into the HextCompare part of the HextTools suite. This'll produce a hext document that will represent your .exe changes when the IRO is run through 7th Heaven.
However, these addresses are for a 'dormant' exe and not one that's currently running which is what we'll need for a 7th Heaven IRO. The values tend to go up by either 400C00 or 401400 depending on where they are in the .exe; I'll PM that info after posting this.
One issue is dependencies. You mentioned that your mod uses MO; that's a dependency it probably shouldn't have, as it's best to keep other mods separate from yours at all costs. The benefits of doing that are manifold; your project won't be sunk if the dependency no longer receives support (Nightmare7 died because of that), it lets players choose whether to use MO or not, and leading on from that it makes your mod more compatible.
If you can, try to separate MO or other mods from your current project. As tempting as it can be to try and package it all up together, it only causes problems in the long run.
One thing, editing things like shops, limits, etc. should be fine for compatibility with almost anything because these are affecting static parameters and not functions. Text as well occupies a static size; even if the string gets smaller, it's still the same size just padded.
Very nice! It's subtle but enhances the game enormous.
Anyway you can make a drop down and have one other style. I mean its fine the way it is, but im really liking changing it up some here are the two other styles....
(https://i.ytimg.com/vi/iW3r5FlVxwc/maxresdefault.jpg)
Does this mod work with 7th Heaven 2.0? I tried using it but it crashes the game when i enable "Enhanced Stock" or "All Status Visible" options.
# Animations - Qhimm Catalog
ID: ad98f03e-143d-41b0-8937-96fec7c821ea
Version: 3.0
Is Active: True
"Battle" (Animations - Battle) = "0 - 15 FPS" (0)
"Field" (Animations - Field) = "1 - Bloodshot + Kaldarasha" (1)
"World" (Animations - World) = "1 - Bloodshot + Kaldarasha" (1)
# Battle Models - Qhimm Catalog
ID: e4786c44-997e-4a29-b522-a4922aa4d457
Version: 3.0
Is Active: True
"=======Main=======" (Battle Models) = "" (0)
"Aerith" (Main Characters - Aerith) = "1 - Kaldarasha" (1)
"Barret" (Main Characters - Barret) = "2 - Kaldarasha" (2)
"Cait Sith" (Main Characters - Cait Sith) = "1 - Kaldarasha" (1)
"Cid" (Main Characters - Cid) = "2 - Kaldarasha" (2)
"Cloud" (Main Characters - Cloud) = "2 - Kaldarasha" (2)
"Red XIII" (Main Characters - Red XIII) = "3 - Kaldarasha" (3)
"Sephiroth" (Main Characters - Sephiroth) = "3 - Kaldarasha" (3)
"Tifa" (Main Characters - Tifa) = "3 - Kaldarasha" (3)
"Vincent" (Main Characters - Vincent) = "2 - Kaldarasha" (2)
"Yuffie" (Main Characters - Yuffie) = "1 - Kaldarasha" (1)
"Aero Combatant" (Enemies - Aero Combatant) = "0 - No Change" (0)
"Air Buster" (Enemies - Air Buster) = "0 - No Change" (0)
"Chocobo" (Enemies - Chocobo) = "0 - No Change" (0)
"Diamond Weapon" (Enemies - Diamond) = "0 - No Change" (0)
"Elena" (Enemies - Elena) = "0 - No Change" (0)
"Frogs" (Enemies - Frogs) = "2 - Style 2" (2)
"Grunt" (Enemies - Grunt) = "0 - No Change" (0)
"Guard Hound" (Enemies - Guard Hound) = "0 - No Change" (0)
"Guard Scorpion" (Enemies - Guard Scorpion) = "0 - No Change" (0)
"Hundred Gunner" (Enemies - Hundred Gunner) = "0 - No Change" (0)
"Jenova" (Enemies - Jenova) = "0 - No Change" (0)
"Joker" (Enemies - Joker) = "0 - No Change" (0)
"Life Form" (Enemies - Life Form) = "0 - No Change" (0)
"Mighty Grunt" (Enemies - Mighty Grunt) = "0 - No Change" (0)
"Motorball" (Enemies - Motorball) = "0 - No Change" (0)
"Reno" (Enemies - Reno) = "0 - No Change" (0)
"Ruby Weapon" (Enemies - Ruby) = "0 - No Change" (0)
"Rude" (Enemies - Rude) = "0 - No Change" (0)
"Shinra Soldiers" (Enemies - Shinra Soldiers) = "1 - Kaldarasha" (1)
"Sweeper" (Enemies - Sweeper) = "0 - No Change" (0)
"Aerith" (Weapons - Aerith) = "3 - Mike + slayersnext" (3)
"Cait Sith" (Weapons - Cait Sith) = "1 - omega res novae" (1)
"Cloud" (Weapons - Cloud) = "1 - Millenia" (1)
"Red XIII" (Weapons - Red XIII) = "1 - philman" (1)
"Sephiroth" (Weapons - Sephiroth) = "1 - Mike" (1)
"Yuffie" (Weapons - Yuffie) = "1 - Mike" (1)
# [Tsunamods] Avalanche Arisen Battle Textures
ID: c33191b1-439d-4536-9c70-cc5f6957dfa2
Version: 1.0
Is Active: True
"Textures" (battle_bg) = "Avalanche Arisen" (1)
# Battle Textures - Qhimm Catalog
ID: b9315620-c927-4fcb-9c05-185783a8967e
Version: 3.0
Is Active: True
"Battle Textures" (Battle Textures) = "1 - [4x Upscale] Remako HD - CaptRobau" (1)
# Field Models - Qhimm Catalog
ID: 25cf73b9-873e-47a7-92c4-7a581d4707c9
Version: 3.0
Is Active: True
"===Resize Project===" (Field Models) = "" (0)
"Resize Project" (Resize Project) = False (0)
"===Dynamic Weapons===" (Dynamic Weapons) = "" (0)
"Cloud" (Dynamic Weapons - Cloud) = "4 - Kaldarasha" (4)
"Buster Sword" (Dynamic Weapons - Buster Sword) = "3 - Millenia - Left Hand" (3)
"Mythril Saber" (Dynamic Weapons - Mythril Saber) = "1 - Millenia" (1)
"Hardedge" (Dynamic Weapons - Hardedge) = "1 - Millenia - Left Hand" (1)
"Butterfly Edge" (Dynamic Weapons - Butterfly Edge) = "1 - Millenia - Left Hand" (1)
"Enhance Sword" (Dynamic Weapons - Enhance Sword) = "1 - Millenia" (1)
"Organics" (Dynamic Weapons - Organics) = "1 - Millenia - Left Hand" (1)
"Crystal Sword" (Dynamic Weapons - Crystal Sword) = "1 - Millenia" (1)
"Force Stealer" (Dynamic Weapons - Force Stealer) = "1 - Millenia" (1)
"Rune Blade" (Dynamic Weapons - Rune Blade) = "1 - Millenia" (1)
"Murasame" (Dynamic Weapons - Murasame) = "1 - Millenia - Left Hand" (1)
"Nailbat" (Dynamic Weapons - Nailbat) = "1 - Millenia" (1)
"Yoshiyuki" (Dynamic Weapons - Yoshiyuki) = "1 - Millenia - Left Hand" (1)
"Apocalypse" (Dynamic Weapons - Apocalypse) = "1 - Millenia" (1)
"Heaven's Cloud" (Dynamic Weapons - Heaven's Cloud) = "1 - Millenia" (1)
"Ragnarok" (Dynamic Weapons - Ragnarok) = "1 - Millenia" (1)
"Ultima Weapon" (Dynamic Weapons - Ultima Weapon) = "2 - Millenia" (2)
"Huge Materia" (Objects - Huge Materia) = "1 - Grimmy" (1)
"Materia" (Objects - Materia) = "2 - Team Avalanche" (2)
"Potions" (Objects - Potions) = "1 - Costa07" (1)
"Save Point" (Objects - Save Point) = "2 - Team Avalanche" (2)
"Aerith" (Main - Aerith) = "2 - Kaldarasha" (2)
"Barret" (Main - Barret) = "6 - Kaldarasha" (6)
"Cait Sith" (Main - Cait Sith) = "1 - Kaldarasha" (1)
"Cid" (Main - Cid) = "2 - Kaldarasha" (2)
"Cloud" (Main - Cloud) = "0 - No Change" (0)
"Red XIII" (Main - Red XIII) = "3 - Kaldarasha" (3)
"Sephiroth" (Main - Sephiroth) = "1 - Kaldarasha" (1)
"Tifa" (Main - Tifa) = "4 - Kaldarasha" (4)
"Vincent" (Main - Vincent) = "2 - Kaldarasha" (2)
"Yuffie" (Main - Yuffie) = "1 - Kaldarasha" (1)
"Biggs" (Support - Biggs) = "1 - Kaldarasha" (1)
"Bugenhagen" (Support - Bugenhagen) = "2 - Kaldarasha - Sitting" (2)
"Jessie" (Support - Jessie) = "1 - Kaldarasha" (1)
"Wedge" (Support - Wedge) = "1 - Kaldarasha" (1)
"Air Buster" (Enemy - Air Buster) = "0 - No Change" (0)
"Elena" (Enemy - Elena) = "1 - Kaldarasha" (1)
"Reno" (Enemy - Reno) = "1 - Kaldarasha" (1)
"Rude" (Enemy - Rude) = "1 - Kaldarasha" (1)
"Shinra Soldiers" (Enemy - Shinra Soldiers) = "0 - No Change" (0)
"Non-Player Characters" (NPC) = "1 - Kaldarasha" (1)
# Field Textures - Qhimm Catalog
ID: ff3eb6c3-5f61-43e0-afd2-2f32685cc6eb
Version: 3.0
Is Active: True
"Field Textures" (Field Textures) = "1 - [4x Upscale] Remako HD - CaptRobau" (1)
# Gameplay - Qhimm Catalog
ID: ace21ed7-9e32-4782-b397-1ce937bf3507
Version: 3.0
Is Active: True
"======Difficulty======" (Gameplay) = "" (0)
"Difficulty" (Difficulty) = "0 - No Change" (0)
"Always Run" (Always Run) = False (0)
"Clock Fix" (Clock Fix) = False (0)
"Disable Mouse" (Disable Mouse) = False (0)
"Hand Indicator" (Hand Indicator) = "1 - Removed" (1)
"Increase Sense Limit" (Increase Sense Limit) = False (0)
"Invincible" (Invincible) = False (0)
"Lock Inventory" (Lock Inventory) = False (0)
"Lucky Cait Sith" (Lucky Cait Sith) = False (0)
"Lucky Tifa" (Lucky Tifa) = False (0)
"No Random Battles" (No Random Battles) = False (0)
"Save/PHS Anywhere" (Save/PHS Anywhere) = False (0)
"Skip Cutscenes" (Skip Cutscenes) = False (0)
"Sync Barret Opening" (Sync Barret Opening) = False (0)
# Media - Qhimm Catalog
ID: fe3a9938-8083-4201-9f52-dd1e3eaba28c
Version: 3.0
Is Active: True
"Movies" (Movies) = "1 - [AI] CaptRobau - Remako HD" (1)
"Music" (Music) = "1 - Anxious Heart - Original Soundtrack" (1)
"Sound" (Sound) = "0 - No Change" (0)
# Minigames - Qhimm Catalog
ID: fae201ee-9fa5-4163-ab56-2b478111449d
Version: 3.0
Is Active: True
"====Chocobo Race====" (Chocobo Race) = "" (0)
"Base Models" (Chocobo Race - Base Models) = "1 - Kaldarasha" (1)
"Cid" (Chocobo Race - Cid) = "1 - Kaldarasha" (1)
"Cloud" (Chocobo Race - Cloud) = "1 - Kaldarasha" (1)
"Tifa" (Chocobo Race - Tifa) = "1 - Kaldarasha" (1)
"Textures" (Chocobo Race - Textures) = "1 - Grimmy" (1)
"=======Coaster=======" (Coaster) = "" (0)
"Textures" (Coaster - Textures) = "1 - Grimmy" (1)
"======Fort Condor=====" (Fort Condor) = "" (0)
"Models" (Fort Condor - Models) = "1 - Strayoff" (1)
"Textures" (Fort Condor - Textures) = "1 - Strayoff + Grimmy" (1)
"===Motorbike Chase====" (Motorbike Chase) = "" (0)
"Models" (Motorbike Chase - Models) = "2 - Kaldarasha - Original" (2)
"Music" (Motorbike Chase - Music) = "0 - No Change" (0)
"Textures" (Motorbike Chase - Textures) = "1 - Grimmy" (1)
"=====Snowboard======" (Snowboard) = "" (0)
"Textures" (Snowboard - Textures) = "1 - Grimmy" (1)
"====Wonder Square====" (Wonder Square) = "" (0)
"Tweaks" (Wonder Square - Tweaks) = True (1)
# Spell Textures - Qhimm Catalog
ID: 702dcfdb-70c1-48c4-95e7-a13413855e25
Version: 3.0
Is Active: True
"Main" (Main) = "2 - [4x Upscale] kela51 + satsuki" (2)
"Coin Skill" (Coin Skill) = "23 - Transparent Metallic Yellow" (23)
"Limit Break" (Limit Break) = "9 - Mike - Version 2" (9)
# Enhanced Stock UI-rel2
ID: 2b49d831-6556-41df-9ddb-d1a6e937f548
Version: 2.01
Is Active: True
"Enhanced Stock" (enhanced) = "Enhanced Stock - On" (1)
"All Status Visible" (status) = True (1)
"Items + Materia Icons" (items_materia) = "Colored Items + Shiny Materia" (4)
"UI Bar Thickness" (bars) = "Thinnest Bars" (2)
"Font Brightness" (fonts) = "Bright Fonts" (2)
"Battle Field View Size" (battleview) = "Recommended View, Optimised UI" (1)
"Help Box Transparency" (hbb) = "No Box, Text Only" (1)
"Field Dialog Style" (fds) = "Menu Overhaul" (1)
"Controller Icons" (controller) = "Xbox Icons" (1)
"EXP Bar Toggle" (nt) = "Exp Bars Enabled" (0)
# World Models - Qhimm Catalog
ID: 3365b425-2391-4cc2-ba02-fef3437eba71
Version: 3.0
Is Active: True
"=======Main=======" (World Models) = "" (0)
"Cid" (Main Characters - Cid) = "2 - Kaldarasha" (2)
"Cloud" (Main Characters - Cloud) = "5 - Kaldarasha" (5)
"Tifa" (Main Characters - Tifa) = "4 - Kaldarasha" (4)
"Diamond" (Enemies - Diamond) = "2 - PRP" (2)
"Emerald" (Enemies - Emerald) = "1 - PRP" (1)
"Ruby" (Enemies - Ruby) = "1 - PRP" (1)
"Ultima" (Enemies - Ultima) = "1 - PRP" (1)
"Buggy" (Vehicles - Buggy) = "0 - No Change" (0)
"Chocobo" (Vehicles - Chocobo) = "0 - No Change" (0)
"Highwind" (Vehicles - Highwind) = "0 - No Change" (0)
"Submarine" (Vehicles - Submarine) = "0 - No Change" (0)
"Tiny Bronco" (Vehicles - Tiny Bronco) = "0 - No Change" (0)
# World Textures - Qhimm Catalog
ID: 00583ff5-d5b8-4efa-9678-8e319574839e
Version: 3.0
Is Active: True
"World Textures" (World Textures) = "1 - [4x Upscale] Remako HD - CaptRobau" (1)
Enjoying your 2.0 version very much. Curious, is it possible to enable all boxes (field/battle) to be transparent like the help box?
Felagrog, your textures are failing to load, and you running the game from a protected folder, I suggest you move it to a folder that doesnt have the game inside "program files". Then reconfigure 7h to point to the new folder, and it should work properly then.
Ok Flash0429, please do this to resolve this problem.
Remove the mod from 7h, using the trashcan icon, if you have to, do this for each duplicate as well.
Close down 7h, and relaunch it, very important this step.
Check there is no instances of it in the library (my mods)
Download it again from the catalog, the problem should then be solved.
7th Heaven Version: 2.0.3.406
# ESUI Controller Addon
ID: 135478f5-b53f-4960-b411-b93370dc45da
Version: 1.02
Is Active: True
"Controller Button Type" (controls) = "Controller Reversed A/B X/O Buttons" (2)
# Enhanced Stock UI-rel2
ID: 2b49d831-6556-41df-9ddb-d1a6e937f548
Version: 2.23
Is Active: True
"Enhanced Stock" (enhanced) = "Enhanced Stock - On" (1)
"Field Dialog Style" (fds) = "Menu Overhaul" (1)
"All Status Visible" (status) = True (1)
"Items + Materia Icons" (items_materia) = "Standard Items + Standard Materia" (1)
"UI Bar Thickness" (bars) = "Thinner Bars" (1)
"Font Brightness" (fonts) = "Gradient Fonts" (1)
"Battle View" (battleview) = "Optimized UI v2" (3)
"Minimalistic No Battle Boxes View" (nbb) = True (1)
"Help Box Transparency" (hbb) = "No Box, Text Only" (1)
"Controller Icons" (controller) = "PSX Icons" (2)
"EXP Bar Toggle" (nt) = "Exp Bars Enabled" (0)
If its got a different button mapping to psx in its programming, then I dont know, this is really just to support native psx and xbox controllers.
Hey the Remake theme is very cool but when I use it, it changes the start menu background image and the avatars revert to default, regardless of any mods I have installed. Don't know if this is intentional or not, but there's no options for avatars or start menu backgrounds in the "FF7 Remake" theme of this mod.
Edit: Also the category is under Gameplay and not User Interface. Should it be like that?
My bad about the start menu background, I had mine in there and hadnt considered that it would overwrite everyone else's. When the update for 7H is pushed, it will sort itself under your other mods
Sounds good. Thanks for the mod, it looks nice. I know someone is working on SFX, I wonder if they could incorporate the Remake menu sounds. I think those sound really nice.
I just updated Fewtch's Remake version of ESUI and it's no longer changing the avatars. The start menu image is still changing though. Is that intentional?
I just updated Fewtch's Remake version of ESUI and it's no longer changing the avatars. The start menu image is still changing though. Is that intentional?
Icons only might be possible, I will speak to fewtch to see if that can be implemented.Wow! Thank you so much for even considering it <3 Oh, I'm so happy the community is bustling with life again :D
so you can't eliminate the black bar outside the battle?
so you can't eliminate the black bar outside the battle?
sorry for my confusing message above.
but I saw that in the 7heaven laucher there is the option
aspect ratio that the rags at 16: 9 can not change 7 heaven to remove the black bar?
Hi!
This mod is great and I've been using it. Thanks a lot!
I have a quick question. Is there a difference between the Enhanced Stock UI-rel2 and the User Interface Quimm Catalog packages in regard to this mod?
thank you!
ESUI-rel2 will probably be most updated. QC - User Interface 3.1 update will be the same.
This is a great mod! Is there any way to "swap" the B/A and X/Y? I'm trying to use an 8BitDo SN30/Switch Pro Controller, where the A/B is swapped, and the X/Y are swapped.There is a controller add-on in the 7th Heaven catalog.
thats not just a UI change, but I will work with EQ2Alyza to get that added in next qhimm catalog update.
Hi, thank you for the hard work! Although i have a doubt, I'm using ESUI controller addon from the 7th heaven catalog, but when using it it enables by default semi transparent/translucid field chat boxes with no way to turn it off, is there any way to make chat boxes opaques again without turning the mod off?
Also, just noticed there's a bug where this happens:
(https://i.imgur.com/kWvb86O.png)
Once this dialogue box is open the game basically softlocks since you can't move the cursor around the chat options and there's no way to close the dialogue box.
Is it possible to get the PSX button prompts without changing the rest of the UI?
Hi, can you please check if you have the latest version of the controller addon, as that was a previous bug which got fixed in the latest version, if you are unsure of the version please post a screenshot of your 7th heaven window showing your mod list, thanks.
Also the option for semi transparent field dialog boxes I tied into the field dialog style (ESUI option), I can add an option separately if you prefer solid color field boxes.
Originally it was a driver option, but since it was removed as a driver setting, to try and avoid over bloating the options, I just tied it to the field dialog changes as no one had ever requested it to be off before.
Hi everyone. Not sure if this has been mentioned.
"Additional rows in inventory screen and command menu's."
Does this mean this mod can make it so the item sub-menu will be like the original Japanese version?
(https://i.imgur.com/0uyXhbU.png)
If this mod doesn't do it, is there another mod that can? Thanks in advanced.
Hey all,
Would it be possible for ESUI to offer a selection of various fonts? I think it'd be nice to have some options. The original vanilla font would be appreciated, for example.
Would it also be possible for ESUI to come with the Buster Glare start screen that it available in the Quimm Community User Interface package? Right now, I have to have the quimm community package installed and activated just to get the Buster Glare start screen. It'd be nice not to have to.
Cheers
Hi, I dont know who made that screen, I would need the author's permission to add it to the ESUI package, but if I find out who it is and get permission I can add it.
Bonez is currently working on a ESUI theme, so when he is ready to release that it will be an new option, I also am considering adding a new font as well my self, but any font I add will have the same spacing so it remains compatible with the layout.
This is what I'm thinking right now.
(https://i.imgur.com/c3zklNv.png)
All fonts used by Square in FFXII and especially the HUD in FFXIV
(https://i1.wp.com/twinfinite.net/wp-content/uploads/2017/05/ARR.jpg)
But there's no way to tell if it will look good until you actually do it.
Sweet. Yeah, the fonts need to be compatible with the layout of the menus and boxes of the mod; makes sense.
That's cool! Looking forward to see it in action. Any idea on when it would be released?
I also think that a font that's more old-school-like, pixelated or blocky, would be welcome. I know a lot of people who would prefer the original vanilla font while prefering ESUI's UI layout.
In any case, thank you for your work on this. ESUI is part of the tripod of mods that contribute to making FF7 look much more modern, the other two being AI-upscaled backgrounds and textures, and Ninostyle's chibi models.
ESUI lite coming in the next catalog.
It uses zomiplay font with some ESUI layout changes (its not fully featured as some ESUI stuff needs the slimmer font).
Pics here. Credit to Panteleimon for the font.
ESUI Lite (https://imgur.com/a/IBPSQEX)
and issues arising from my game folder being a default steam install inside of Program Files?If your game install is inside a system-protected folder, all bets are off. Until it's in a non-system folder (like E:\Games), you're on your own.
Is this correct? If so, does that mean I need to change my steam install path to a non system folder, such as e:/Games?
If your game install is inside a system-protected folder, all bets are off. Until it's in a non-system folder (like E:\Games), you're on your own.
Since posting, I've relocated my game to E:\Games and my problem persists. ESUI is the only mod that refuses to work. I've tried many solutions from removing affected mods, restarting 7th Heaven & my PC, isolating the mod, trying different resolutions, different aspect ratios, etc. Nothing has solved the problem. I'm truly at a loss at this point.
(https://i.imgur.com/2JFpt65.jpg)
(https://i.imgur.com/wT6rVeY.png)
Ok I have looked at the map, and compared it to other textures, there is one showstopper along with some other minor problems.
The showstopper is that the scale is not right so wouldnt be shown accurately in the game, the map is beautiful so I am prepared to try and make this work but its going to need time to edit it to fit in the game, whether thats me doing it or asking the original author to carry it out. For this reason it will not be in the next build of ESUI which will be released soon however I am prepared to put it in a future release.
I am attaching how it looks currently. Can see I am to the left of the desert and the dot is in the desert, there needs to be more sea either side the map and top and bottom, plus there is no markers for key locations which I will work on adding.
(https://i.imgur.com/Lpqh9VO.png)
The showstopper is that the scale is not right so wouldnt be shown accurately in the game...Try this one: midlmap_00 (https://i.imgur.com/jfV4RXe.png)
Try this one: midlmap_00 (https://i.imgur.com/jfV4RXe.png)
It was made in a rush but shouldn't look too bad.
The previous one was resized 400% compared to the original.
This one is 800% bigger than vanilla:
https://i.imgur.com/4zN6Sf8.png (https://i.imgur.com/4zN6Sf8.png)
Edit: Here's a massive 1600% scaled texture (for those using 8K monitors I guess):
https://i.imgur.com/5H5PDii.jpg (https://i.imgur.com/5H5PDii.jpg)
In case it was missed, the darker version of the map that I posted on the previous page (link: https://i.imgur.com/2JFpt65.jpeg (https://i.imgur.com/2JFpt65.jpeg)) is in a whopping 6849x5093 resolution, at a pretty clear image quality (few artifacts, from what I can see).Trust me, you won't see any clear improvement compared to the 1600% scaled version.
Oh, for my curiosity again, could you tell me why the maps linked in your post have a lot of white space around them? Is that something that the FF7 engine requires for the mod to work?This is how the game reads the texture yes.
Edit: 1600% version with more vibrant colors and sharpened details:
https://www.sendspace.com/file/m8zt65 (https://www.sendspace.com/file/m8zt65) (imgur is not accepting big *.png files)
Not a fan but for those interested, this is how it looks:
(https://i.imgur.com/wpQN83R.png)
Would it be possible to make the map opaque instead of transparent?In order to make it opaque you'll have to hex edit; maybe Chrysalis can help you.
there is 1 problem I wanna ask you
Damn, that's a bummer.
If you intend on taking your time to make the map work, I say to you godspeed and thank you!
Do you want me to get in contact with the author of the map? I could tell her to get in contact with you so you could talk about this issue. Perhaps she'd be willing to help or contribute. Though do you have her twitter, so perhaps you don't need me as a middle-man.
Let me know!
Try this one: midlmap_00 (https://i.imgur.com/jfV4RXe.png)
It was made in a rush but shouldn't look too bad.
Thank you I can give it a try, are you happy for this to be part of ESUI? you would be credited of course.No worries, it was a half an hour task. My only real contributions for the community is my UI 1:1Remastered where I've spent hundreds of hours.
No worries, it was a half an hour task. My only real contributions for the community is my UI 1:1Remastered where I've spent hundreds of hours.
You should instead credit the original author "Ahvia" if I remember correctly.
So I'm having this issue where the User Interface - Qhimm Catalog 7th heaven mod just doesn't seem to work even though I have it activated? I've tried the ESUI mod from the 7th heave catalog as well and it doesn't seem to work. Anyone have any reason why it would just refuse to work even though it's activated and other mods work fine?
I only pass by to say Thanks a lot for ESUI mod! There is a lot of info very difficult to find in other way.
I wanted to comment only a little thing. I was thinking in "separate" (but without luck), battle UI from menu/field/world UI. With this I pretend to be able to use a different frame for the boxes between both, and even background colors.
About the colors background I can do something with the Help/Status box in battle (the top and middle little boxes). But the left/right boxes (the ones with companion names and commands) is a bit more difficult, I had searched the .exe, but it seems to share the values of the menu ones if I'm not mistaken.
BUT, I had the hope to be able to use a different palette for (btl_win_c_l.png), and use, for example, btl_win_c_l_01.png in battle UI. This would permit to use a different frame of the menu one. I think that this is not possible without changing ff7.exe code.
Anyway, I had not luck either searching for the place where this could be achieved. :( Hope some day we can have different (and good) UI for menu/battle.
[00000099] TRACE: Renderer::createTexture: 60 => 51594840x51594844 from filename C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds
[00000099] TRACE: Using texture: C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds
[00000099] TRACE: Created external texture: 60 from C:\Games\Final Fantasy VII/mods/textures/menu/btl_win_a_l_00.dds
[00001111] TRACE: gl_defer_sorted_draw: call with primitivetype: 4 - vertextype: 3 - vertexcount: 32 - count: 48 - clip: 1 - mipmap: 1
[00001111] TRACE: gl_defer_sorted_draw: texture_set true for texture menu/btl_win_c_l0
[00001111] TRACE: gl_defer_sorted_draw: return true
http://BATTLE MENU
# Help Support -Middle- & Message -Up- Windows Top Left/Right/Top/Bottom Colors
#.text:006D4EF7 mov ecx, dword_91EFC8
6D4EF7 = B9 00 00 00 7F 90
#.text:006D4F7F mov ecx, dword_91EFCC
6D4F7F = B9 00 00 00 7F 90
#.text:006D5007 mov ecx, dword_91EFD0
6D5007 = B9 00 00 00 7F 90
#.text:006D50A2 mov edx, dword_91EFD4
6D50A2 = BA 00 00 00 7F 90
I like it! What about it do you not like?
Would it be possible to make the map opaque instead of transparent? Usually, the big map isn't used by players while they move around, so having it be opaque wouldn't be a hindrance of any sort. I'm thinking that it might look better if it were opaque. What do you think?
There is a palette number assigned to the box borders but it is not used in the normal way so I jumped the gun a bit when I said it shouldnt be too difficult. Usually once I know how to align a UI asset its very easy to find how to change the palette id it uses, but I have never known the way to specifically align box borders to the window itself.Ok, thanks for check. It seems both have arrived to the same conclusion more or less.
I however have found a way to make the battles attempt to load a different texture for the borders, and for battles only, the problem is the driver doesnt expect it and from what I can tell the driver doesnt try to load png or dds so it needs some more time spent on it or for cosmo/trueodin to add support for the method I found (change the texture name rather than the palette).
Also I can tell you that the border textures are loaded (or attempted to load) once at battle start, every battle start but not after that during battle. If the hext value is changed it takes affect on the next battle so its not just checked at start of the game.
A byte I found that changes depending on if you in battle is 0xCBF9DC, should be 2 when in battle or some other value if not.Yep. I found that byte also, 0x2 and 0x17 (BATTLE and SWIRL I think), but it did not help to me either when testing. I assume this is the part that should be coded in FFNx, because if not, it get default btl_win_c_l_00.dds.
I have added the rescaled map into a test build and will post a link in the next few days, but I currently do not know the opcode for changing the world map transparency, it probably would be better disabled or with reduced intensity so I may look into it soon.
(https://staticdelivery.nexusmods.com/mods/4335/images/18/18-1646830553-1864413275.png)
On another subject, would it be possible to mod FF7 to have full textbox portraits? Some modders for the Pixel Remaster FF games have succeeded in implementing it.
I'm aware that FF7's engine is super old and decrepit, so I'm crossing my fingers that this might also be possible here, knowing full well that it probably isn't.
Kind of, yeah. This is the extent of our capabilities though:
(https://i.imgur.com/SC4BMqi.png)
Right now it is exclusively a feature of Echo-s and can only be seen if also using either Finishing Touch avatars or Phoenix Tail Avatars. However, the idea is to eventually bring it to the base game (will still require one of the avatar mods).
The avatars are now supported in the ESUI controller addon which is a mod that enhances the vanilla gameplay, exactly as Bonez said it requires a avatar pack that supports the feature such as "Finishing Touch". They are also supported in the Echo-S voice acting mod which has a Midgar demo released.
You dont need to give firewall access, final fantasy 7 doesnt need internet access.
Can you please check the DEP security setting in windows is configured as below (which is the windows default).
(https://i.imgur.com/y1cWTTp.png)
It's been quite torturous for some reason to get the mods I want working with 7H. Normally these sorts of things work fine for me ;D Anyhow, ESUI 2.0 is unfortunately the only mod I just can't get working right. The only thing that's wrong is the text spacing.
(https://i.ibb.co/Mh7L26v/FF7-Screenshot-2022-08-16-22-36-07-40.png) (https://ibb.co/sPqrmHf) (https://i.ibb.co/vc0nm87/FF7-Screenshot-2022-08-16-22-36-12-91.png) (https://ibb.co/8m1Z2VW)
(https://i.ibb.co/PtbqN36/FF7-Screenshot-2022-08-16-22-36-21-52.png) (https://ibb.co/Wsdm6q2) (https://i.ibb.co/D59yXV6/FF7-Screenshot-2022-08-16-22-36-45-95.png) (https://ibb.co/zGXYcnL)
I've spent 3 whole evenings now looking for a fix on the interwebs, trying different API, resolutions, window modes, aspect ratios. As you can see from the screenshots I'm on ultrawide (3440x1440) but I even tried 16:9 and 4:3 desktop resolutions too. I've tried making sure I was on a completely fresh Steam installation with nothing left behind in the registry. I've used the latest stable 7H and FFNx and the latest canary build. Even with ESUI as the one and only active mod, the text spacing is still too wide.
So finally I come, cap in hand, asking for help for my problem :lol:
p.s. If it helps at all, sometimes at the title screen, for half a second the text spacing is correct but then widens itself out :'(
You need to come to the discord. It is a lot easier and faster to troubleshoot there. And there are a lot more people around than just me. I doubt it's because of your widescreen. I've seen this exact thing before and they didn't have ultrawide screen. I've even seen it on my on setup and I don't have one either. I just don't remember what the issue is exactly.z
Your CM problem might actually be solved as of yesterday funny enough. I mistakenly had it chainging everyone's sample rate to 96000hz, which could definitely lower the overall volume.
https://discord.gg/K92Js8Tp
I have added the rescaled map into a test build and will post a link in the next few days, but I currently do not know the opcode for changing the world map transparency, it probably would be better disabled or with reduced intensity so I may look into it soon.
You need to come to the discord. It is a lot easier and faster to troubleshoot there.I fixed it, it was reshade
Hi Chrysalis,I think there is a fix for that now in the latest FFNx canary.
First of all, thank you for this mod! It's literally game changing, and has allowed me to get into a great game whose pixelated UI was otherwise a turnoff.
I just wanted to let you know that there's a slight graphical error that's happening to the limit break window with the new 16:9 FFNx settings, where the background color extends beyond the box border. I screen-capped it.
(https://i.imgur.com/qd7j3bK.png)
It only seems to affect this window, but it does this for every character. Yours was the only mod running at the time I took this image. Thanks again!
Of course i will give the corresponding credits to the mod and the person that found this hex codes (Chrysalis i suppose xD)
DLPB/kranmer with Menu Overhaul is the origin of that codeOh, i see, thanks Orichalcon.
Hi, i have a problem with the mod or, must say , a compatibility problem :/yep go ahead, if you need help figuring out the exact ordering of the space modifications, just ask and I will help you out on it.
Recently, i updated the Esui mod, and its seems that now it changes, by hex code ,the font spacing . The problem is that i also has my own text fonts with the window.bin edited, and the hex codes has more priority that the window.bin. So...i cant do nothing to make my mods and ESUI compatibles, except.... that i need permission to use the hex edits ,modified with my values, to use it in my mod, so with this i can maintain my own settings for my mod ,with ESUI activated.
Of course i will give the corresponding credits to the mod and the person that found this hex codes (Chrysalis i suppose xD)
This is the hex code that i need to use,i modified to check if i can replicate the same changes of my window.bin and it works:Spoiler: show
Thanks
DLPB/kranmer with Menu Overhaul is the origin of that codeThe block at the top is just the window.bin addresses (which he doesnt want he is using his own spaces), the code that modifies it I added to ESUI, it was not a part of menu overhaul (which was distributed with window.bin for the spacing).
yep go ahead, if you need help figuring out the exact ordering of the space modifications, just ask and I will help you out on it.Thank you so much Chrysalis ;D
Hey, thanks for this mod, its really great, especially the controller buttons.There should be no widescreen specific artifacts, are you able to provide a screenshot or clip?
Is it a known issue when I enable widescreen (16:9) that I get battle menu artifacts? And enabling battle menu artifact fix doesn't fix the issue.
Thanks
Not a fan but for those interested, this is how it looks:
(https://i.imgur.com/wpQN83R.png)
How can i fix this? i have that issue only with ESUI.Probably related to this.
(https://i.ibb.co/tp1G0CD/Unbenannt.jpg) (https://ibb.co/VYk1FBT)
Hey, thanks for replying.Sorry for responding late, there is an option in the mod to reduce/remove artefacts, you can try enabling that.
Here's the screenshot:
Normal (4:3)
(https://imgur.com/nzW5gCc.jpg)
Widescreen (16:9)
(https://imgur.com/ptgz0fe.jpg)
Only noticed artifacts on the Limit and Time bars, maybe a little bit on the Barrier bars:)
Probably related to this.You can adjust those values but will break new threat in the mansion as a consequence, the new threat and echos devs worked on making sure was no text boxes with scrolling and was decided to leave the settings as is but with risk of seeing text overflow top of box on smaller box border sizes. I did document the hext as you found, so anyone can tweak if they want to. If you want further help in this, I will get back when I can.
I see that in the textboxs when the dialogue makes scroll happens this. Not enough scroll, so the last line dont show correctly :/
(https://i.ibb.co/7jDJBKx/Captura.png) (https://ibb.co/pbTvNd6)
I was testing and seems to be related to this hex values .
{field dialog text block scroll amount (refresh dialog)
632CD7 =
{field dialog text block scroll amount (refresh dialog)
632CEC =
Sorry for responding late, there is an option in the mod to reduce/remove artefacts, you can try enabling that.
Regarding the world map request earlier in the thread, a new one did get added back when I released the widescreen version of ESUI as the author never responded to me, the new one in ESUI was done by myself. Rescaled and enhanced from the stock world map, with increased contrast as well against background.Hey Chrysalis,
Bonez added a very good world map on finishing touch and we still have the older retextured world map in the catalog as well so is plenty of choices now.
Hey Chrysalis,Yeah I see it now, I will add it either to ESUI or catalog.
I think they answered you here the same day you contacted them, giving you their blessing:
https://twitter.com/Ahvia/status/1427801810417426435 (https://twitter.com/Ahvia/status/1427801810417426435)
Hey there, have a few problems with the mod, specifically when I enter a battle scene it crashes. I've tried disabling mods to see if the problem goes away, and only when ESUI was disabled did battles start working again. Here's my profile details:Sorry for the late reply, when I can I will have a check with the settings that you posted, even if I find no issues I will respond to let you know I checked and with any suggestions.
7th Heaven Version: 3.1.0.0
# [Tsunamods] Cosmo Memory
ID: 2e4c6623-97b9-4d5c-b2f3-b4f24f06a911
Version: 1.1081
Is Active: True
"Center Battle SFX" (Center) = True (1)
"Menu Sounds" (Sound) = "Updated Vanilla" (1)
"Voiced Attacks" (Grunts) = True (1)
"Field Ambience" (FA) = True (1)
"Battle Ambience" (BA) = True (1)
"Movie Sounds" (FMV) = True (1)
"Field Footsteps" (Footsteps) = True (1)
"World Map Footsteps" (WM) = True (1)
# [Tsunamods] Finishing Touch
ID: c706f3c9-b6e2-41c6-a603-b8c2b03cbb4b
Version: 2.29998
Is Active: False
"======Backgrounds======" (B) = "" (0)
"Prelude" (Credits) = "Random" (2)
"Start Screen" (Start) = "OFF" (0)
"Game Over" (GameOver) = True (1)
"======UI Theme======" (T) = "" (0)
"UI Theme" (Theme) = "Off" (0)
"Color Scheme" (color) = "Theme Off" (6)
"All Status Visible" (status) = "Theme Off" (2)
"EXP Bar Toggle" (nt) = "Theme Off" (2)
"Field Dialog Box Transparency" (fdb) = "Theme Off" (3)
"Field Cursor Visibility" (finger) = "Theme Off" (2)
"World Map Position" (pos) = "Theme Off" (2)
"Battle View" (battleview) = "Theme Off" (5)
"Battle Avatars" (ba) = "Theme Off" (3)
"Transparent Battle Boxes" (tbb) = "Theme Off" (2)
"Battle Menu Artifacting Fix" (x4) = True (1)
"Help Box Transparency" (hbb) = "Theme Off" (2)
"Keys/Controller Buttons" (controller) = "PSX" (3)
"Field Buttons/Dialogue Avatars" (fieldbuttons) = False (0)
"Expanded Item Icons" (icons) = False (0)
"Icon Order" (controllerorder) = "1 - A:B/X:O - Cancel:OK - Std" (1)
"Button Mapping" (controllerxinput) = "Theme Off" (2)
"======Avatars======" (A) = "" (0)
"Avatars" (Avatars) = "Portraits Bordered Transparent" (2)
"Mini Avatars" (dialogue avatars) = "Portraits - ESUI Gradient Font" (1)
# [Tsunamods] Enhanced Stock UI
ID: 2b49d831-6556-41df-9ddb-d1a6e937f548
Version: 2.810
Is Active: True
"======Main Options======" (Main) = "" (0)
"Enhanced Stock" (enhanced) = True (1)
"All Status Visible" (status) = True (1)
"ESUI Start Screen" (start) = False (0)
"======Menu Options======" (Menu Options) = "" (0)
"Items + Materia Icons" (items_materia) = "Standard Items + Standard Materia" (1)
"Cursor Style" (cursor) = "Finger" (1)
"UI Border Thickness" (bars) = "Thinner Borders" (1)
"Font Brightness" (fonts) = "Bright Fonts" (2)
"EXP Bar Toggle" (nt) = "Exp Bars Enabled" (0)
"Field Dialog Box Style" (fds) = "ESUI" (1)
"Field Dialog Box Transparency" (fdb) = "Semi - Default" (1)
"World Map Position" (pos) = "Bottom Right" (0)
"======Battle Menu Options======" (Battle Menu Options) = "" (0)
"Battle View" (battleview) = "Minimal UI v2" (5)
"Transparent Battle Boxes" (tbb) = True (1)
"No Battle Boxes" (nbb) = False (0)
"Help Box Text Only Toggle" (hbb) = "No Box, Text Only" (1)
"======Controller Options======" (Controller Options) = "" (0)
"Controller Icons" (controller) = "Modern PSX Icons" (3)
"Icon Order" (controllerorder) = "1 - A:B/X:O - Cancel:OK - Std" (1)
"Button Mapping" (controllerxinput) = False (0)
"Field Finger Cursor Visibility" (finger) = "Default" (0)
"Battle Avatars" (ba) = "Show Mini Avatars" (1)
"Battle Menu Artifacting Fix" (esuiscale) = False (0)
"Aspect Ratio Override" (force43) = False (0)
"======ECHOS Options======" (ECHOS Options) = "" (0)
"Echos Menu" (ECHOS) = "ECHOS Right Side Menu" (1)
# [Tsunamods] Echo-S
ID: 09e81530-3f09-46b9-831b-df431b8f319c
Version: 1.05
Is Active: True
"Echo-S" (Echo-S) = "Echo-S - On" (1)
"Day Night" (Time) = True (1)
"Music" (Music) = True (1)
"Battle Lines" (BVoice) = "75%" (3)
"Battle Grunts" (Grunts) = True (1)
"Auto Text Advance" (Auto) = True (1)
"ESUI Theme" (ESUI) = "Yes" (1)
# [Tsunamods] SYW V6 FMV (30fps)
ID: 50000000-5555-ff75-5775-634000000005
Version: 6.38
Is Active: True
"SYW V6 FMV (30fps)" (SYWV5) = "FF7 SYW V5" (1)
# 60/30 FPS Gameplay
ID: c0d1e191-a251-465d-8a3c-a3be5366d849
Version: 1.12
Is Active: True
"FPS Mode" (FPSMode) = "Full 30 FPS" (2)
"Advanced Field Animation (60 FPS)" (AdvancedFA) = "NinostyleHD animations" (2)
"Field mode 60 FPS Fix" (FlevelFix) = False (0)
# Ninostyle Battle
ID: 2b25060c-c60e-426e-ac46-f85439e903e3
Version: 23.0421
Is Active: True
"Cloud" (Cloud) = "Nino Cloud" (1)
"Barret" (Barret) = "Nino Barret v3.0" (1)
"Tifa" (Tifa) = "Nino Tifa" (1)
"Aerith" (Aerith) = "Nino Aerith" (1)
"Red XIII" (Red XIII) = "Nino Red XIII" (1)
"Yuffie" (Yuffie) = "Nino Yuffie" (1)
"Cait Sith" (Cait Sith) = "Nino Cait Sith" (1)
"Vincent" (Vincent) = "Nino Vincent" (1)
"Cid" (Cid) = "Nino Cid" (1)
"Sephiroth" (Sephiroth) = "Nino Sephiroth" (1)
"Jessie Mod" (Jessie Mod) = "No Change" (0)
"Other" (Other) = "Nino Other" (1)
"Ansgar's Busterizer" (busterizer) = False (0)
# [Tsunamods] SYW V5 Battle Textures
ID: 50000000-5555-ff75-5775-500000000001
Version: 5.02
Is Active: True
"SYW V5 Battle Textures" (SYWV5) = "FF7 SYW V5" (1)
# AxlRose's Blender v1
ID: d9f9ff17-666c-4b5f-8292-4835888a1358
Version: 1.0
Is Active: True
"Blender" (BLENDER) = "Blender - ON" (1)
# Ninostyle Chibi
ID: 2b25060c-c60e-426e-ac46-f85439e903e2
Version: 23.0305
Is Active: True
"Chibi Field and World Models" (fb) = "On" (1)
"L@zar0's Upgrades" (lazaro) = "On" (1)
"Efryt's Little Work" (efryt fb) = "On" (1)
"Tifa Remake Outfit" (alt tifa) = "On" (1)
"Dynamic Weapons (BETA)" (Dynamic Weapons) = "Dynamic Weapons - On" (1)
"Buggy" (buggy) = "Original Colors - NinoStyle" (1)
"Chocobo" (chocobo) = "NinoStyle" (2)
"Highwind" (highwind) = "NinoStyle" (1)
"Submarine" (submarine) = "NinoStyle" (1)
"Tiny Bronco" (tiny_bronco) = "NinoStyle" (1)
"Cargo Ship" (cargo_ship) = "NinoStyle" (1)
"Gelnika" (gelnika) = "NinoStyle" (1)
# Ninostyle HD
ID: 2b25060c-c60e-426e-ac46-f85439e903e9
Version: 23.0305
Is Active: False
"======HD Field Models======" (HD Field Models) = "" (0)
"Cloud" (Cloud) = "Nino Cloud With Dynamic Weapons" (2)
"Barret" (Barret) = "Nino Barret v3.0" (1)
"Tifa" (Tifa) = "Nino Tifa" (1)
"Aerith" (Aerith) = "Nino Aerith With Dynamic Weapons" (2)
"Red XIII" (Red XIII) = "Nino Red XIII" (1)
"Yuffie" (Yuffie) = "Nino Yuffie" (1)
"Cait Sith" (Cait Sith) = "Nino Cait Sith" (1)
"Vincent" (Vincent) = "Nino Vincent" (1)
"Cid" (Cid) = "Nino Cid With Dynamic Weapons" (2)
"Sephiroth" (Sephiroth) = "Nino Sephiroth" (1)
"Zack" (Zack) = "Nino Zack" (1)
"Other" (Other) = "Nino Other" (1)
"======NPC's======" (NPC's) = "" (0)
"Base" (models_base) = "PRP" (2)
"Biggs" (models_biggs) = "PRP" (3)
"Jessie" (models_jessie) = "PRP" (3)
"Wedge" (models_wedge) = "PRP" (3)
"======HD World Models======" (World) = "" (0)
"Cid" (cid_world) = "Cid" (1)
"Cloud" (cloud_world) = "Cloud" (1)
"Tifa" (tifa_world) = "Tifa" (1)
"======Minigame======" (Minigame) = "" (0)
"Minigame" (minigames) = "On" (1)
"======Vehicles======" (Vehicles) = "" (0)
"Buggy" (buggy) = "Original Colors - NinoStyle" (1)
"Chocobo" (chocobo) = "NinoStyle" (2)
"Highwind" (highwind) = "NinoStyle" (1)
"Submarine" (submarine) = "NinoStyle" (1)
"Tiny Bronco" (tiny_bronco) = "NinoStyle" (1)
"Cargo Ship" (cargo_ship) = "NinoStyle" (1)
"Gelnika" (gelnika) = "NinoStyle" (1)
# [Tsunamods] SYW V5 Field Textures
ID: 50000000-5555-ff75-5776-520000000002
Version: 5.23
Is Active: True
"SYW V5 Field Textures" (SYWV5) = "FF7 SYW V5" (1)
"Advanced Texture Animations" (ATA) = "Recommended (99% Animated Fields)" (1)
# New Threat 2.0
ID: efc4bc61-7f80-4635-b583-f52c5c9d239f
Version: 2.09991
Is Active: False
"Choose" (gameplay) = True (1)
# [Tsunamods] SYW V5 Minigames Textures
ID: 50000000-5555-ff75-5775-520000000004
Version: 5.23
Is Active: True
"SYW V5 Minigames Textures" (SYWV5) = "FF7 SYW V5" (1)
# [Tsunamods] SYW V5 Spell Textures
ID: 50000000-5555-ff75-5775-500000000003
Version: 5.02
Is Active: True
"SYW V5 Spell Textures" (SYWV5) = "FF7 SYW V5" (1)
# Gameplay Tweaks - Qhimm Catalog
ID: 7c989c70-8381-4a5f-a2d8-3d22dc8f6042
Version: 4.032
Is Active: True
"======Tweaks======" (Gameplay) = "" (0)
"Always Run" (Always Run) = False (0)
"Clock Fix" (Clock Fix) = False (0)
"Great Glacier Unlimited Steps" (glacier) = False (0)
"Increase Sense Limit" (Increase Sense Limit) = False (0)
"Invincible" (Invincible) = False (0)
"Lock Inventory" (Lock Inventory) = True (1)
"Lucky Cait Sith" (Lucky Cait Sith) = False (0)
"Lucky Tifa" (Lucky Tifa) = True (1)
"Save/PHS Anywhere" (Save/PHS Anywhere) = False (0)
"Sync Barret Opening" (Sync Barret Opening) = False (0)
"======Stats======" (Stats) = "" (0)
"AP Boost" (AP Boost) = "10x AP" (4)
"EXP Boost" (EXP Boost) = "10x EXP" (6)
"Enemy HP Boost" (Enemy HP) = "No Boost" (0)
"Enemy Level Boost" (Enemy Level) = "set to level 99" (5)
# ESUI Controller Addon
ID: 135478f5-b53f-4960-b411-b93370dc45da
Version: 1.08
Is Active: False
# [Tsunamods] SYW V5 Menu and Fonts
ID: 50000000-5555-ff75-5775-522000000010
Version: 5.30
Is Active: True
"HD Fonts and icons" (fonts) = False (0)
"HD Avatars" (avatars) = True (1)
"HD Credits" (opcr) = "HD Crédits (english)" (2)
"HD Buster Sword" (buster) = True (1)
"HD Game Over Screens" (gover) = True (1)
# [Tsunamods] SYW V5 Worldmap Textures
ID: 50000000-5555-ff75-5775-500000000006
Version: 5.04
Is Active: True
"SYW V5 Worldmap Textures" (SYWV5) = "FF7 SYW V5" (1)
Not sure how often this thread is active, so I'll be checking frequently for awhile. Hopefully this is an easy fix, and I'm just too dumb to realize what's happening.
Hope anybody read this ;)
Is it normal , with stock ui 2.0 i dont see in battle the name from the monsters!!!???
can anybody help me?
Yeah I see it now, I will add it either to ESUI or catalog.
You have to turn on the help menu. It's "select" I think.
(https://i.ibb.co/BwTnhRh/image.png) (https://ibb.co/M9PBzLz)
Shouldn't be possible if your mods are up to date.
Hello, I hope this is the right place to ask this:
I'm trying to get my ideal setup for enhanced stock UI but the issue is that I want to use the design from "Retouch" without the remake style avatars. I would like to use the brushtroke avatars from "finishing touch" ideally, but no matter how I configure these I get thrown errors regarding compatibility with FT, RT, and ESUI. Is there a way to mix these three? Or is my best bet to unpack Retouch and learn how to replace their avatars with the ones I want manually? Thanks in advance
Sorry I wasn't clear. I want to use retouch's theme but I don't like the avatars that retouch uses. I actually figured out how to edit the textures and I'm trying to replace them. thanks!
HELP!!!! My game was working perfectly fine with my mod configuration until TODAY that ESUI pushed a new update! My beautiful, beautiful Ninostyle HD Tifa turned into this:
I haven't installed ANY other new mods and until the day before yesterday everything was normal! There were no update to ESUI then. But then today I updated and this happened! Can the mod creator help me please? What could have been in this update to interfere with the textures?
Here is my load order