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Miscellaneous Forums => General Discussion => Topic started by: DLPB_ on 2012-08-15 00:22:17

Title: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 00:22:17
I have used 4 categories. 

Confirmed working.
Confirmed not working.
Likely works, but not confirmed.
Very likely will never work


Mods

Menu Overhaul   No chance.

Anxious Heart Make sure the path to install to is correct and exact (the correct folder is the one which includes ff7_en.exe).  A "New Folder" might be added onto the path and also needs deleting.

Unified Model Installer Make sure the path to install to is correct and exact (the correct folder is the one which includes ff7_en.exe).  A "New Folder" might be added onto the path and also needs deleting.

Remix Patch: Doesn't even work with old FF7 hahaha!  Has even less functionality with new FF7 because some of it works with the old paths.  Definitely avoid this installer.

Hardcore Mod

FeliX World Map and other graphics

Team Avalanche Overhaul: Relies on Aali's modpath, so no.


Tools

touphscript:Won't support new exe without change.  Currently does not work on flevel.  So until that is fixed no.  But in future?  Likely.

Proud Clod

Hojo

Wallmarket

Makou Reactor

Loveless

Meteor

Sfxedit

White Chocobo: No, unless Addresses are offset by C00.

Libre: No, same as above.

Black Chocobo:  http://forums.qhimm.com/index.php?topic=9625.msg187942#msg187942

Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 00:45:47
got my copy. im going to play to the first save then try black chocobo. after wards what should i try
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 00:47:52
got my copy. im going to play to the first save then try black chocobo. after wards what should i try

Doesn't matter :)  Do as you please and let me know how you get on.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 01:31:33
saves are now in
C:\Users\NAME\Documents\Square Enix\FINAL FANTASY VII\user_XXXXXX
like was said in the rerelease thread by rainboom

Black chocobo still appears to edit the save just fine.

But you cant use the save. the saves sync online. so if you change the save it reverts back to the old one. if you add a save it gets deleted. i dont see an option to turn this cloud syncing off. if you turn your internet off it deletes any edited files. in the save folder with the saves there is an achievement.dat file and a metadata.xml file these might have something to do with why the new edited saves are deleted

side note i noticed a bug they fixed. when naming characters the old ff7 would go back to default keyboard conrols. it keeps my new controls in this one

Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 01:42:37
What is it with this sync crap anyway?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 01:48:12
its not cloud saves like oh i can back up my save. its cloud syncing cough*save moderating*.
if you delete your saves they come back. if you add saves by copy and pasting they get deleted. the save has to be created by ff7 or it gets deleted whether your on or offline.
im assuming if you play offline itll update your save next time your online

edit
at the main menu  if your online in the top left itll say downloading saves then saves synced. if offline it says it saves locally
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 01:49:07
Why don't saves just work like they used to?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 01:50:24
they changed something somewhere
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 02:02:37
But what reason is there for using these sync saves?  Why?  What is the point?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 02:11:05
i dont know but it means we cant place our save in the folder to test specific points of gameplay which really sucks

if i copy paste rename save00 to save01, save01 still gets deleted even if im offline. so im saying its not the save file itself or black chocobo but something somewhere in the games files. if i remove the metadata.xml from the folder all saves get deleted. so my guess is this metadata is updated when the actual game saves a file. heres what it says.

Code: [Select]
<?xml version="1.0" encoding="UTF-8"?>
<gamestatus>
  <savefiles block="1">
    <timestamp slot="1">1344992396295</timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
    <timestamp slot="6"></timestamp>
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    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
    <timestamp slot="13"></timestamp>
    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>3b8a475ea39ac1ce0b63d6f4b84abbb5</signature>
  </savefiles>
  <savefiles block="2">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
    <timestamp slot="6"></timestamp>
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    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
    <timestamp slot="13"></timestamp>
    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="3">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
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    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="4">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
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    <timestamp slot="15"></timestamp>
    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="5">
    <timestamp slot="1"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="6">
    <timestamp slot="1"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="7">
    <timestamp slot="1"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="8">
    <timestamp slot="1"></timestamp>
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    <timestamp slot="3"></timestamp>
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    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
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    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="9">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
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    <timestamp slot="12"></timestamp>
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    <timestamp slot="15"></timestamp>
    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="10">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
</gamestatus>
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 02:31:12
That's retarded.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: sithlord48 on 2012-08-15 02:36:46
i dont know but it means we cant place our save in the folder to test specific points of gameplay which really sucks

if i copy paste rename save00 to save01, save01 still gets deleted even if im offline. so im saying its not the save file itself or black chocobo but something somewhere in the games files. if i remove the metadata.xml from the folder all saves get deleted. so my guess is this metadata is updated when the actual game saves a file. heres what it says.

Code: [Select]
<?xml version="1.0" encoding="UTF-8"?>
<gamestatus>
  <savefiles block="1">
    <timestamp slot="1">1344992396295</timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
    <timestamp slot="6"></timestamp>
    <timestamp slot="7"></timestamp>
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    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
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    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>3b8a475ea39ac1ce0b63d6f4b84abbb5</signature>
  </savefiles>
  <savefiles block="2">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
    <timestamp slot="5"></timestamp>
    <timestamp slot="6"></timestamp>
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    <timestamp slot="11"></timestamp>
    <timestamp slot="12"></timestamp>
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    <timestamp slot="14"></timestamp>
    <timestamp slot="15"></timestamp>
    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="3">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="4">
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="6">
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="7">
    <timestamp slot="1"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="8">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
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  <savefiles block="9">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
  <savefiles block="10">
    <timestamp slot="1"></timestamp>
    <timestamp slot="2"></timestamp>
    <timestamp slot="3"></timestamp>
    <timestamp slot="4"></timestamp>
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    <timestamp slot="7"></timestamp>
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    <signature>cc3eee5cb5b1c7a08a776ffdfb6618c9</signature>
  </savefiles>
</gamestatus>
Why? that is just stupid, why even put the files on your computer at that point.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 02:45:06
in the event that your offline and the game saves a file im assuming it will update the cloud next time you are online. im pretty sure the save files are the exact same as the old ff7. the new ff7 has a different way of handling them.
the new ff7 has some way of keeping track of the files it saves and scraps the rest. maybe somehow put a feature in black chocobo that would update the necessary files along with the save

edit rainboom said fmvs can be switched
When they said you could give your party a boost, they weren't kidding.

(http://dl.dropbox.com/u/70091319/Games/Final%20Fantasy%20VII/Booster.png)

Edit: Okay, so the cutscenes are easy to replace with better ones, just have to put new ones in the movies folder. The ones that come with the new version run at 15fps and they're 1280x896.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: sithlord48 on 2012-08-15 02:55:38
maybe somehow put a feature in black chocobo that would update the necessary files along with the save

highly unlikley since there is a signature so im sure if that is wrong then it will get removed. but it would depend on what the signature is, and without a way to test if it works or not.....
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 03:01:04
im not educated enough to chase this save business any further. check my post above rainboom said fmvs are easy to switch
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: kainhighwind2 on 2012-08-15 03:07:10
You know, I was hoping this new version of FF7 would just remove a lot of the hassle of getting FF7 to work on a modern PC. Which is does, to be fair. However, all these changes making some of these great mods not work? Man, S-E really dropped the ball. Still, I hope some of you guys can think up some workarounds for some of the things. Especially the graphics!
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 03:12:29
trying gj0rulv hardcore mod now. patched with all options checked scene.bin, kernel.bin, kernel2.bin, battle.lgp, flevel.lgp and ff7.exe. this is log from it
Code: [Select]
Below log created: 8/14/2012 at 11:07:39 PM
PROGRESS:
Checking files.
 File check-> C:\games\FINAL FANTASY VII\data\battle\scene.bin FAILED!

Could not find file 'C:\games\FINAL FANTASY VII\data\battle\scene.bin'.
Patch finished.
Time spent: 0:29



how much will that affect the final outcome, and how will i know if any of it worked
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 03:14:19
No idea why it would fail, but yeah there would be issues.  Wrong battle will play if its updated kernel and not scene.  For starts.

edit:

Could not find file 'C:\games\FINAL FANTASY VII\data\battle\scene.bin

>is that where new pc scene is?  At that path?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 03:27:21
that log is from the hardcore patcher.
C:\games\ is where i installed the new ff7.
...data\battle\scene.bin is where the old ff7 has it so thats where the patcher looks for it. idk where the new ff7 has it. im looking

after running the patcher the game started up and i was able to fight first boss and minor battles no changes that i noticed though
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Antonia on 2012-08-15 03:36:10
I'm guessing it's not possible to run this thing without the fancy launcher?  That's quite possibly where they'd be doing their control of save files among other things.

Lots of semi-recent games have gone to that kind of system.. pretty much everything 'games for windows live' does its own little "status check" via the official shiny launcher, and if anything isn't as it "should be" it gets baleeted and replaced.

Most of the time, someone figures out a hack to remove launcher dependency, and then the mods start flowing.   Hard for me to really say much with certainty though, since I have no access to the files, but it might not be a bad place to start looking if nothing else looks obvious.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 03:40:32
found scene. bin. there are four of them located here
...\FINAL FANTASY VII\data\lang-de\battle
...\FINAL FANTASY VII\data\lang-en\battle
...\FINAL FANTASY VII\data\lang-es\battle
...\FINAL FANTASY VII\data\lang-fr\battle

maybe hardcore mod will work fully if i move the scene to the folder path it was in the old ff7 then move it back?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Antonia on 2012-08-15 03:43:49
Worth a shot.  Keep an eye on the folders though.. see if you actually CAN move it, or if it just fixes itself.  Help get a handle on just how much file monitoring this thing can do when it's not even running.

ETA: Not sure what all files hardcore mod messes with, but you might wanna do a quick search on "lang-en" (or whichever applies) and note what files you discover in them.  I'm guessing they probably did that for just about everything that has text, which is quite a few of the core files.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 03:48:05
gj0rulv hardcore patcher wont move or delete the files just edit them. problem is the scene.bin is in a different folder then it was.  so when it looks it doesnt find it. ill have ff7 closed so it wont bother the process. im sure itll run. real question is will the hardcore mod be put into full effect if any
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Antonia on 2012-08-15 03:52:23
Right, I didn't mean hardcore would move them.. but the game might.  Either right while you're looking at it (Windows itself does this, say if you try to simply delete or replace notepad for example), or more likely, the very next time you launch the game, it will decide it doesn't like the new file and replace it.

If neither, and it works, fantastic.  Just pointing out things to watch for that I've seen in other software.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 04:07:59
im gonna say hardcore mod works because enemies did get noticeably harder after i moved some files but the patcher itself will need work to work around the rerelease.

scene.bin can be found in these folders based by language
...\FINAL FANTASY VII\data\lang-fr\battle
...\FINAL FANTASY VII\data\lang-en\battle
...\FINAL FANTASY VII\data\lang-es\battle
...\FINAL FANTASY VII\data\lang-de\battle
for it to work with the patcher move it to
...\FINAL FANTASY VII\data\battle

kernel.bin and kernel2.bin can be found in these folders
...\FINAL FANTASY VII\data\lang-de\kernel
...\FINAL FANTASY VII\data\lang-en\kernel
...\FINAL FANTASY VII\data\lang-es\kernel
...\FINAL FANTASY VII\data\lang-fr\kernel
for it to work with the patcher move it to
...\FINAL FANTASY VII\data\kernel

run the patcher then move scene.bin kernel.bin and kernel.bin back to original folders and its done
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 04:08:42
So hardcore needs to update the path if it is to work with  new pc, basically :)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 04:12:17
yup my first real contribution :') tears of joy

edit
since the patcher can edit the kernel and scene does that mean we can count wallmarket and proudclod as a success as well and maybe hojo?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Datapack on 2012-08-15 05:00:58
Any edit mods?
the once where you edit your characters lvl,items, weapons?
I dont think this is possible with the stupid cloud saves...
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 05:13:31
that would be black chocobo. black chocobo can still edit saves but the game wont allow you to use them
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: RegisMK5 on 2012-08-15 05:32:46
I wonder if it would be possible to do something like making the file read only, attempt to make a save in the game. Then replace the file with our modified version so that it gets uploaded the the cloud.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: moothead on 2012-08-15 12:52:42
I know you can't use any mods that rely on Aali's driver but what about the .lgp mods like some of the battle backgrounds?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Hellbringer616 on 2012-08-15 13:06:30
No graphical mods? Or aali's driver? Or your sweet menu overhaul?

Well, looks like i'll still with my oldie :P
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: kainhighwind2 on 2012-08-15 14:42:33
No graphical mods? Or aali's driver? Or your sweet menu overhaul?

Well, looks like i'll still with my oldie :P

Eh, given time, and some work, I'm sure a lot of the big mods can be modified to work with this new release.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 15:09:14
Eh, given time, and some work, I'm sure a lot of the big mods can be modified to work with this new release.

The answer to that is no.  Without aalis driver (or similar) it is 100% impossible.  It just isn't going to happen I am afraid.  The ones I marked in red are likely never to be supported.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: TheNathanParable on 2012-08-15 15:36:24
I don't mean to sound funny, but unless you've already spoken to Aali about this you really shouldn't speak on his behalf with such certainty. It's really not good for morale.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 15:38:04
I don't mean to sound funny, but unless you've already spoken to Aali about this you really shouldn't speak on his behalf with such certainty. It's really not good for morale.

I am not here to make you feel better.  In any case, the Menu Project will not be supported ever.  That is certain.  I know, because I made it.  It might not be what you want to hear but that's your own fault for buying New PC money spinner instead of obtaining the old PC which, with the new mods, is vastly superior anyway.

Enix is having a jolly old time right about now. They've fooled you again.  8)

Also, I said "likely never"  I did not use the word certain.  In terms of using the "New" PC, it is unlikely aali will update his driver to it and if he doesn't then it is 100% impossible for the mods I marked red to work.  This is because they require it 100%.

There is 1 way around this, and that is to use the old ff7.exe file with the files that came with new PC.   That would work if you also had the registry settings from old PC and Aali's driver (probably).  I am not sure how legal this is.

Title: Re: Status of Mods and Tools with New FF7 PC
Post by: kainhighwind2 on 2012-08-15 15:42:44
So, I installed the Unified Model Installer, and apparently it installed no issue, using your custom mix, but nothing actually shows up in-game. Is this an issue with the installer, or does it also require aali's driver?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 15:44:13
So, I installed the Unified Model Installer, and apparently it installed no issue, using your custom mix, but nothing actually shows up in-game. Is this an issue with the installer, or does it also require aali's driver?

No the UMI does not require Aalis driver and was confirmed working (see first post).  I have no idea why things would not show up and I cannot test the new game.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: kainhighwind2 on 2012-08-15 15:49:09
Yeah, that's why I grabbed it, because the first post said it worked. But yeah, I'm not getting anything. Not FFX save points, not PRP models in world or battle, nothing :(
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 15:51:38
There's something happening which stops it.  But the other guy got it working so it can't be impossible.  Someone will have to go into this and let me know what is going wrong.

Title: Re: Status of Mods and Tools with New FF7 PC
Post by: TheNathanParable on 2012-08-15 16:14:46
It might not be what you want to hear but that's your own fault for buying New PC money spinner instead of obtaining the old PC which, with the new mods, is vastly superior anyway.

Enix is having a jolly old time right about now. They've fooled you again.  8)

Oh, you mean the version that's incredibly hard to get a hold of in any decent condition without paying more than what a new game costs? You're right, what was I thinking?

Being realistic is one thing, being rude and condescending is another. Also, I'm not talking about your menu project, i'm talking about Aali's driver, and you seem pretty certain here that Aali will never support the new PC version. Emphasis mine.

Menu Overhaul and Retranslation   No chance. I can't ever see me doing it even if Aali's driver supported it, which it never will anyway.  Can't see Aali working on new PC at all.   I may add in the ability for the other patches in Menu Overhaul to work with the new PC... but the new font and graphics and menu/battle interface are likely never to be supported.

I'll say again, unless you've already spoken to Aali about it and he's confirmed that he won't do any work on the new PC version, you really shouldn't spread assumptions like that as if it's a fact. Nobody has even tried yet, the re-release has been out for a grand total of nearly two days. It is way too early to be so certain about anything.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 16:15:47
I have amended the original post.  But until he does support the new game (and the chances are extremely low due to a number of reasons I cannot be bothered explaining to you), the mods listed in red will NOT work.  Ever.  Your only hope is that Kranmer is allowed to convert the new game to the old.  That still isn't modding the "new" game.  It would in effect be the old game at that point, so my argument still stands.

Good luck!  8)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: TheNathanParable on 2012-08-15 16:31:26
I have amended the original post.  But until he does support the new game (and the chances are extremely low due to a number of reasons I cannot be bothered explaining to you), the mods listed in red will NOT work.  Ever.  Your only hope is that Kranmer is allowed to convert the new game to the old.  That still isn't modding the "new" game.  It would in effect be the old game at that point, so my argument still stands.

Good luck!  8)

I am aware of at least one of the reasons. You mentioned before that the new version appears to use DirectX rendering, whereas Aali's driver works of OpenGL. This is why i'm so fascinated by the "Original Graphic Mode", which i've just posted about in the other re-release thread. If the effect is not emulated, it's possible the re-release actually supports alternative rendering modes on top of the new DirectX rendering mode.

And as for "that still isn't modding the 'new' game", at the end of the day does that really matter? The re-release, despite it's issues, is an easy and legit way of buying FF7 on the PC. If the modding community manages to overcome the obstacles set by the re-release, we will no doubt see more people coming to this community, and by extension more modders (who now have easy access to the game) contributing to this community.

Just look at Morrowind. It's an old game, but it still has a very large and active modding community. That's because it's easy to acquire Morrowind legally. FF7 PC however has always been difficult to get a hold of.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: sithlord48 on 2012-08-15 17:24:38
So i was looking at the signiture and the file seams to be the same length as a simple md5sum.  someone please edit your save (do not add new game just simple edit of the slot), that xml file find your saves slot timestamp add one to it and then in the signature for that save paste the md5sum of the edited save from black chocobo. if it works something should be done in time for 1.9.7's release to support these files also.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 18:42:07
I know why it isnt updating files...  the battle.lgp location is now different with new PC.  I cannot be bothered updating it either.  I suggest you just use Kramner's New to Old converter when it comes out :)  Alternatively,

place battle.lgp inside \data\battle
place magic.lgp inside \data\battle
char.lgp inside data\field
minigame folder inside data

Then run the installer, choose folder that ff7_en.exe is in and install.  Then place the above files back to their original location.



Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 18:50:40
@ sithlord i will do this but i need more instruction im a little confuse on what youre asking to do

@dlpb those files are in the same locations as the old.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 18:51:19
That is my point.  You have to move the files to where they used to be AND THEN run the installer.  Then place the files back again.  That is what I have just told people to do above.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 19:08:42
i see what you mean and it is wrong.
that process worked with the hardcore patcher and the scene and kernel bin.
that process just doesnt apply here
the battle and magic lgp are already in data\battle on the old and the new same folder path
the char lgp is in data\field on the old and the new. same folder path
minigame folder is in data folder. same pathe
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: BloodShot on 2012-08-15 19:12:24
A lot of this could be alleviated if someone just takes a screencap of the re-release folders in explorer.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Teyah on 2012-08-15 19:41:46
Since you said it would help, here you go - complete file listing for the rerelease:

http://pastebin.com/kMsfeigk
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 20:18:36
Nice hopefully this suffices can you add in this as well as the files inside
C:\Users\USERNAME\Documents\Square Enix
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 20:39:41
i see what you mean and it is wrong.
that process worked with the hardcore patcher and the scene and kernel bin.
that process just doesnt apply here
the battle and magic lgp are already in data\battle on the old and the new same folder path
the char lgp is in data\field on the old and the new. same folder path
minigame folder is in data folder. same pathe

oh... ok...  :-D
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 21:12:32
i tried umi worked without a hitch. i got battle and field models. im not far enough to check world or minigame but i doubt theyd fail. just make sure its the right folder it will work. then normal precautions like disable antivirus and run as admin.

uninstall worked as well
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 21:16:55
In other words people who are having issues arent exercising common sense.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Antonia on 2012-08-15 21:24:06
I believe someone earlier said they figured out their problem using UMI on the new release was that for some unknown reason, it was appending "New Folder" to the end of its installation path.

They didn't note it the first time around, assuming that it just had it right (as it normally would).  Second time, they deleted the extra folder so it was the correct, core path and it worked.

Others having issues may want to carefully verify the install path and try again.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 21:25:12
for the majority of errors i do believe that is the case.
 i have the old and new on my pc. the old is at
C:\games\ff7
and the new is at
C:\games\final fantasy vii
when i directed umi to the folder above for the new ff7 this is what it said
C:\games\final fantasy vii\ff7

i had to delete the \ff7 umi added on. maybe peoples eyes arent open and this is happening.

edit antonia beat me to what i was saying. i guess if they dont have the old installed it adds new folder and if you have the old installed it adds the last folder in the old install directory in my case ff7
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-15 21:28:42
I believe someone earlier said they figured out their problem using UMI on the new release was that for some unknown reason, it was appending "New Folder" to the end of its installation path.

They didn't note it the first time around, assuming that it just had it right (as it normally would).  Second time, they deleted the extra folder so it was the correct, core path and it worked.

Others having issues may want to carefully verify the install path and try again.

UMI wont find correct path for new ff7.  It can't...  People need to make sure the path is right.  That is common sense.  :mrgreen:
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 21:38:37
is there a good program to check md5. back to what sithlord was saying the signature in the xml doesnt match the md5 of the save. idk if i have a good program though

what would have to be done to get kranmers trainer working? wouldnt give us story progression or allow us to transfer saves but thatd be a way to cheat without editing saves. just for the record i cant even find the character booster. do i have to play to a certain point?

i think if i saw dlpb arguing in real life id grab popcorn and sit down. seems like itd be entertaining

edit
update for sith. if i copy paste rename save00 to save01. then copy the timestamps and signature  in the next block of the xml. neither file gets deleted by ff7. it also uploads them to the server and if i delete them it brings them back.   :D if someone wants to upload their saves and the metadata.xml ill try going cross user and post the results
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Sebuzzie on 2012-08-15 22:09:23
@squall8cloud7 You can find the character booster on your online profile. (there's a button in the launcher) :)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: kainhighwind2 on 2012-08-15 22:27:24
I got UMI working, just gotta remember that, when installing, the installer automatically adds a"New Folder" to the end of whatever directory you set it to, so just delete that before actually installing, and you're good to go!
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-15 22:46:01
using another persons saves with their metadata.xml or updating your metadata.xml with info from theres doesnt work. they get deleted on and offline. so from the sounds of it the timestamp and signature have to relate to the save and be user specific
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: jeffdamann on 2012-08-15 23:01:40
I was watching Terporfin's stream, and everytime he got to the point where you talk to the chocobos for the choco/mog materia, the music would play out, but the chocobos would dance indefinitely.

After 4 freezes, he finally replaced the music with the original and it worked fine...

I wonder what could have caused this?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Datapack on 2012-08-15 23:32:03
I've just realised how to edit your save, for it to save on the cloud you have to be ingame while the changes take effect. (only tried manipulating exp and gil so far)
This might be old but we should be able to make a working trainer.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 00:10:21
i just confirmed this. at the main menu when you hit continue you come to that screen with save 1 through save10. if you switch your save files from old release, other users on this release, or edit them with black chocobo they will stay and let you load them just save in any spot then


thank you datapack for finding this loophole
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Datapack on 2012-08-16 00:15:41
wow, i only used hex-edit when i was ingame... I should acutally thank you for this...
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 00:21:34
i was under the assuptions that trainers could be made. kranmer has one for the old release. i dont know how much work it would need to use on new release.  black chocobo and any save are now useable if you edit or replace them during that screen after you press continue. ill post a vid by the end of tonight if anyone needs one
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Datapack on 2012-08-16 00:27:44
Post it :D
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-16 00:36:57
If the game does what I think it does, trainers and so forth would not be too hard to convert, since the addresses in the new game are just the old ones + C00
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 01:08:47
http://youtu.be/gj-s-OlTQXo (http://youtu.be/gj-s-OlTQXo)

processing now should be good in a few

edit
new link lost connection while processing  and it froze
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Tooks on 2012-08-16 02:04:41
I was watching Terporfin's stream, and everytime he got to the point where you talk to the chocobos for the choco/mog materia, the music would play out, but the chocobos would dance indefinitely.

After 4 freezes, he finally replaced the music with the original and it worked fine...

I wonder what could have caused this?
I think i found a similar issue. I just used the Inn in Wall Market Sector 6 and after the music died down I got to stare at a wonderfully nice black screen. I'll try replacing the ogg with the original to see if this is causing the issue.

Edit: Tested it a few times and can confirm that the original yado.ogg allows me to rest with no issues where as a higher quality yado.ogg doesn't. I'm using the Remastered Edition version so maybe thats something to test too. I'll try the Anxious Heart version to see if theres any change)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-16 02:33:58
 It might be the file length.  It might want a certain length of file.  If so that is a bit silly.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 02:58:49
just used kramers patch on the rerelease then did a bootleg install. i didnt see any flaws lets get testers on this
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Bosola on 2012-08-16 09:49:46
If the game does what I think it does, trainers and so forth would not be too hard to convert, since the addresses in the new game are just the old ones + C00

...Does that include the limit break data? If so, it should be pretty easy to update LiBrE (though there are times I favour rewriting the whole thing from scratch to better support multiple - i.e. international - releases)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-16 10:01:11
Yup, if the exe you have there is the same one as I have here for new game, it is only a matter of adding c00 to all addresses.  I'd have a double check at that, but I am fairly sure.  The old exe started 400h, the new one starts 0x1000.  The whole of 1.02 is there from 0x1000 onwards.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Mendelevium on 2012-08-16 10:27:30
Does the UMI use the modpath for textures? Cause when testing it some of the battle textures only appeared as white models. If so some quality will be lost in the texture, as it'll have to be bumped down to 8-bit. However, my experience with FF7 modding is a bit dated. I never learned how to edit the game with aali's driver :P.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-16 10:42:55
No.  At least not to my memory.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Mendelevium on 2012-08-16 11:54:39
Do the 24 bit textures rely on Aali's driver in anyway?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: sithlord48 on 2012-08-16 13:40:13
edit
update for sith. if i copy paste rename save00 to save01. then copy the timestamps and signature  in the next block of the xml. neither file gets deleted by ff7. it also uploads them to the server and if i delete them it brings them back.   :D if someone wants to upload their saves and the metadata.xml ill try going cross user and post the results

can you please try that with this file (http://dopplereffect.shacknet.nu/save00.ff7). the signature is
Code: [Select]
4421dba04ae2821c8c040fce6f19562dlet me know if this works .can you also please tell me where is this file on your system? if this works i  might make a simple app to edit it , if i don't include this in black chocobo

also i noticed that there are signature for save01+ in your metadata.xml file do these files exsist?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 13:59:30
ill try it but i think a timestamp is also required.
also i found a window of oppurtunity where the saves arent checked or resynced. during this window you can edit the save or replace them with another save. then load and resave and itll sync your new save to your account.

edit
tried your save and replaced the signature in the xml with the one you posted and it gets deleted.
i guess i was wrong about the timestamp. if i change or delete the timestamp of a save it will stay
on that first xml i posted. there is only one save to save00 the rest of the signatures are for empty no save places. this signature is the same for all users with blank spots.

Code: [Select]
cc3eee5cb5b1c7a08a776ffdfb6618c9
i tried copying a save and signature from someone else and it gets deleted
this is where my new saves go to.
C:\Users\LUTZ\Documents\Square Enix\FINAL FANTASY VII\user_260359

here are my new save files and metadata along with another users saves and metadata
https://rapidshare.com/files/2415538029/savefiles.zip (https://rapidshare.com/files/2415538029/savefiles.zip)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: sithlord48 on 2012-08-16 14:43:01
ill try it but i think a timestamp is also required.
also i found a window of oppurtunity where the saves arent checked or resynced. during this window you can edit the save or replace them with another save. then load and resave and itll sync your new save to your account.

oh yes just copy the timestamp from another file . i understand you found a time when it can be done but if its a simple md5 then we can do it indpendently of the FF7 qt already provides via its cryptographichash object a very simple md5sum ability(and i already have it working in the FF7tk, if this works i basicly would need ot code the Gui parts and the part that outputs the xml. i think i can just call a simple function for a file time info also. so it should be really easy..
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 15:06:40
check my post above.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: sithlord48 on 2012-08-16 15:12:57
so with a vaild timestamp it works or not? i suspect your timestamp has to be valid, as in less them current time but more then last time, i have generation of them working.. but i can't test to see if its correct or not. i think with out both you can't correctly update the file.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-16 17:29:23
any idea if WM or PrC will be updated?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 17:32:55
if you mean to work with the rerelease. they already work. you just have to look in a different folder
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-16 17:43:27
if you mean to work with the rerelease. they already work. you just have to look in a different folder
so my money was well spent :) thanks!
any idea about the graphical formats used again in the re-release? are we still stuck with kimera?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-16 17:48:27
its still a battle lgp and char lgp and what not. so models and how you edit/change them are no different. youre stuck with kimera

edit
this is where youll find scene.bin and kernel .bin
C:\games\FINAL FANTASY VII\data\lang-en\battle
C:\games\FINAL FANTASY VII\data\lang-en\kernel

battle lgp is same as old
C:\games\FINAL FANTASY VII\data\battle
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Shinrincole on 2012-08-16 21:12:53
It's nice to see that some of the mods work in the new PC version, even though some files have to be moved to the old locations to be patched.

Nice to see the FF7 Music program doesn't need to be used anymore. I found where someone did the PSX music in .ogg files that loop. Now It sounds like the PSX version. all i had to do was just over right music files.

Other than that, it's sucks that some mods won't work. Though I'm sure people will start mods on the new version and make them better. Only time will tell.

At least i can play FF7 PC without the worries that it might not work next time I load it up. Old PC version didn't want to load anymore, and when it did decided to work, none of the textures would work. :(
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-16 21:41:46
It's nice to see that some of the mods work in the new PC version, even though some files have to be moved to the old locations to be patched.

Nice to see the FF7 Music program doesn't need to be used anymore. I found where someone did the PSX music in .ogg files that loop. Now It sounds like the PSX version. all i had to do was just over right music files.

Other than that, it's sucks that some mods won't work. Though I'm sure people will start mods on the new version and make them better. Only time will tell.

At least i can play FF7 PC without the worries that it might not work next time I load it up. Old PC version didn't want to load anymore, and when it did decided to work, none of the textures would work. :(

well, I hope they'll be redone in time!
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: hero9989 on 2012-08-17 22:20:21
Not sure if this has been posted or not, but one of the main mods I can't live without on the old PC version (not sure if this has been posted but hey), the magic renaming patch - so bolt becomes thunder, bolt2: thundara, ice: blizzard... ect... ect, like in the newer final fantasy games
I dug it out from an old disk I made since I couldn't find it online (if there's a better version of this, please let me know :P


put this file [ https://www.dropbox.com/sh/2q7gwffn9mht16t/rPkUGPKR2U/kernel2.bin (https://www.dropbox.com/sh/2q7gwffn9mht16t/rPkUGPKR2U/kernel2.bin) ] in  this folder [ C:\Program Files (x86)\Square Enix\FINAL FANTASY VII\data\lang-en\kernel\ ]

Works a dream on the new 2012 version :)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Tenko Kuugen on 2012-08-17 22:29:05
Thats just an edited kernel
get wallmarket in the tools section and do your own edits, that's generally better than just using a pre-existing kernel
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-17 22:36:40
You will also need the scene.bin to go with that new kernel or you are likely to have serious issues with wrong battles.

So can anyone confirm that the tools I listed on first page work?  I mean I know it is 99.99999999999% likely but I need confirmation.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: themateoflink on 2012-08-18 01:32:58
Wallmarket definitely works. The Kernels are now located in the language specific folders though, so /ff7_en/kernel etc

(http://img827.imageshack.us/img827/1365/ff7kerneleditor.png)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: hero9989 on 2012-08-18 02:29:39
Hmm... I haven't had an issue with the modified Kernel yet, but wallmarket, I got it from the tools section but every time I run it; "Wallmarket has stopped working" Blah Blah Blah... Windows 7 64bit, anyone have any ideas? I would like to try editing it myself, never knew you could until now 0.0
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-18 02:33:43
The first post of this tells you the chances of things working.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: hero9989 on 2012-08-18 02:42:01
Ignore me, sorry, needed to install the visual basic power packs thing. Apologies for the pointless post 0.0 (and this one)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Zander on 2012-08-18 15:17:31
Hi new here I looked over the forum but no one seemed to post how to get black chocobo working on the new FF7....... Well I got it working  :-D

1: load it up and edit the save ------->save gets deleted from My doc folder
2: Load up FF7
3: let them sync the file and download the back up from server
4: Click on "continue" and look at save but DNT open it
5: Go back to menu
6: Windows key and go back to Black Chocobo with all you file edited and save#
7: VERY QUICKLY! Go back to FF7 Hit continue and load saved file

BANG Lv 99 Cloud

Zander out :)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-18 16:09:24
look through the thread. I actuallx made a video of this a few days ago. Id quote but i cant with my phone
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-19 12:14:18
Wallmarket definitely works. The Kernels are now located in the language specific folders though, so /ff7_en/kernel etc

(http://img827.imageshack.us/img827/1365/ff7kerneleditor.png)
PrC will possibly work as well?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-19 14:46:46
I'm waiting for people to tell me that.  So come on, chop chop!  I need confirmation on:

Proud Clod

Hojo

Hack7

Remix Patch

Loveless

Meteor

Sfxedit
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: myst6re on 2012-08-19 14:53:36
I'm waiting for people to tell me that.  So come on, chop chop!  I need confirmation on:

Proud Clod

Hojo

Hack7

Remix Patch

Loveless

Meteor

Sfxedit


Loveless seems to work, and I see no reason why Meteor does not ;).
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Brandonn on 2012-08-19 19:29:55
DLPB,

Is there any chance of you separating out your translation patch from your menu overhaul mod for use with the new FF7 ReRelease?

I remember playing FF Tactics with a fan re-translation, and the dialogue was way better. Even if I downgraded my FF7, (I don't even think I can and have it still work), I would still want a way to have the changed text without the new menus. I just like the older style on some parts of the game.

I realize my question may be silly, but I'm new to mods for this game and have no idea what files are being changed, or how integrated your 2 projects now are with each other. Best case scenario the files that change the texts are separate from the exe and not integrated with your other changes.

Please let me know, or if you can recommend anything that may have the same change I'm looking for that might work with the ReRelease.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-19 20:11:01
I can do that but in future it may prove tricky since I made this to work with the new font... so it could well be that certain tags make the windows smaller than they should be.

I will make next installer so that you can install it separately.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Brandonn on 2012-08-19 20:31:21
That'd be great I'll watch the release posts for an update of once it's out. I'll test it out once I have it and give you feedback.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-19 20:42:22
I can do that but in future it may prove tricky since I made this to work with the new font... so it could well be that certain tags make the windows smaller than they should be.

I will make next installer so that you can install it separately.
this because the new exe is impossible to mod?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Brandonn on 2012-08-20 00:34:23
There is always a way. It's just people haven't had much time to work on the new files very extensively. It will happen eventually.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 00:36:38
this because the new exe is impossible to mod?

No, it is easy to mod new exe... it includes the old one.  It is because there is no Aali's driver there... so no modpath.  Hence some mods like Menu Project are not ever going to work.

The problem with translation is that I use the menu project font sometimes to determine an absolute window width.  We will see how it goes.

There is 2 other issues...

1.  I'd have to make an exception for this and make a new program that can edit new exe (pretty easy but I am not supporting new exe)

2.  touphscript needs updating to work around the issue with new flevel.

I will allow the translation to be used outside menu project but it isnt going to work with new ff7...  you will have to convert to old ff7 with kranmers patch.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: PitBrat on 2012-08-20 00:57:28
What about the LGP version of Leonhart's & Magochocobo's battle scene textures?
Do they work with the new version?


Battle Scene enhacement lgp use.zip             Philman         Leonhart Battle art enhancement as LGP  Qhimm (http://forums.qhimm.com/index.php?topic=11961.msg165762#msg165762) FILE (http://www.mediafire.com/?jc49bjrz5751hyi) MIRROR (https://docs.google.com/open?id=0B2bokCK-QnwZYVB1WVdJWmRUUWVXVUtXVEVjOFpBQQ)

Magochocobo Battle Scenes (lgp use).rar         Philman         Mago Battle art LGP Packs 1, 1.5, 2     Qhimm (http://forums.qhimm.com/index.php?topic=11961.msg165762#msg165762) FILE (http://www.mediafire.com/?qr6w1x53ee501h2) MIRROR (https://docs.google.com/open?id=0BzBkvX_kzbLRaVFjLVpEa0dURGVraWFRUGxrS3ZVQQ)

magochocobo ff7 battle.rar                      Magochocobo     Magochocobo Battle LGP Packs 1 & 1.5    Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg159674#msg159674) FILE (https://rapidshare.com/files/565264441/magochocobo%20ff7%20battle.rar)

magochocobo_ff7_pack 3 lpg.rar                  Magochocobo     Battle art enhancement as LGP Pack 3    Qhimm (http://forums.qhimm.com/index.php?topic=11551.msg159674#msg159674) FILE (http://www.mediafire.com/?6n6erc882snue8a) MIRROR (https://docs.google.com/open?id=0BzBkvX_kzbLRRU56dnBCb2JSMy1oRjNweVFxczZsUQ)

Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-20 03:15:36
im off tomorrow. how can i test this? what will i be loking for
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: PitBrat on 2012-08-20 04:14:04
Use ulgp to add the textures to the battle.lgp archive.
Then play the game and observe the battle scenes.
The first battles in the train station and reactor 1 are not enhanced.
You'll need to start a battle later in the game.


ulgp.7z             Luksy           LGP Tool to Modify Game Archives    Qhimm (http://forums.qhimm.com/index.php?topic=12831.msg178524#msg178524) FILE (http://dl.dropbox.com/u/3227870/ulgp_v0.7.7z) SOURCE (http://dl.dropbox.com/u/3227870/ulgp_v0.7_source.7z)

Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-20 04:18:38
battle models for characters and weapons are compatible and the battle lgp in the new and old are the exact same. so i dont see why these wont work. i have a save at the downed plane in the sea/ocean. are textures done there?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-20 06:31:00
No, it is easy to mod new exe... it includes the old one.  It is because there is no Aali's driver there... so no modpath.  Hence some mods like Menu Project are not ever going to work.

The problem with translation is that I use the menu project font sometimes to determine an absolute window width.  We will see how it goes.

There is 2 other issues...

1.  I'd have to make an exception for this and make a new program that can edit new exe (pretty easy but I am not supporting new exe)

2.  touphscript needs updating to work around the issue with new flevel.

I will allow the translation to be used outside menu project but it isnt going to work with new ff7...  you will have to convert to old ff7 with kranmers patch.
thanks. so we only have to hope aali does magic again and releases a driver? possibly with ehnanced shaders?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 08:02:05
Unlikely...  best bet is to just use kranmers converter.  Of course that's only if you want the old game...

If Luksy adds support for new exe one day with ts, it will be possible.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-20 08:24:20
that also means we cannot use anymore the break 9999 limits, right?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 08:27:16
that also means we cannot use anymore the break 9999 limits, right?

Unfortunately that is part of the Menu Project...  Your best bet is to download yamp version, place it on the original 1.02, do a comparison with a back up of original 1.02 using dup.  Look at what the addresses changed are, copy them to a text file.  Change the addresses by adding C00 to all of them.  Use my Hexteditor program to patch new exe.

It is a lot of messing about. 
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2012-08-20 08:53:35
would the new version support higher values?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 09:04:03
The new exe is same as old from 0x1000 to the end of 1.02 data.  Therefore adding C00 to the addresses corrects the addresses for the new exe.  The old exe data started at 0x400
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-20 14:27:48
this is straight from remix page with my thoughts added on the end. if it runs through the installer without stopping some things would change but not all. mostly models so at this point i think UMI will do more on the rerelease than this could ever hope to do. i say scrap it and take things unique to it which is music. (and apz)

Code: [Select]
FF7 v1.02 official patch  -no
Aali's OpenGL Driver v0.7.3b -no
Higher quality FMV's -no need
Gjoerulv's Hardcore Mod v1.0 (+9999 limit breaker patch) -wont work because paths are different
YAMP (Cutscene skip, Transparent dialogue boxes, and Mdef fix) -isnt this considered obsolete
Apz' High quality Cloud battle mod- yes
Timu Sumisu & Millenia's high quality Barret Battle mod-yes
Grimmy's high quality Diamond Weapon Battle & Field mods-yes
Team Avalanche 2D Overhaul (beta 9 hr +colon fix +fire2\faiga workaround +jutmpl01.tex fix +new opening screen)-if this relies on aalis no
Higher quality cloud bike minigame model -so far all the lgps i touched are moddable my guess is yes
Phoenix Rejuvenation Project field models (+flickering materia fix +transparent faces fix)- idk how this works ill look and edit this post. if its an lgp yes
New weapon models by Slayersnext+ApzFreak+TimuSumisu+Millenia- yes
Ficedula's FF7Music (w/ "lessdebug")- i think no
Final FanTim's FF7 Remastered Soundtrack (looped by yours truly)- i think no
FF7 Remixed Music by the folks at OCReMix -i think no

Also incorporated are a few mods of my own:
idk about these but if its done in the .lgp's, scene.bin and kernel.bin yes. elsewhere idk
File Icon Redux
New Spells/Weapons/Armor
Remastered AI Script
Battle glitch fixes
Re-translations

@pitbrat
i tried this one
Battle Scene enhacement lgp use.zip             Philman         Leonhart Battle art enhancement as LGP
and did battles in the fields and beaches around gold saucer and they showed up fine.
battle lgp appears to be fully moddable. should i keep going down the list?

Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 14:37:19
Given some of the things on that list will be using the wrong path...  I don't think there's a chance the whole thing is going to work.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-20 14:51:52
if it runs start to finish the models will be changed. but i think thats it. out of curiosity i tried avalanches stuff and same results models switched but thats all i saw
so in the end remix does like 5-10% of UMIs job. idk if itll break anything but no point in testing it further if theres no gain from it

edit
sfxedit still works. same files as before. same size. same location

edit
hojo still works. because you can browse and find the scene.bin yourself it requires no change
proud clod still works. because you can browse and find the scene.bin yourself it requires no change

 edit
hack7's thread on qhimm says it only supports playstation
meteor i get an error. "the nvidia opengl driver lost connection with the display driver and is unable to continue. the application must close" if you know how to fix this ill try again
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 16:17:46
Cheers for that!

Try Proud Clod and Meteor too for me if you would.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 16:26:51
When/If Luksy updates touphscript to work with new exe and flevel, I will support translation of new game.  Menu Overhaul itself will probably never be supported.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: omega res novae on 2012-08-20 16:38:56
same as hojo. the english scene.bin in the rerelease is the exact same as the old release just different folder. in hojo and proudclod you browse for the scene.bin. so both of them are just as functional as they were on old release.
meteor i have an error when opening  it. i gotta google

hardcore mod changes more files than i thought. it changes/edits the .exe, scene.bin, kernel.bin, kernel2.bin, battle.lgp, and flevel.lgp. i think thats it. gjoerulv might have to clarify

battle.lgp appears to me fully moddable and has the same path
scene.bin, kernel.bin, and kernel2.bin appear to be fully moddable but have different paths. fixing this isnt hard.
flevel.lgp has the same path as before. now there is also a fflevel, gflevel, and sflevel i guess for different languages. i dont know anything about the flevel.lgp or if its moddable in the rerelease or how to tell
the .exe would need that c00 offset thing. i really dont know what that means.

so with a little work 4 of the 6 will patch successfully. the exe and flevel idk
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: dziugo on 2012-08-20 16:47:43
Unfortunately that is part of the Menu Project...  Your best bet is to download yamp version, place it on the original 1.02, do a comparison with a back up of original 1.02 using dup.  Look at what the addresses changed are, copy them to a text file.  Change the addresses by adding C00 to all of them.  Use my Hexteditor program to patch new exe.

It is a lot of messing about.
Orrrr...

You could rename ff7_en.exe to ff7.exe, apply YAMP's patch and then rename back to ff7_en.exe. Whichever sounds easier to you.

Just checked YAMP patches and only the MinigamesPatch won't apply itself, because it will fail to find the correct offsets (they've duplicated some data).

So, the 9999 limit breaker works fine. The original one that is.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 17:17:43
Ah yes, you were more sophisticated than me.   :-D  Bugger off!!!!   :evil:

Ah but wait, won't it look for size?  And fail because it doesn't recognise the exe?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: dziugo on 2012-08-20 17:23:38
Ah yes, you were more sophisticated than me.   :-D  Bugger off!!!!   :evil:

Ah but wait, won't it look for size?  And fail because it doesn't recognise the exe?
It couldn't care less about the size of the patch. It will fail because of safety check - if more than one patching address was found while analyzing unknown ff7.exe it will abort. You could say they put a decoy in code, but it is most likely needed.

Since it uses adaptive patching, it's multi-language and multi-version.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-08-20 17:33:17
I seeee

In that case, yeah, people should use use Yamp :)  Sounds like a good idea!
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: genesis063 on 2012-10-16 16:07:48
Sorry to post in an old topic but I believe this one should be sticky or whatever.  As we test more mods they should be put up and why they don't work incase anyone wants to work on trying to make it work.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: svartlock on 2012-11-29 15:06:38
I have found an easy way to use your old or edited saves.
Copy your old/edited save to document-folder.
Make it write-protected, that way the game can't delete your file.
Start the game while being offline (just to be safe).
Load your game and save again to a new slot.
Done!
You now have a new savegame with the correct timestamp which can be synced to your account!
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-11-29 16:03:13
Has hardcore mod been updated to work? And what of the others?  Anyone update me?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Vgr on 2012-11-29 17:03:34
I thought Hardcore mode 1.0.6 by gjoerulv worked with the re-release. At least the GUI had controls for it (the readme too) when I installed it yesterday.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: dkma841 on 2012-11-29 17:18:47
Yeah there's an option in the hardcore mod to select it for the re-release version
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2012-11-29 17:28:32
Cheers.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: zaphod77 on 2013-03-01 02:02:30
Useful info on new 2012 version.

1)it DOES seem to have some sort of shader support. So it may be possible to replace the two hlsl files to improve the look of the game.

2) a fair amount of open source software was ued to make this.

ffmpeg, libogg,libvorbis,libvpx,qt,quazip, and vgmstream (looping OGG support. :) )

3) ff7music is obsolete. any looping ogg file that works with vgmstream will work in 2012. :)

4) most of the "fixes" are no longer needed. it just works.  HOwever..

5) limit break patch, etc that were included with the opengl driver have to be reapplied the old way. We can assume frame limiter patch is in already.

6) modding the data files directly still works, unless you are using hooks for the opengl driver.

7) newtoold conversions mean having to nocd the old executable. this could be abused for piracy. Since someone who bought the 2012 has no CDs to make images or minimages of, they are kinda stuck.  Therefor i recommend people redo their mod installers to handle the new version, and any "newtoold" patch makers make a concerted effort to ensure the Securerom DRM hasn't been tampered with and the new version is actually activated.  The former is easy, the latter is more difficult.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2013-03-01 09:13:03
The 2012 version uses Aalis driver, so anything fixed by Aali's driver will be fixed in 2012. 2012 is identical in almost everything except it does not allow modding.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: zaphod77 on 2013-03-01 17:52:23
Just found out the info. Yeah seems they ported Aali's driver to direct3d, with permission.

Still, then why the heck didn't they just grab anxious heart as well, since it's their music... :)

maybe 1.0.8 will have it?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: FF7Remastered on 2013-03-23 20:25:45
There is no way for the textures with mod paths to work with the new FF7 2012 version, but it can still be done by using Image2Tex tool to convert all the texture pngs into .tex files and compile them into the lgp. But the menu overhaul or the new battle interface will likely never work.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2013-03-24 11:42:06
oh come on I can't believe it!
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2013-03-27 12:18:53
couldn't Aali open it up for modding?
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2013-03-27 18:08:40
couldn't Aali open it up for modding?

He probably could, but that would be a violation of the game (a current game that Square cares about more).  Square cannot endorse user mods... or at least they have made it clear they won't.  It wouldn't look too good on Aali giving his permission for them to use it and then editing that game as well...  I dunno. It doesn't matter really, all you need is the original game, and copy flevel over from the new (since it has some fixes).  Use Kranmer's converter.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2013-03-28 07:17:28
He probably could, but that would be a violation of the game (a current game that Square cares about more).  Square cannot endorse user mods... or at least they have made it clear they won't.  It wouldn't look too good on Aali giving his permission for them to use it and then editing that game as well...  I dunno. It doesn't matter really, all you need is the original game, and copy flevel over from the new (since it has some fixes).  Use Kranmer's converter.
I'm sorry, can you re-explain this? I wanted to ask this to you via PM but you blocked me. Don't know why, however.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: DLPB_ on 2013-03-28 13:52:40
Everyone is blocked there apart from those I believe can help with mods and a select few others.  Basically, the new version of FF7 will likely NEVER allow any of the mods here.  It's that simple.  You need to use Kranmer's patch to turn new ff7 into old, and then play.
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: LeonhartGR on 2013-03-29 00:19:29
@Dark_Ansem Don't mind! Blocking incoming messages is the best way to avoid ending up getting painkillers ;)
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: Dark_Ansem on 2013-03-29 09:44:42
@Dark_Ansem Don't mind! Blocking incoming messages is the best way to avoid ending up getting painkillers ;)
I'd say you're right :P
Title: Re: Status of Mods and Tools with New FF7 PC
Post by: genesis063 on 2013-04-08 20:23:09
Is it possible to put my Sephiroth New Limit Breaks?  It's not new in the way of using new moves or animations just old limits renamed.  You can title the mod however you feel is best just suggested that for a lack of a better one.

Edit: forgot to put that it doesn't work unless Libre gets the update to handle it.