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Basically Mandatory => 7th Heaven => Topic started by: unab0mb on 2020-02-15 06:52:55

Title: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-02-15 06:52:55
7th Heaven 2.2 BETA - Out Now!

(https://i.imgur.com/SzG2uuq.png)

Note: If you're wondering why 7th Heaven's check for updated versions did not inform you of this update, it is because it is still in BETA. All version 2.x (including 2.2 BETA) users will be prompted to update upon full 2.2 release.

The Qhimm Community "Animations" mod, 60 fps option is NOT compatible with FFNx (therefore 7H 2.2 BETA). It will crash your game. Turn it off. The mod will need to be updated in the future to support FFNx.

Introduction
It's been 7 years since version 1.0. Now, the 7th Heaven Mod Manager has been taken to the next level with version 2.0!
This version makes using mods for Final Fantasy 7 ridiculously simple.

Why should you use this over the original? That's a good question!

Preview Trailer
Watch the trailer: HERE. (https://youtu.be/eAbGtj2cvR4)

Tutorial Video
Watch the tutorial: HERE. (https://www.youtube.com/watch?v=f9rBC7K0SYM)

Screenshots
Spoiler: show

Main Window
(https://i.imgur.com/E7s72jE.png)

Game Launcher Settings
(https://i.imgur.com/9fsR3Xk.png)

Set In-Game Controls from 7th Heaven
(https://i.imgur.com/nLYBlWE.png)

Multi-Language Support (Italian shown)
(https://i.imgur.com/MnheD6H.png)

Customizable Themes and available Dark and Light Modes
(https://i.imgur.com/EISeDiP.png)

FFNx Game Driver by TrueOdin
(https://i.imgur.com/YvSYBgK.png)

Browse Catalog Tab
(https://i.imgur.com/dF9JNTb.png)

Configure Mod Options
(https://i.imgur.com/93lNOUA.png)

General Settings
(https://i.imgur.com/f06SPko.png)


Changelog for 2.2
Spoiler: show

  • Game Exe: Now Large Address Aware and Windows DEP compatible - Game can now access >2GB of memory and won't crash with certain DEP settings. Greatly increases stability and allows for more complex mods.
  • Game Driver: FFNx replaces old game driver - Choice of rendering API, high-DPI support, antialiasing, window resizing, toggle fullscreen/window w/ ALT+Enter, fixes several game bugs, centered vertical fields, better controller support and ability to use triggers and d-pad, audio fixes and enhancements, music/movies continue playing on lost focus, better stability, performance improvements, additional file format support, and much more
  • Multi-Language Support: UI now available in Brazilian Portuguese, English, French, German, Greek, Italian, and Spanish
  • Multi-Language Support: 'Game Converter' now works with English, French, German, and Spanish versions of the game
  • Game Launcher Settings: Windows 7 users can now auto-mount game disc using WinCDEmu option
  • Game Launcher Settings: SFX/Music volume now pulls from game's registry
  • Game Launcher Settings: Simplified UI layout and removal of deprecated features (High-DPI, Reunion, Code 5 compatibility settings)
  • Game Launcher Settings: Import Movie feature moved to 'Tools' menu
  • Controller Support: Ability to map your game controls directly in 7H
  • Controller Support: D-Pad and triggers support (D-Pad is native w/ FFNx on XInput and emulated w/ 7H on DInput)
  • Controller Support: Create/Edit/Save game control presets
  • Controller Support: Included DS4 XInput driver, ability to use 7H UI w/ DS4 controller
  • (Work in Progress for final 2.2) Downloader: Better pause/resume/cancel, resume partially downloaded mod, retry install button for failed mod installs
  • (Work in Progress for final 2.2) Downloader: Added iros://mod/ protocol so mods can be direct-downloaded in 7H via web link
  • Downloader: Replaced code for downloading from Mega host
  • Mod Patches: Added ability to import .IROP mod patch files directly
  • Catalogs: Added Sega Chief's catalog by default to include new mods such as New Threat
  • Setup: Switched to Inno Setup for better install experience, easier 7H upgrade installs, more flexibility and features
  • Bug Fix: Don't crash on startup if FF7 game path is invalid/missing
  • Bug Fix: Updated EasyHook to fix .bin game file loading on startup (Thanks Tsunamix!)
  • Bug Fix: Custom 7H mod functions/variables now working properly (Thanks Carlucci, cmh175!)
  • Bug Fix: .IROP (mod patch) downloads/installs fixed (Thanks Carlucci!)
  • Bug Fix: Profile Details doesn't crash if existing mod's variable names changed (Thanks Chrysalis!)
  • Bug Fix: Play with debugging options doesn't crash
  • Bug Fix: 'Music' and 'Direct' folders created if missing
  • Bug Fix: Auto Sort duplicating mod in list if mod used OrderConstraints
  • Bug Fix: Cancel download crash
  • Bug Fix: Wait up to 120 seconds to load game for slower PCs
  • Bug Fix: Minor UI issues


Changelog for 2.0
Spoiler: show

  • New Customizable UI - Shareable themes, sorting, and rearrange columns
  • Built on WPF
  • Improved profile management/details
  • Super easy install
  • 1-click to enjoying your game
  • Single download with everything built in
  • Game Launcher - Makes sure FF7 is always ready to play
  • Built-in replacement for FF7Config
  • Keyboard and gamepad control options
  • Auto mounting game disc
  • No more game converter
  • Auto-Sort mod load order
  • Drag and drop mod load order
  • Treeview style available in mod config window
  • Mod Categories for easier search and auto-sorting
  • Shell Integration - Open and work with mods directly in Windows
  • Powerful new search w/ filters, tags, catalog, and category support
  • Auto-Switch your audio output device
  • Import movies from disc
  • User mod creation tools
  • Additional mod.xml tags for modders
  • HTML Readme support
  • Alyza's Qhimm Catalog 3.0!
  • Mods Of The Round Catalog
  • Pause/Resume some downloads support
  • Integrated help
  • Better logging, clearer dialogs, less nagging
  • Several compatibility fixes
  • Bug fix: Unknown error in injected assembler code. (Code: 5) at EasyHook.RemoteHooking.CreateAndInject
  • Bug fix: Refresh catalog actually works
  • Bug fix: Activate All mods no longer crashes
  • Bug fix: Glitchy scrolling in UI
  • Bug fix: 'Extra Folders' (now renamed) no longer duplicates 'direct' and 'music'
  • Bug fix: Multiple random crash/error/bug fixes throughout for better stability


Donations
Many of you have asked about this. If you would like to express your thanks or contribute financially to the further development of 7th Heaven, you may do so  HERE (https://www.paypal.me/rodriada000).

Acknowledgements
7th Heaven Developers
rodriada, unab0mb (2.x)
Ficedula, Iros, TrueOdin, TurBoss (1.x)

Catalogs and Hosting
Chrysalis, EQ2Alyza, Lord UrQuan,
Strife98, Sega Chief

FFNx Game Driver
Aali, Chrysalis, DLPB, Extapathy,
Maki, myst6re, Nax, OatBran
quantumpencial, Sebanisu, sithlord48,
TrueOdin

Language Translations/Proofreading
DBZFan102/Andre1070, Dragoon_2004, Franckie,
Kaldarasha, Khrone, Leonhart, LittleTale/youffie,
OatBran, Rukenu, Satsuki

Trailer and Tutorial Videos
Creation - Tsunamix
Trailer Voice - James Garris (https://www.castingcall.club/m/themigratingcoconut)

UltraSound Plugin
ficedula, Martin Barker

Thanks to Jusete for the installer/web artwork!
Thank you to the entire Qhimm and Tsunamods communities for their contributions and participation, whether it be donations, offering support to each other, creating mods/software, feedback, using mods, exchanging ideas, or testing mods/software.

Download
Download the setup file and run the installer. You do NOT need to install a previous version to use/upgrade to the latest version. You can install 2.2 over any previous version into the same folder if you wish.
7th Heaven 2.0 (stable): HERE (http://7thheaven.rocks/releases/Setup-SeventhHeaven-v2.0.3.406.exe)
7th Heaven 2.2 (BETA): HERE (http://7thheaven.rocks/releases/Setup-SeventhHeaven-BETA-v2.2.1.486.exe)

We recommend you download mods from the 'Browse Catalog' tab in 7th Heaven. However, mirrors are available for many of the the mods. If you're having difficulty downloading via the catalogs, try downloading from the web site here: http://7thheaven.rocks/ (http://7thheaven.rocks/)
Title: Re: [FF7 PC] 7th Heaven 2.0 Mod Manager
Post by: markul on 2020-02-15 08:44:04
O_O The UI looks very good and the new features are interesting. Nice work *waiting for the release*  :-D
Title: Re: [FF7 PC] 7th Heaven 2.0 Mod Manager
Post by: satsuki on 2020-02-15 16:57:54
Seems great ^^
Title: Re: [FF7 PC] 7th Heaven 2.0 Mod Manager
Post by: Mythrialus on 2020-02-18 10:55:39
Looks great! I'm excited to give it a go! What will the update process be like for those that already have the earlier version? Will we need to do a complete uninstall and reinstall?
Title: Re: [FF7 PC] 7th Heaven 2.0 Mod Manager
Post by: LordUrQuan on 2020-02-18 12:41:27
Looks great! I'm excited to give it a go! What will the update process be like for those that already have the earlier version? Will we need to do a complete uninstall and reinstall?
Just install the new over-top the old :)
Title: Re: [FF7 PC] 7th Heaven 2.0 Mod Manager
Post by: Flash0429 on 2020-02-18 13:00:39
Darn i didnt even know the stream was going on been waiting for this for a while so i can start my original FF7 run before the make, ill just have to wait a few more weeks i suppose im happy you guys are able to finally get this out tho
Title: Re: [FF7 PC] 7th Heaven 2.0 Mod Manager
Post by: BahamutSIN on 2020-02-19 06:15:42
Looks promising! Does the new driver come with a default centered field screen and battle screen? And in which folder should I put my custom avatars?
Title: Re: [FF7 PC] 7th Heaven 2.0 Mod Manager
Post by: unab0mb on 2020-02-19 06:53:07
Looks promising! Does the new driver come with a default centered field screen and battle screen? And in which folder should I put my custom avatars?
Driver questions don't really belong here, but there's a couple of new options, the plugins have been updated, and some new APIs added to modernize the code a little bit and for better performance. Any further details would have to be asked in the driver's thread and the current developer, TrueOdin, would need to answer them. It works the same way as before, so you would use your direct subfolders (but that defeats the purpose of 7H being your mod manager). Just throw them in a mod and load them up with 7H.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-02-19 12:59:30
hey

can you guys me the download beta link to this 7th heaven 2.0 version please, because i would like to try it out
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-02-19 13:26:25
hey

can you guys me the download beta link to this 7th heaven 2.0 version please, because i would like to try it out
Sorry, the beta invite was exclusive to those that joined the stream on Sunday. Rest assured, there are plenty of people finding, breaking, and fixing so this can be the best it can be for you on release day, 3/3/2020!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-02-19 13:29:56
Hey unabomb

i did not know there was gonna be on stream on this last sunday, since nobody told me

so i did not know at all
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-02-19 20:55:20
I really love this newer version of 7th heaven
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Apoly on 2020-02-20 01:12:51
Thank you very much for all the hard work put into this.

Can't wait to test it on release day ;D
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-02-20 01:45:11
Hey unabomb

i did not know there was gonna be on stream on this last sunday, since nobody told me

so i did not know at all

Ya i didnt know either it sucks but it happens we've waited this long we can wait a little longer
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-02-20 07:43:57
hey

can you guys me the download beta link to this 7th heaven 2.0 version please, because i would like to try it out

Zara9, every time you send me a DM begging me for the beta, I'm reporting you to the moderators. All 5 of them so far. I've already responded to you publicly. You're being creepy and harassing.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-02-20 21:50:33
good luck with this
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: olearyf2525 on 2020-02-21 05:09:27
Really looking forward to this, thanks for your hard work guys. Nightskyprince made a video on it as well.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-02-21 14:26:41
Can't wait for this to get released
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-02-21 15:47:54
will the 3.0 Catalog include the new remako mods as well or just mods of the round? either way cant wait  ;D ;D
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kekko1285 on 2020-02-21 21:30:37
Great Job guys, really looking forward to trying it!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-02-21 23:32:11
will the 3.0 Catalog include the new remako mods as well or just mods of the round? either way cant wait  ;D ;D
Remako is old AF, but yes, it includes them. The Satsuki options are also included and are far better and personally I recommend those.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-02-22 00:24:01
Remako is old AF, but yes, it includes them. The Satsuki options are also included and are far better and personally I recommend those.

Thanks ill def check it out and i thought there was a big update recently to Remako i may be mistaken tho on that one good to know its outdated now

Thanks for the advice tho appreciate it
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-02-24 16:10:07
good luck with this
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-02-24 17:22:15
whats new in this 7th heaven 2.0 program
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-02-25 14:59:24
whats new in this 7th heaven 2.0 program

Watch the Trailer: https://youtu.be/eAbGtj2cvR4 or the review video: https://www.youtube.com/watch?v=db-58zzN6uU and you can see
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Scarparoo on 2020-02-29 17:05:28
Will it be possible to launch this and play through steam link?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-01 15:28:12
Will it be possible to launch this and play through steam link?
A modded FF7 is not a Steam game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Aerius Sygale on 2020-03-01 19:38:07
Very excited for this, great work guys! I always wanted to experience Final Fantasy VII with some of the really cool mods that exist for it, but I'm just not very technologically minded, I can't begin to grasp where to put what files, renaming things, just...steps for hours and hours that have to be followed exactly... This ease of use, auto sorting stuff to be able to function and not break the game, that's awesome. Can't wait for Tuesday~
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-02 03:42:07
Very excited for this, great work guys! I always wanted to experience Final Fantasy VII with some of the really cool mods that exist for it, but I'm just not very technologically minded, I can't begin to grasp where to put what files, renaming things, just...steps for hours and hours that have to be followed exactly... This ease of use, auto sorting stuff to be able to function and not break the game, that's awesome. Can't wait for Tuesday~

Glad to hear! We're just as excited as you are and hope it's as easy for you as we intend it to be!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Vivigamer on 2020-03-02 08:14:31
Been looking forward to this, I'm not as technically tuned as many on this site, so hoping this will make modding FFVII easier - hoping to work on  this today so eagerly awaiting the release :) - Thanks to all the hard work in preserving these treasures :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Aerius Sygale on 2020-03-02 11:32:56
Glad to hear! We're just as excited as you are and hope it's as easy for you as we intend it to be!

Decided at what point exactly on March 3rd it will be released? If midnight, then 12:00 AM to what time zone? So eager for this! I have a night owl sleep schedule, so I could conceivably check it out before bed Tuesday morning, but no worries if it is more like midday-ish. Just curious!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-02 15:39:12
is there a specific time this will be released tomorrow or is it just some time in the day?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-02 18:19:38
Sorry, I can't give a definitive answer. "When it's done". We're doing our best to release this sometime between right now and 11:59:59pm on 3/3/2020 if you live on Howland Island. It'll be here ASAP; you will just have to keep checking this thread.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: JESDOGT1000 on 2020-03-02 19:03:12
Being here in New Zealand, it’ll be a 4th March for us folk :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Aerius Sygale on 2020-03-02 19:45:03
Sorry, I can't give a definitive answer. "When it's done". We're doing our best to release this sometime between right now and 11:59:59pm on 3/3/2020 if you live on Howland Island. It'll be here ASAP; you will just have to keep checking this thread.

Ahh, no worries. I appreciate the response nonetheless! I live in Ottawa, Canada, so I have a feeling I'm in a different time zone, possibly significantly different. So yeah, I'll just have to keep my eyes trained on Page 1, or this topic in general to be on the safe side.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-02 20:12:31
Sorry, I can't give a definitive answer. "When it's done". We're doing our best to release this sometime between right now and 11:59:59pm on 3/3/2020 if you live on Howland Island. It'll be here ASAP; you will just have to keep checking this thread.

Not a problem at all jst figured i would ask thanks for all you guys are doing excited to finally get this in my hands to play with
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-02 22:16:26
Ahh, no worries. I appreciate the response nonetheless! I live in Ottawa, Canada, so I have a feeling I'm in a different time zone, possibly significantly different. So yeah, I'll just have to keep my eyes trained on Page 1, or this topic in general to be on the safe side.

Howland Island is 7 hours behind EST if that helps you figure it out
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: F1NATIK on 2020-03-02 23:27:50
So its well an truely past the 3rd. You do know that America is not the first country past the international date line. So this should be released already. When a game comes out NZ is generally the first country in the world to get games. Its past lunch time. But i suppose it still is the 3rd. Hope this hasn't been delayed till the 10th of april...
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: EQ2Alyza on 2020-03-03 00:38:43
So its well an truely past the 3rd. You do know that America is not the first country past the international date line. So this should be released already. When a game comes out NZ is generally the first country in the world to get games. Its past lunch time. But i suppose it still is the 3rd. Hope this hasn't been delayed till the 10th of april...

:roll:
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: rephyr on 2020-03-03 04:46:45
Made an account just to drop an advance thank you for all the hard work you guys put in.  I'm pretty excited for this!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: JESDOGT1000 on 2020-03-03 05:04:17
Howland Island :) my hometown !
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 05:25:31
Made an account just to drop an advance thank you for all the hard work you guys put in.  I'm pretty excited for this!
Much appreciated!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 05:49:47
So its well an truely past the 3rd. You do know that America is not the first country past the international date line. So this should be released already. When a game comes out NZ is generally the first country in the world to get games. Its past lunch time. But i suppose it still is the 3rd. Hope this hasn't been delayed till the 10th of april...
Besides being rude and entitled, I don't care what time zone you're in. The primary developers are in the U.S., so when we say March 3rd, we mean our time, but not because you've judged us to be inconsiderate Americans. We realize there are many people all over the world looking forward to this release and have kept that in mind. We have contributors from the West coast to the East coast, all over Europe, Japan, and more. Also, we are not a company, this is not a pre-order, you did not pay for it, and you've done nothing to contribute to it so you just have to deal with it. If you must know, the plan was actually to release late in the evening on the 2nd as a surprise, but it simply is not ready.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: olearyf2525 on 2020-03-03 06:33:40
Can't wait, I just finished the remake demo, it's really good but I still love the original modded and with the new 7th heaven 2.0 I can't wait to start a new game. Thanks for all your hard work unab0mb and EQ2Elyza
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: steven on 2020-03-03 06:51:02
Looking forward to playing FF7 again with the new mod system. Heck even got a steam copy as I do not have my old PC version anymore
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: xEnforcer on 2020-03-03 07:34:22
can't wait to test it out ! looking forward to try it today !
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: xEnforcer on 2020-03-03 07:36:18
Ahh, no worries. I appreciate the response nonetheless! I live in Ottawa, Canada, so I have a feeling I'm in a different time zone, possibly significantly different. So yeah, I'll just have to keep my eyes trained on Page 1, or this topic in general to be on the safe side.

me too !!!! :D
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Aerius Sygale on 2020-03-03 10:53:31
Besides being rude and entitled, I don't care what time zone you're in. The primary developers are in the U.S., so when we say March 3rd, we mean our time, but not because you've judged us to be inconsiderate Americans. We realize there are many people all over the world looking forward to this release and have kept that in mind. We have contributors from the West coast to the East coast, all over Europe, Japan, and more. Also, we are not a company, this is not a pre-order, you did not pay for it, and you've done nothing to contribute to it so you just have to deal with it. If you must know, the plan was actually to release late in the evening on the 2nd as a surprise, but it simply is not ready.

Yeah, the message this was responding to...try to not let it get to you. Know that you guys are awesome for doing all this really hard work, and that we, as a whole, greatly appreciate that, and thank you. Very much. <3

The wait for an installment of the Final Fantasy VII Remake where Red XIII starts being playable will be a very long time indeed...but this should help cushion the heavy blow. Pass some of that time.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Nadious on 2020-03-03 14:33:50
Newbie here.  I signed up just to express my appreciation for all the hard work that has gone into this.  I played a modded version of FFVII about 10+ years ago using some program... (I think it was called 'Bootleg?' Can't remember if that was it...)  Anyways, I can remember setting up the mods and I even made a custom FFVII soundtrack using OCRemixes and other songs to give it a more modern flair.  I had a BLAST playing it.  (I still have my original FFVII discs!)  Fast forward all this time and I picked up the game on Steam a few days ago cause it was on sale and I got the itch to go through it again.  (I figured using the Steam version may be a lot easier to get up and going, cause I remember what a pain it as just to get the game to launch years ago.)

After playing the FFVII Remake demo last night (which was pretty cool... it looks amazing) it just isn't the same and while the game is going to be a massive success and really good, I wanna take another run at an original FFVII (modded) play through and just relive the experience again.  So, I can't wait to give this thing a whirl when it drops.  I'm sure the mods have come a LONG way since I played this game all those years ago.

Hats off to this team for their hard work.  Keep the best version of this game alive for many more years to come!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: steven on 2020-03-03 16:30:44
This is great that it is finally out. Although I was finding there are a few hard choices to be made regarding which mods to get
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Vivigamer on 2020-03-03 17:07:43
I've tried running the .exe and I get an error message then it closes:
Spoiler: show
The device is not ready.


   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, Object dirSecurityObj, Boolean checkHost)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kekko1285 on 2020-03-03 17:49:55
YES, it is out! Thanks for all your hard work!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: markul on 2020-03-03 18:09:56
Hmmm, the installation delete  ff7_BC and  ff7_MO .exe files  :/ this version still works with this files, right? . For NT(and make it compatible), Sega, modified this files (an also me to translate the text to spanish O_o).  what is the trick now with this files? xD 
Thanks for the work, the new version works fine for me .

EDIT: Oh! I already saw in the help that now dosnt exist. Hmmm Ok i Guess :/
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 18:33:00
Hmmm, the installation delete  ff7_BC and  ff7_MO .exe files  :/ this version still works with this files, right? . For NT(and make it compatible), Sega, modified this files (an also me to translate the text to spanish O_o).  what is the trick now with this files? xD 
Thanks for the work, the new version works fine for me .

7H doesn't delete anything. It cleans up the old game converter and puts everything in a backup folder in your FF7 folder. 7H has its own built-in "game converter" and it does NOT include custom EXEs as they are old, unsupported, and cause problems. You should never use the MO exe anyway. If all you want is a menu mod, use Enhanced Stock UI. If you still want to use the old Reunion MO and translation, use BC (not MO!).
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Nadious on 2020-03-03 18:37:16
Ok, newbie question here.  This is my first time using the 7H system:

I got a collection of mods downloaded, I chose the options I wanted and then I ran the game.  (I'm floored at how EASY this was.  It was so simple!)  Ran fine, played a few minutes and then exited.

If I wanted to install this on another PC I have, do I have to go through the process of downloading all the mods again, or can I copy the ones I have downloaded on PC A to PC B and 7H system will pick them up?  Just trying to see if there is any easier way to get all the mods without having to download them all over again for a 2nd time.

Again, hats off you to guys.  This system is really a treat to use.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: eclipsexxxx333 on 2020-03-03 18:50:57
AWESOME!!!!!! Could you guys please update the Arranged Soundtrack link in the catalog? It seemed that I could not download the file. Thank you so much!!!!!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: zeldamaycry on 2020-03-03 18:59:22
I keep getting an error that says "Your FF7 installation folder is missing critical file(s). When you installed FF7, you may have accidentally chosen to install the 'Standard Install', but the 'Maximum Install' is required." what am I supposed to do? I'll seriously pay you if you help me.   :-D
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: eclipsexxxx333 on 2020-03-03 19:16:23
I think you would have to reinstall FF7 , when install the game, you must choose MAXIMUM INSTALL.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 19:30:04
I've tried running the .exe and I get an error message then it closes:
The device is not ready.


   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, Object dirSecurityObj, Boolean checkHost)
  ...
I responded to you on YouTube. Your disk is probably read-only, or having hardware issues. 7H can't create a folder that it needs to. Try running a chkdsk and repair errors, or try another HDD/install location.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 19:32:00
Ok, newbie question here.  This is my first time using the 7H system:

I got a collection of mods downloaded, I chose the options I wanted and then I ran the game.  (I'm floored at how EASY this was.  It was so simple!)  Ran fine, played a few minutes and then exited.

If I wanted to install this on another PC I have, do I have to go through the process of downloading all the mods again, or can I copy the ones I have downloaded on PC A to PC B and 7H system will pick them up?  Just trying to see if there is any easier way to get all the mods without having to download them all over again for a 2nd time.

Again, hats off you to guys.  This system is really a treat to use.

Yes, you can just copy them. If you RIGHT-click on your "My Mods" tab, 7H will open your mod library in Windows. Select all of your .IRO files there and copy them. Paste/transfer them over to your other PC in that same folder (just right-click My Mods tab to pull it up on the other computer too). After they're done copying, click the "Refresh" button on the sidebar in your My Mods tab.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 19:33:56
AWESOME!!!!!! Could you guys please update the Arranged Soundtrack link in the catalog? It seemed that I could not download the file. Thank you so much!!!!!

The server that mod is hosted on is a free service, Google Drive I believe. So with today being a HUGE day for downloading mods, Google has probably restricted the amount of bandwidth/data transfer that can be used for now. Try again later. It is also worth noting that I believe the Arranged Soundtrack is an option in the "Qhimm - Media" mod which is on a different server. It's a big download for sure, but the download will work right now.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 19:36:18
I keep getting an error that says "Your FF7 installation folder is missing critical file(s). When you installed FF7, you may have accidentally chosen to install the 'Standard Install', but the 'Maximum Install' is required." what am I supposed to do? I'll seriously pay you if you help me.   :-D

Are you using the Steam version or the 1998 version? If you're using the 1998 disc version, just insert any of your FF7 discs and 7th Heaven will fix this problem for you automatically.

If you're using the Steam version, open up Settings>General Settings. Point the FF7 EXE path to either ff7.exe or ff7_en.exe in the correct folder where you have the game installed. Click OK on the warning if you get one, click Save, then try to click Play again. If it doesn't work, are you using the English version of the game? That is required. Also you can try to "verify game files" through Steam as you could be missing files in your game folder. If still no go, try reinstalling FF7 from scratch and try again.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Vivigamer on 2020-03-03 19:53:09
I responded to you on YouTube. Your disk is probably read-only, or having hardware issues. 7H can't create a folder that it needs to. Try running a chkdsk and repair errors, or try another HDD/install location.

Hi, yep did see that thanks :)

I have tried installing 7th Heaven on both my external HDD & internal HDD - same thing... I have my FF7 Steam version of the games files on my external HDD.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: zeldamaycry on 2020-03-03 20:10:21
omg it worked! You were right all I had to do was point the ff7.exe. I'm literally about to cry thank you so much <3
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Nadious on 2020-03-03 20:15:04
Yes, you can just copy them. If you RIGHT-click on your "My Mods" tab, 7H will open your mod library in Windows. Select all of your .IRO files there and copy them. Paste/transfer them over to your other PC in that same folder (just right-click My Mods tab to pull it up on the other computer too). After they're done copying, click the "Refresh" button on the sidebar in your My Mods tab.

AWESOME.  Thank you so much.  You've saved me a ton of time.  I still can't get over how easy it was to get FFVII up and going, WITH mods.  I just keep having horrible flashbacks to 10+ years ago when I tried it then and geez.. it was terrible.  :D
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-03 21:34:37
so juust out of curiosity is there any way to get faster download speeds i have a high Download speed with my net but barely downloading a MB/s
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-03 21:40:38
so juust out of curiosity is there any way to get faster download speeds i have a high Download speed with my net but barely downloading a MB/s

I think downloads might be slow for everyone right now with everyone and their mom tryin to get this set up.. I tried downloading Avalanche Arisen battle scenes and it wouldn't even start. But Enhanced Stock UI just downloaded pretty quick. So be patient, get what you can now, check back for other mods later? That's what i'm going to do.

Edit: I'm having trouble running the game full screen @ 3840x2160. I used to have to change the DPI settings to the ff7.exe to get it working but when I do that now, my game still opens up in super zoomed in and the changes I made to the exe were reset. Any ideas?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-03 21:50:02
I think downloads might be slow for everyone right now with everyone and their mom tryin to get this set up.. I tried downloading Avalanche Arisen battle scenes and it wouldn't even start. But Enhanced Stock UI just downloaded pretty quick. So be patient, get what you can now, check back for other mods later? That's what i'm going to do.

Edit: I'm having trouble running the game full screen @ 3840x2160. I used to have to change the DPI settings to the ff7.exe to get it working but when I do that now, my game still opens up in super zoomed in and the changes I made to the exe were reset. Any ideas?

in 7th Heaven go to Settings > Game Launcher and check High-DPI Scaling Fix and see if that works
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-03 21:56:26
in 7th Heaven go to Settings > Game Launcher and check High-DPI Scaling Fix and see if that works

That fixed thank you. I had a feeling that 7th was changing it back when when I launched lol.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-03 22:35:35
I'm still seeing the black bar at the bottom of my screen during cut scenes and game play. I've switched the High DPI fix on and off and noticed no change.  I've also tried changing the properties of the FF7.exe but every time the properties reset themselves when I go back in.  I'm playing in 1920*1080 resolution.  Other resolutions and windowed mode produced the same effects.  It is a fresh install with no mods installed yet.  All my settings match the tutorial video.  Any help would be appreciated.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: J.Bloodwheel on 2020-03-03 22:45:22
Big Thank you for making the modding process for this game so much easier. But I can't find the Beacause retranslation anywhere in the mod list, and I really don't want to go back to the old translation. Any chance it will be added?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Fewtch on 2020-03-03 22:57:09
I'd like to note that it most definitely DOES delete things. I had an unpacked iro folder in the /mods folder and at some point it decided erasing it completely was a fine idea. I cannot find it in any backup, nor in my recycle bin. Seems gone, completely. Its very lucky that my main creation folder is elsewhere, otherwise I would have lost weeks of work.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 23:06:34
I'm still seeing the black bar at the bottom of my screen during cut scenes and game play. I've switched the High DPI fix on and off and noticed no change.  I've also tried changing the properties of the FF7.exe but every time the properties reset themselves when I go back in.  I'm playing in 1920*1080 resolution.  Other resolutions and windowed mode produced the same effects.  It is a fresh install with no mods installed yet.  All my settings match the tutorial video.  Any help would be appreciated.

The black bar will always be there. It's not an issue with 7H, but with the game. You do not need to set any properties on your EXE anymore. If they are found, 7H removes them (or adds them) based on your settings in 7H.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-03 23:08:24
I'd like to note that it most definitely DOES delete things. I had an unpacked iro folder in the /mods folder and at some point it decided erasing it completely was a fine idea. I cannot find it in any backup, nor in my recycle bin. Seems gone, completely. Its very lucky that my main creation folder is elsewhere, otherwise I would have lost weeks of work.

7H will not and does not delete any mods in your folder unless you click the trash can icon. Period.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-03 23:55:39
My controller settings aren't saving. They reset every time I start the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 00:04:43
My controller settings aren't saving. They reset every time I start the game.
You're doing it wrong. ;-)

Read the following:
Help>Using 7th Heaven>Settings>Game Launcher>Controls
Or
Help>Troubleshooting>Q: Why do my keyboard or controller settings reset every time after I change them in the game?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-04 00:15:10
lol thanks bro. This is so simple to use, a far cry from the original. Congrats to everyone involved and thanks for all the hard work!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Maymay on 2020-03-04 00:25:16
Any of the big mods 1GB+ will download and then somewhere along the line it'll error out and fail. The Media mod that is hosted on a different server also fails.

20:58:58|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error Downloading Battle Textures - Unable to read data from the transport connection: The connection was closed.
20:58:58|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.IO.IOException: Unable to read data from the transport connection: The connection was closed.
   at System.Net.ConnectStream.EndRead(IAsyncResult asyncResult)
   at System.IO.Stream.<>c.<BeginEndReadAsync>b__43_1(Stream stream, IAsyncResult asyncResult)
   at System.Threading.Tasks.TaskFactory`1.FromAsyncTrimPromise`1.Complete(TInstance thisRef, Func`3 endMethod, IAsyncResult asyncResult, Boolean requiresSynchronization)
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at _7thHeaven.Code.FileDownloadTask.<Start>d__42.MoveNext()
20:58:58|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Battle Textures - Failed Downloading Battle Textures
20:58:58|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Battle Textures
21:04:03|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error Downloading Media - Unable to read data from the transport connection: The connection was closed.
21:04:03|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.IO.IOException: Unable to read data from the transport connection: The connection was closed.
   at System.Net.ConnectStream.EndRead(IAsyncResult asyncResult)
   at System.IO.Stream.<>c.<BeginEndReadAsync>b__43_1(Stream stream, IAsyncResult asyncResult)
   at System.Threading.Tasks.TaskFactory`1.FromAsyncTrimPromise`1.Complete(TInstance thisRef, Func`3 endMethod, IAsyncResult asyncResult, Boolean requiresSynchronization)
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at _7thHeaven.Code.FileDownloadTask.<Start>d__42.MoveNext()
21:04:03|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Media - Failed Downloading Media
21:04:03|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Media
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 00:44:15
Any of the big mods 1GB+ will download and then somewhere along the line it'll error out and fail. The Media mod that is hosted on a different server also fails.

20:58:58|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error Downloading Battle Textures - Unable to read data from the transport connection: The connection was closed.
...
Looks like you don't have a stable internet connection or the code 7H uses is more sensitive to connection issues. If you go into your catalog subscriptions, you can "convert" the iros:// URLs to obvious regular URLs on pastebin. Look at the XML code and you can find the download links embedded in them. Try downloading them outside of the catalog via your web browser.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Maymay on 2020-03-04 01:17:52
Looks like you don't have a stable internet connection or the code 7H uses is more sensitive to connection issues. If you go into your catalog subscriptions, you can "convert" the iros:// URLs to obvious regular URLs on pastebin. Look at the XML code and you can find the download links embedded in them. Try downloading them outside of the catalog via your web browser.
I know it's not my internet connection. Hardlined FTTH 500Mbps+. Downloading via the 7th heaven program is significantly slower and unreliable than via the browser (the downloads often fail). Any files under 1GB I didn't seem to have an issue with. The program seems to also crash when pausing/cancelling downloads in some cases (the download speed showed 0.0kb/sec and wasn't moving).
Downloading manually via browser worked however it also failed in some spots. Speed averaged 2-3MB/sec, although upon monitoring showed a few slow spots here and there during the download.. which is to be expected possibly as a result from high traffic on the server.
It is possible the server may be overtaxed and killing open downloads as a result. Since the 7th heaven cannot resume failed downloads, downloading the big files via browser (I used Firefox) would be the best course of action since resuming of failed downloads is supported.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: steven on 2020-03-04 01:35:08
I been downloading stuff almost all day, though sadly the downloads have been painfully slow.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 01:52:22
I been downloading stuff almost all day, though sadly the downloads have been painfully slow.
The server is getting hammered. The response from everyone using 7H 2.0 and getting new mods has been astronomical. They'll finish downloading eventually, and as people finish downloading, things should get faster again soon.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-04 01:57:07
The black bar will always be there. It's not an issue with 7H, but with the game. You do not need to set any properties on your EXE anymore. If they are found, 7H removes them (or adds them) based on your settings in 7H.

Thanks for the fast reply.  I did a little messing around and I noticed that if I rendered the FMV's at a resolution of 1280*960 instead of the default 1280*896 the bar goes away; However the framerate seem to double despite the fact that I rendered it in the default framerate.  With that being said, it got me thinking about rendering the fields in different resolutions to counter the black bar.  Not entirely sure what that would take to be done, but I imagine it would be quite the project.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: rephyr on 2020-03-04 02:23:10
Just wanted to drop a thrown exception error for anyone's reference.  It didn't replicate, but I thought I'd share.  Force-closed the program.  I assume it's just the mad rush on all the mods today, those poor servers. :)

Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host.

   at System.Net.Sockets.NetworkStream.BeginRead(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at System.Net.PooledStream.BeginRead(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at System.Net.ConnectStream.BeginReadWithoutValidation(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at System.Net.ConnectStream.BeginRead(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at Iros.Mega.MegaIros.AsyncReceive(IAsyncResult ar)
   at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
   at System.Net.ContextAwareResult.CompleteCallback(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Net.ContextAwareResult.Complete(IntPtr userToken)
   at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
   at System.Net.Sockets.BaseOverlappedAsyncResult.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
   at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kirinelf on 2020-03-04 12:02:18
Silly question, but how do I know if there is an update available for the program if it's open? Do I just have to periodically close and reopen the program for it to check for an update?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: vincentchen on 2020-03-04 14:41:54
Thank you for making such a great program.
I have questions when I copy a language  package to game file.
7th detected errors in this  rld.dll
Don't know if there is a solution
picture:
Code: [Select]
https://imgur.com/jC2kZJ9
23:39:46|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|7th Heaven v2.0.3.406 started - Click here to view the app log.  |  Hint: Did you know? 7th Heaven supports command line parameters (switches).
23:39:48|INFO|SeventhHeaven.ViewModels.GameLaunchViewModel|### Launching Final Fantasy VII ###
23:39:49|INFO|SeventhHeaven.Classes.GameLauncher|Checking FF7 is not running ...
23:39:49|INFO|SeventhHeaven.Classes.GameLauncher|Checking FF7 .exe exists at D:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe ...
23:39:49|INFO|SeventhHeaven.Classes.GameLauncher|Verifying installed game is compatible ...
23:39:49|ERROR|SeventhHeaven.Classes.GameLauncher|Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.
23:39:49|INFO|SeventhHeaven.Classes.GameLauncher|
23:39:49|INFO|SeventhHeaven.ViewModels.GameLaunchViewModel|Failed to launch FF7. View the above log for details.
23:39:51|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Checking for app updates ...
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kekko1285 on 2020-03-04 15:04:13
This is simply amazing.

Thanks a lot for your hard work.


 8-)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 15:39:39
Silly question, but how do I know if there is an update available for the program if it's open? Do I just have to periodically close and reopen the program for it to check for an update?
It checks on open. There won't be updates to 7H so often that you wouldn't close and reopen it during a reasonable amount of time.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 15:41:55
Thank you for making such a great program.
I have questions when I copy a language  package to game file.
7th detected errors in this  rld.dll
Don't know if there is a solution
picture:
Code: [Select]
https://imgur.com/jC2kZJ9
23:39:48|INFO|SeventhHeaven.ViewModels.GameLaunchViewModel|### Launching Final Fantasy VII ###
23:39:49|INFO|SeventhHeaven.Classes.GameLauncher|Verifying installed game is compatible ...
23:39:49|ERROR|SeventhHeaven.Classes.GameLauncher|Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.

7th Heaven 2.0 (or anyone in this community) doesn't support your piracy of the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Geek on 2020-03-04 15:48:41
Hello,

Thank you for the great job You've done!
When I launch the Mod I have this message :

Quote
### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at H:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying game is full/max install ...
...    field\flevel.lgp not found. Scanning disc(s) for files ...
...     failed to find field\flevel.lgp on any disc ...
Your FF7 installation folder is missing critical file(s). When you installed FF7, you may have accidentally chosen to install the 'Standard Install', but the 'Maximum Install' is required.

7th Heaven can repair this for you automatically. Simply insert one of your game discs and try again.
Failed to launch FF7. View the above log for details.

I'm using FFVII from Steam. I looked for the file named flevel.lgp. I only found : fflevel.lgp.
I uninstall FFVII and install again. Same message.

Can You help me please ?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: vincentchen on 2020-03-04 16:28:50
7th Heaven 2.0 (or anyone in this community) doesn't support your piracy of the game.

The game I buy from steam.
maybe the  language package is piracy, i dont know
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 16:39:45
7th Heaven requires the English language version of the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Geek on 2020-03-04 16:58:56
7th Heaven requires the English language version of the game.
Do 7th heaven V2 will support over language, one day ?
Thanks for your help
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Tsunamix on 2020-03-04 17:31:38
If I remember correctly from yesterday, you can find the flevel from another language of the game (It'll be named different but similar and in roughly the same location) and you can rename it to flevel.lgp and it should be able detect it then.

I can't promise anything, but it's worth a try
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-04 18:03:12
Placing this here for whoever may need it for debugging; an unhandled exception ive gotten it a few times now, this one in particular happened downloading the cmh175 HQ FMV Pack said it only had 40.3 sec left to download

Quote
Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host.

   at System.Net.Sockets.NetworkStream.BeginRead(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at System.Net.PooledStream.BeginRead(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at System.Net.ConnectStream.BeginReadWithoutValidation(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at System.Net.ConnectStream.BeginRead(Byte[] buffer, Int32 offset, Int32 size, AsyncCallback callback, Object state)
   at Iros.Mega.MegaIros.AsyncReceive(IAsyncResult ar)
   at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
   at System.Net.ContextAwareResult.CompleteCallback(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Net.ContextAwareResult.Complete(IntPtr userToken)
   at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
   at System.Net.Sockets.BaseOverlappedAsyncResult.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
   at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 18:31:36
Do 7th heaven V2 will support over language, one day ?
Thanks for your help

Yes, I believe so. We'll definitely look into it and hopefully have an update out soon. It currently cannot automatically convert a non-English version of the game for use with modding. However, you can use the old Game Converter (untested!) to convert your game and then run 7th Heaven 2.0 which may work.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 18:34:31
Placing this here for whoever may need it for debugging; an unhandled exception ive gotten it a few times now, this one in particular happened downloading the cmh175 HQ FMV Pack said it only had 40.3 sec left to download

Please don't post download issues here. This is not a 7H bug. 7H could more gracefully handle the problem, but the problem is from your connection to the server being dropped.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-04 18:43:28
Please don't post download issues here. This is not a 7H bug. 7H could more gracefully handle the problem, but the problem is from your connection to the server being dropped.

My apologies wasnt sure if it was just a download issue or a bug that was causing the drop
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Geek on 2020-03-04 19:14:27
Yes, I believe so. We'll definitely look into it and hopefully have an update out soon. It currently cannot automatically convert a non-English version of the game for use with modding. However, you can use the old Game Converter (untested!) to convert your game and then run 7th Heaven 2.0 which may work.
I used the old Game Converter and that's work !
Then I applied NeoMidgard patch (French) and it's work in French :)

Thank You for your support and the team for the great job You have done :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: LordUrQuan on 2020-03-04 19:57:55
Flash:  It's mega giving us the finger for going over the transfer limit.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 20:47:06
The game I buy from steam.
maybe the  language package is piracy, i dont know

If you had a legitimate copy of the game, then undo whatever modifications (outside of regular mods like in Reunion or via the Direct folder) you've done to it as that could make 7H think it is pirated. Try starting with a clean install.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-04 20:47:34
Flash:  It's mega giving us the finger for going over the transfer limit.

Ah Ok figures makes sense lol
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-04 21:07:39
Torrent links are now available for the mods in the catalogs! If you're getting slow downloads, try these. Not all mods are available yet, but more will be added soon. Please seed! Get them here: http://7thheaven.rocks/ (http://7thheaven.rocks/)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-04 21:15:47
Torrent links are now available for the mods in the catalogs! If you're getting slow downloads, try these. Not all mods are available yet, but more will be added soon. Please seed! Get them here: http://7thheaven.rocks/ (http://7thheaven.rocks/)

You are amazing thank you as always
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: steven on 2020-03-04 23:09:55
Please don't post download issues here. This is not a 7H bug. 7H could more gracefully handle the problem, but the problem is from your connection to the server is dropped.

ok, I been having download trouble as 7th haven says I am downloading at about 500KB/s , but it been like that for way to many hours.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-04 23:18:41
Is there a way to allow for two mods to be activated even if they have conflicting files?  I'm trying to use New Threat with Field Models and it wont let me since there are, I'm assuming, character re-textures in New Threat.  I remember not having any issue in the previous version.  I've tried switching the ignore restrictions on and off with no difference.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: cloud1414 on 2020-03-04 23:49:10
Is anyone else having issues where 2.0 installs fine but as soon as you try to click play the program crashes and the desktop shortcut is gone and you get an error message when you try to open it back up?

Quote
Set connectionId threw an exception.

   at System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri)
   at System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri)
   at System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream)
   at System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc)
   at System.Windows.Application.LoadComponent(Uri resourceLocator, Boolean bSkipJournaledProperties)
   at System.Windows.Application.DoStartup()
   at System.Windows.Application.<.ctor>b__1_0(Object unused)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

This is what i'm getting now.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 01:22:07
Is anyone else having issues where 2.0 installs fine but as soon as you try to click play the program crashes and the desktop shortcut is gone and you get an error message when you try to open it back up?

This is what i'm getting now.

It sounds like you might have installed over/to the same folder as your 1.x version. Shouldn't do that. Reset 7H by deleting your \7thWorkshop\ subfolder in your 7H install directory.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 01:23:27
Is there a way to allow for two mods to be activated even if they have conflicting files?  I'm trying to use New Threat with Field Models and it wont let me since there are, I'm assuming, character re-textures in New Threat.  I remember not having any issue in the previous version.  I've tried switching the ignore restrictions on and off with no difference.

You can already do that. You'll have to be more specific by "won't let me", which mods you're talking about, and steps to reproduce.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-05 01:37:58
You can already do that. You'll have to be more specific by "won't let me", which mods you're talking about, and steps to reproduce.

As stated I am using New Threat and Field Model re-textures.  When I activated any of the field model re-textures, the Game play Mods from the catalog no longer allow me to pick New Threat as an option for Difficulty.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 01:49:16
Is there a way to allow for two mods to be activated even if they have conflicting files?  I'm trying to use New Threat with Field Models and it wont let me since there are, I'm assuming, character re-textures in New Threat.  I remember not having any issue in the previous version.  I've tried switching the ignore restrictions on and off with no difference.

See, from what you originally said I would never have guessed you're using NT from the Qhimm Gameplay mod. I would have assumed the standalone IRO. You should post your profile details when you're talking about mod compatibility and conflicts. But anyway, New Threat has field models that are required for it to function properly otherwise crashes occur. That is why the mod is probably programmed to disable the option. You will see at the bottom of the "Configure Mod" window what is disabled and from what mod/setting the conflict is with. Mod restrictions and compatibility are there so you don't screw up your game or break another mod.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Perfect Zell on 2020-03-05 01:58:27
Something I've noticed is that the FMVs, including the originals, have a low contrast. I tried without post processing and with each of the shaders. They still look washed out.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: steven on 2020-03-05 02:32:47
I think I need to just download stuff manually. While 7th heaven is great it does need a download manager to help if a blip in the user's internet connection causes problems
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: entropoid on 2020-03-05 03:25:57
Torrent links are now available for the mods in the catalogs! If you're getting slow downloads, try these. Not all mods are available yet, but more will be added soon. Please seed! Get them here: http://7thheaven.rocks/ (http://7thheaven.rocks/)

I just finished registering this account so I could thank you for the new version -- I'd only just discovered the old version after finally buying FF7 on Steam (yeah, I played it on the PSX, of course) and was struggling with it, but the new one's working great -- AND for the torrents, which allowed me to just now finish my set of mods.  THANK YOU THANK YOU!  (And yes, I am currently seeding... :))
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-05 04:23:12
See, from what you originally said I would never have guessed you're using NT from the Qhimm Gameplay mod. I would have assumed the standalone IRO. You should post your profile details when you're talking about mod compatibility and conflicts. But anyway, New Threat has field models that are required for it to function properly otherwise crashes occur. That is why the mod is probably programmed to disable the option. You will see at the bottom of the "Configure Mod" window what is disabled and from what mod/setting the conflict is with. Mod restrictions and compatibility are there so you don't screw up your game or break another mod.

So is there no way to run the two together, or can that option be turned off?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 05:55:40
I think I need to just download stuff manually. While 7th heaven is great it does need a download manager to help if a blip in the user's internet connection causes problems

If you're having download problems while using the catalog, then download the mods via the torrents. http://7thheaven.rocks (http://7thheaven.rocks)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 05:56:54
So is there no way to run the two together, or can that option be turned off?

Turn off the mod compatibility restrictions in your General Settings. But it is HIGHLY not recommended and stuff will break.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OkayLobster on 2020-03-05 08:01:38
I' sorry if this is the wrong place to ask. But is it possible to get the Reunion Mod's translation to work with 7th Heaven 2.0?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Ahablur on 2020-03-05 09:23:20
Hello!

Just signed up to say thank you for this!

I need to ask a very important question:

Five years ago I read an article (https://www.eurogamer.net/articles/2015-05-29-why-would-someone-spend-five-years-retranslating-all-of-final-fantasy-7) about the re-translation of Final Fantasy VII. Since then, I was thinking of replaying the game very often, but waiting until the mod scene for the game got to a less complex state to install and configure it (2.0 is exactly what I wanted!). I was really hoping to use this retranslation mod in my first replay of the game since I was a kid.

After a few hours of lurking around on the Qhimm forum, I'm still very confused how I can use the Beacause mod with 7th Heaven 2.0 (if at all?). It looks like it eventually got baked into a Menu Overhaul mod, which also seems like it then later got baked into a mod called "The Reunion", which explicitly gets disabled when you launch the game from 7th Heaven 2.0 (probably for good reason, didn't come here to ask how to stop it from disabling it).

That said...
Is there anyway to install the Beacause mod with 7th Heaven 2.0?
Has anyone made a ".iro" file of the Beacause mod (or the combination of the Menu Overhaul mod & Beacause mod)?

Is there potentially an older version of 7th Heaven that plays nicely with The Reunion so that I can play the game with the retranslation?

Thanks again.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 11:06:36
I will not answer anymore Reunion questions other than this post here. It has been said over and over by DLPB and myself (and many others) that Reunion and 7th Heaven don't mix. It is stated in the Help in the FAQ/Troubleshooting section as well. Old versions of Reunion may work but you have to do your own digging and support for that.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-05 14:53:06
Turn off the mod compatibility restrictions in your General Settings. But it is HIGHLY not recommended and stuff will break.

Thanks, that worked that time. Not sure why switching didn't work before.  This time I switched the setting then reloaded 7th Heaven and it worked.  Also, thanks for the words of caution.  While I haven't gotten all the way through the game, I know that the Midgar section and up to getting on the boat to the next continent at least has no issues using field model re-textures and New Threat.  I did notice an incompatibility between the Jessie Mod and New Threat in the previous version of 7th Heaven, I was wondering if that was fixed for the new downloads.  I know SegaChief has a compatible version of the Jessie Mod, just wasn't sure if it was the one in the downloads.  And if I haven't already said, you guys are doing amazing work here.  My love for mod developers continues to grow stronger; especially as more AAA developers continue to let down their fans year after year.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-05 14:56:11
is there any way to get the game to recognize the D-Pad on the controller or can it only read the Sticks?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 16:14:13
I did notice an incompatibility between the Jessie Mod and New Threat in the previous version of 7th Heaven, I was wondering if that was fixed for the new downloads.  I know SegaChief has a compatible version of the Jessie Mod, just wasn't sure if it was the one in the downloads.
The fix is included in the mods released for 7H 2.0.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 16:52:16
is there any way to get the game to recognize the D-Pad on the controller or can it only read the Sticks?

The game? No. The game has limited controller support and can't read the d-pad or LT/RT (only LB/RB). In 7H, in my presets I mapped the triggers to the stick presses as a workaround.

Can you trick it to use the d-pad? Yes. Use a 3rd party keyboard/controller mapping tool such as AntiMicro https://github.com/AntiMicro/antimicro (https://github.com/AntiMicro/antimicro).
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-05 17:30:49
The game? No. The game has limited controller support and can't read the d-pad or LT/RT (only LB/RB). In 7H, in my presets I mapped the triggers to the stick presses as a workaround.

Can you trick it to use the d-pad? Yes. Use a 3rd party keyboard/controller mapping tool such as AntiMicro https://github.com/AntiMicro/antimicro (https://github.com/AntiMicro/antimicro).

Awesome that worked perfectly just mapped the D-pad to the numpad on keyboard  Thanks for the info really appreciate it
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kruczi on 2020-03-05 19:04:48
Hi :).
I'm interested to use your great app.
I currently installed Mod Manager on my Windows 7 and Final Fantasy 7 from Steam and I got an error.

```
### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at D:\steam_folder\steamapps\common\FINAL FANTASY VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying game is full/max install ...
Creating missing required directories ...
Verifying additional files for 'battle' & 'kernel' folders exist ...
Verifying all movie files exist ...
Verifying music files exist ...
Verifying latest game driver is installed ...
   7H_GameDriver.dll file is up to date.
Verifying game driver shaders folders exist ...
Verifying ff7 exe ...
Checking a profile is active ...
Checking mod compatibility requirements ...
Checking mod constraints for compatibility ...
Checking mod load order requirements ...
Looking for game disc ...
Failed to find game disc ...
OS does not support auto mounting virtual disc. You must mount a virtual disc named FF7DISC1.ISO, insert a USB flash drive named FF7DISC1, or rename a Hard Drive to FF7DISC1 ...
Failed to launch FF7. View the above log for details.
```
Maybe some config has set up wrong drive letter, but I couldn't find it.

Thanks for any help.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-05 21:45:55
Looking for game disc ...
Failed to find game disc ...
OS does not support auto mounting virtual disc. You must mount a virtual disc named FF7DISC1.ISO, insert a USB flash drive named FF7DISC1, or rename a Hard Drive to FF7DISC1 ...
Failed to launch FF7. View the above log for details.
You're on Windows 7, which does not support built-in ISO tools. You will need to manually mount the ISO (it is included under your 7th Heaven\Resources\ folder) or insert a USB key that has the label named "FF7DISC1" as the error is telling you to do. Or, upgrade to Windows 8 or newer.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: BlueWolf on 2020-03-06 02:53:15
So i'm trying to run ninostyle field models and New Threat and the nino style models are not working. I've run these 2 mods previously on 1.0 with no issues and the 7th heaven application is not telling me anything is wrong with compatibility between these mods. I have switched on "ignore compatibility" but that isn't working either. Also when I previously played this I used DS4 windows to use my dualshock 4 with FF7 but now the controller won't work in game at all. I'm wondering that the new controller settings in the 7th heaven 2.0 app are the problem? any help would be appreciated.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Geek on 2020-03-06 03:10:57
Also when I previously played this I used DS4 windows to use my dualshock 4 with FF7 but now the controller won't work in game at all. I'm wondering that the new controller settings in the 7th heaven 2.0 app are the problem? any help would be appreciated.
go to SETTINGS / GAME LAUNCHER / Options / Controls => choose : Steam KB+Std GamePad
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: BlueWolf on 2020-03-06 03:29:08
So i'm trying to run ninostyle field models and New Threat and the nino style models are not working. I've run these 2 mods previously on 1.0 with no issues and the 7th heaven application is not telling me anything is wrong with compatibility between these mods. I have switched on "ignore compatibility" but that isn't working either. Also when I previously played this I used DS4 windows to use my dualshock 4 with FF7 but now the controller won't work in game at all. I'm wondering that the new controller settings in the 7th heaven 2.0 app are the problem? any help would be appreciated.

Never mind I figured out part 1 of this issue. some of my mod categories were "unknown" so when I auto sorted they were not sorted properly. So my only question is how do I use my dualshock 4 controller to play the game with? thanks again for any help on this and a huge thanks for all the hard work on super simplifying this process with this update.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-06 04:11:05
Never mind I figured out part 1 of this issue. some of my mod categories were "unknown" so when I auto sorted they were not sorted properly. So my only question is how do I use my dualshock 4 controller to play the game with? thanks again for any help on this and a huge thanks for all the hard work on super simplifying this process with this update.
I don't have a ds4 controller so I can only relay to you what I hear from everyone else. The controllers do work fine, but if you choose to use them, you have quite a bit of setup to do.
If you're getting double-input in the game, this little piece is from the DS4Windows site:
That's because the game tries to (though usually badly) support the DS4 on it's own. You can solve this by enabling Hide DS4 Controller in DS4Windows' settings, then connect the controller BEFORE you launch the game.


That's the most comprehensive post I can possibly do. Anything beyond that, call a priest, a voodoo doctor, I don't know what. Or buy an Xbox controller for crying out loud.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: decency_breakin3 on 2020-03-06 06:04:51
Thanks to everyone for their hard work and dedication. "It Just Works." great tag line. Keep the updates and mods coming!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-06 06:23:34
Thanks to everyone for their hard work and dedication. "It Just Works." great tag line. Keep the updates and mods coming!

lol thanks. I don't think anyone actually came up with that, it was literally just everyone's honest reactions. I thought it was kind of funny watching streams and YT videos repeat that so much.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-06 15:41:23
I don't know if this has happened with anyone else but: When I launch FF7 through 7th Heaven the first time after booting my PC and Steam, the game goes through 7 attempts to launch and fails. I have to start the game through the Steam launcher once, close the game, then the game will launch through 7th Heaven with the mods.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-06 17:18:20
I don't know if this has happened with anyone else but: When I launch FF7 through 7th Heaven the first time after booting my PC and Steam, the game goes through 7 attempts to launch and fails. I have to start the game through the Steam launcher once, close the game, then the game will launch through 7th Heaven with the mods.

Never heard that one before. What you're describing aren't even the same EXEs nor using the same game driver. It's like saying you ran calculator then notepad started working.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-06 17:46:09
Never heard that one before. What you're describing aren't even the same EXEs nor using the same game driver. It's like saying you ran calculator then notepad started working.

LOL Best analogy ive heard in a while
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: J.Bloodwheel on 2020-03-06 20:16:56
Awesome that worked perfectly just mapped the D-pad to the numpad on keyboard  Thanks for the info really appreciate it

How did you open it? There is no .exe in the download. I tried using XPadder but even though the digipad is mapped to the directional keys (i use the No Numpad + Std Gamepad option) and works in windows  it doens't work in the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kirinelf on 2020-03-06 22:26:48
How did you open it? There is no .exe in the download. I tried using XPadder but even though the digipad is mapped to the directional keys (i use the No Numpad + Std Gamepad option) and works in windows  it doens't work in the game.

Did you try running XPadder as admin? I had the same problem when trying AntiMicro, and had to run it as admin for the game to register the gamepad mappings.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-06 22:46:24
How did you open it? There is no .exe in the download. I tried using XPadder but even though the digipad is mapped to the directional keys (i use the No Numpad + Std Gamepad option) and works in windows  it doens't work in the game.

i downloaded an installer once it was installed there was an icon on the desktop to start it up
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-06 22:53:28
Never heard that one before. What you're describing aren't even the same EXEs nor using the same game driver. It's like saying you ran calculator then notepad started working.

lol Nice analogy for sure! But yeah, it's happened twice to me now. I also realize that Steam and 7th Heaven use different EXEs, so I'm confused myself as to why this is happening. I'm at work, almost off. When I get home I'll boot up my PC, Steam and 7th Heaven and see what happens. I'll let you know.

Edit: Just got home. Turned on my PC, launched Steam, 7th Heaven and the game loaded up first try. May have been something on my end. I do have some awesome luck when it comes to technology. It's a love/hate relationship haha.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: J.Bloodwheel on 2020-03-06 23:27:39
i downloaded an installer once it was installed there was an icon on the desktop to start it up

Thanks, I didn't realise GitHub link is not the installer, but it still does not work. It works for both arrows and numpad in windows but it does not respond in the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-07 02:04:23
Did you try running XPadder as admin? I had the same problem when trying AntiMicro, and had to run it as admin for the game to register the gamepad mappings.

You may be on to something here. FF7 runs as admin because 7H runs as admin (it has to in order to hook into the game). I tried making a small script the other day with keyboard hooking and it did not work and I was puzzled for a minute. Then I ran my script as admin and the keyboard hooking started working. So these 3rd party game controller tools I assume would have the same issue and must also be run as admin due to the elevated status of FF7.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: J.Bloodwheel on 2020-03-07 02:19:26
Did you try running XPadder as admin? I had the same problem when trying AntiMicro, and had to run it as admin for the game to register the gamepad mappings.

That worked, thank you!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-07 02:22:23
I also use XPadder and can confirm admin needs to be on. Once it is it works perfect.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-07 03:29:14
So out of the blue it is no longer allowing me to have incompatible mods on together.  I haven't changed the setting since it last worked.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: olearyf2525 on 2020-03-07 04:18:35
Has anyone got their Ps4 controller to work through steam's mapper/drivers with 7th heaven 2.0? A guy in another thread mentioned his is working just not the dpad, but nothing is working for me, don't care about the dpad.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-07 04:37:51
Has anyone got their Ps4 controller to work through steam's mapper/drivers with 7th heaven 2.0? A guy in another thread mentioned his is working just not the dpad, but nothing is working for me, don't care about the dpad.

Please don't double-post. This question has also already been answered further up this thread.

Also, Steam and the Steam launcher have nothing to do with 7H.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Ralgrad on 2020-03-07 05:22:36
Thanks for all the hard work on the new version its Fantastic!

I have a question. When I try to use Field Models and New Threat Together it disables New Threat and I'm stuck with Vanilla Field models.

https://i.imgur.com/9Y6mKeS.png

Can anyone help me?

Thanks!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Aktulu on 2020-03-07 06:05:37
Shout out to all the developers who make this happen! Amazing job! Even though the Remake is around the corner I'm still going to be playing the original, over the remake, but with the mods of course!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: BlueWolf on 2020-03-07 08:14:21
I don't have a ds4 controller so I can only relay to you what I hear from everyone else. The controllers do work fine, but if you choose to use them, you have quite a bit of setup to do.
  • Install and set up DS4Windows. Looks like this allows your DS4 to be emulated like an Xbox controller. http://ds4windows.com/ (http://ds4windows.com/)
  • Click your start button and type "Set up USB Game Controllers" in the search box. Click it.
  • Select your controller from the list, click "Advanced" then make sure the correct controller is set as your preferred device in the drop down box. Click OK twice.
  • Since FF7 has limited controller support, if you want full support, you need to trick the game by mapping keyboard keys to your controller using a 3rd party tool.
  • I'm told AntiMicro works well. Download and install that from here https://github.com/AntiMicro/antimicro (https://github.com/AntiMicro/antimicro)
  • Run AntiMicro (or whatever your preferred controller mapping tool is) ***AS ADMIN***. Configure AntiMicro/your preferred tool to map the keyboard keys you want to your controller.
  • 7th Heaven 2.0 includes controller button "presets". These simply change your keys and buttons inside of FF7 as if you opened the game and went to Menu>Config>Controller. 7H is not a mapping tool.
  • If you don't want to use a preset, configure your own controls inside of the game, go to 7H>Settings>Game Launcher>Controls and click the Save (floppy disk) icon.
  • Make sure those same controls are set up in your AntiMicro.
  • Ensure your controller is fully on/plugged in/connected first. Then launch FF7.
If you're getting double-input in the game, this little piece is from the DS4Windows site:
  • I'm getting double input/ Weird input in some games, how do I fix it?
That's because the game tries to (though usually badly) support the DS4 on it's own. You can solve this by enabling Hide DS4 Controller in DS4Windows' settings, then connect the controller BEFORE you launch the game.


That's the most comprehensive post I can possibly do. Anything beyond that, call a priest, a voodoo doctor, I don't know what. Or buy an Xbox controller for crying out loud.

I really appreciate the effort here. I ran and installed antimicro and then went into the game and tried to customize my controls after mapping them with antimicro and the game just does not respond to inputs from the controller. I guess If anyone knows a way to play 7th heaven 2.0 with a DS4 by any means I would be very grateful for any help.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Kaldarasha on 2020-03-07 08:55:54
You can test xinput plus. But I have to test it with the new 2.0 version myself.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Notorious on 2020-03-07 10:44:37
Amazing, thanks so much
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Dohko on 2020-03-07 12:40:13
Hello,

I just wanted to say a big thank you to everyone involved in the project. I still can't believe how accessible and user friendly everything is.

The amount of work to make this a reality must have been insane.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-07 15:39:21
I really appreciate the effort here. I ran and installed antimicro and then went into the game and tried to customize my controls after mapping them with antimicro and the game just does not respond to inputs from the controller. I guess If anyone knows a way to play 7th heaven 2.0 with a DS4 by any means I would be very grateful for any help.

just so i understand this right its a PS3 controller that you are trying to get to work correct? just trying to verify so i can test
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: gunner_1207 on 2020-03-07 15:39:56
absolutely remarkable work, for a simple man like me this is just perfect. the old version although brilliant in its own right, Was just too much , this tho….well done my cap is doffed lol :) ;D
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: BlueWolf on 2020-03-07 15:58:09
I don't have a ds4 controller so I can only relay to you what I hear from everyone else. The controllers do work fine, but if you choose to use them, you have quite a bit of setup to do.
  • Install and set up DS4Windows. Looks like this allows your DS4 to be emulated like an Xbox controller. http://ds4windows.com/ (http://ds4windows.com/)
  • Click your start button and type "Set up USB Game Controllers" in the search box. Click it.
  • Select your controller from the list, click "Advanced" then make sure the correct controller is set as your preferred device in the drop down box. Click OK twice.
  • Since FF7 has limited controller support, if you want full support, you need to trick the game by mapping keyboard keys to your controller using a 3rd party tool.
  • I'm told AntiMicro works well. Download and install that from here https://github.com/AntiMicro/antimicro (https://github.com/AntiMicro/antimicro)
  • Run AntiMicro (or whatever your preferred controller mapping tool is) ***AS ADMIN***. Configure AntiMicro/your preferred tool to map the keyboard keys you want to your controller.
  • 7th Heaven 2.0 includes controller button "presets". These simply change your keys and buttons inside of FF7 as if you opened the game and went to Menu>Config>Controller. 7H is not a mapping tool.
  • If you don't want to use a preset, configure your own controls inside of the game, go to 7H>Settings>Game Launcher>Controls and click the Save (floppy disk) icon.
  • Make sure those same controls are set up in your AntiMicro.
  • Ensure your controller is fully on/plugged in/connected first. Then launch FF7.
If you're getting double-input in the game, this little piece is from the DS4Windows site:
  • I'm getting double input/ Weird input in some games, how do I fix it?
That's because the game tries to (though usually badly) support the DS4 on it's own. You can solve this by enabling Hide DS4 Controller in DS4Windows' settings, then connect the controller BEFORE you launch the game.


That's the most comprehensive post I can possibly do. Anything beyond that, call a priest, a voodoo doctor, I don't know what. Or buy an Xbox controller for crying out loud.


I figured it out. DS4 windows works but as you highlighted *As ADMIN* was the only thing I didn't try. Ran it as admin and it works no problem. Thanks a ton for all the help. Gonna run NT again while I wait for the remake!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-07 19:39:38
Thanks for all the hard work on the new version its Fantastic!

I have a question. When I try to use Field Models and New Threat Together it disables New Threat and I'm stuck with Vanilla Field models.

https://i.imgur.com/9Y6mKeS.png

Can anyone help me?

Thanks!

This is by design and was already answered further up the thread.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Gensoul on 2020-03-07 19:54:21
Thanks so much to the 7th Heaven team. Loving 2.0 so far! Everything is just easier to do and the auto-sort button is a great time saver.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Seifer on 2020-03-07 21:11:25
I need a little help... when i try to play the game this message apear


### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at C:\Games\Final Fantasy VII\ff7.exe ...
Verifying installed game is compatible ...
Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.
Failed to launch FF7. View the above log for details.

EQ2Alyza: Use code or spoiler tags when posting hundreds of lines from the app.log. Removed since it wasn't needed. You need to buy the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Seifer on 2020-03-08 00:13:09
I didn't need to buy the game in the previous version, the tutorial didn't mention that it didn't work anymore. Unfortunately I won't be able to enjoy it, thanks for your attention.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Sega Chief on 2020-03-08 01:14:27
Was reading the thread and I see that NT has been locked from being used with Field Model mods and want to know why; it seems to have been implied that this was my decision but it wasn't.

NT worked with field model mods on 1.0 and as there hasn't been any structural changes to the files it should also be working with 2.0 (other mods like Scavenger also have new field models in them); the new models in NT have their own unique parts + .hrc files so there shouldn't be any conflicts.

It seems that Meical's issue was resolved when removing that compatibility lock though, judging from his posts:
Thanks, that worked that time. Not sure why switching didn't work before.  This time I switched the setting then reloaded 7th Heaven and it worked.  Also, thanks for the words of caution.  While I haven't gotten all the way through the game, I know that the Midgar section and up to getting on the boat to the next continent at least has no issues using field model re-textures and New Threat.  I did notice an incompatibility between the Jessie Mod and New Threat in the previous version of 7th Heaven, I was wondering if that was fixed for the new downloads.  I know SegaChief has a compatible version of the Jessie Mod, just wasn't sure if it was the one in the downloads.  And if I haven't already said, you guys are doing amazing work here.  My love for mod developers continues to grow stronger; especially as more AAA developers continue to let down their fans year after year.

Alyza, did you add that lock to NT's IRO?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-08 03:31:15
I don't have anything to do with the mods. Alyza made all the Qhimm mods so she would have added a compatibility restriction there, but she would have to respond as to why she made that decision.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: EQ2Alyza on 2020-03-08 03:36:05
No, NT's IRO from your thread isn't a standalone download in the Qhimm Catalog. It's directly unpacked and unedited into the Gameplay category as its own option.

I believe this is a case of the Red XIII field models by WolfMan. In older catalogs, they had Reunion patches and separate options to choose. Those options disabled mods altering the flevel because those WolfMan models needed its own patch + Reunion flevels to function. I removed Reunion and those model options from Catalog 3.0, but I forgot to look at the compatibility tags that were attached to them. This might have caused a shift in ID values in those compatibility tags, now pointing to a different Red XIII model that is disabling mods with an incompatible flevel. New Threat was one of those. This is obviously an honest mistake and will be fixed.

Too much hearsay going on, so I please ask that no one assume anything was done with Catalog 3.0 without talking to me about it first. Keep the discussions here about the 7th Heaven tool itself, and direct your questions about Catalogs to the 7th Heaven forums where Strife and I have our Catalog threads, or alternatively on Discord.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-08 04:20:03
I agree the mod discussions should not be a part of this thread. But let's also not confuse speculation with hearsay.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Chrysalis on 2020-03-08 05:02:02
You can test xinput plus. But I have to test it with the new 2.0 version myself.

xinput plus works fine with 7h 2.0.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-08 08:35:44
It seems that Meical's issue was resolved when removing that compatibility lock though, judging from his posts:

Unfortunately, the problem persisted after relaunching 7th Heaven again.  It would seem switching that option isn't working all the time.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-08 11:33:53
Never expected such an upgrade to makes things even easier for us, i assume this was intended to coincide with the release of the FF7 remake demo, which is a nice touch.

You not only have my gratitude but also my money since i intend to support this project even if it's just with a small part, i still recall benefiting from your work back in Tifa's Bootleg's days and i kinda feel in debt.

I just have one small question, is there any way to replace the menu button icons for the ones from Xbox One? I recall using a mod that has not been updated and another that is not compatible (R06).
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Loki_ on 2020-03-08 13:24:42
thanks for your work guys, i'm ready for a new run :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Master Twig on 2020-03-08 15:29:20
I'm trying to install the newest version of 7th Heaven, but the program wont work at all for me. As soon as it launches, I get an error message and the app closes.  I've tried uninstalling FFVII and deleting all local files. Same with all previous 7th Heaven files.  Yet even with fresh clean installs, it still crashes out every single time.

When launching 7th Heaven, I get this series of error messages.

Quote
Could not find a part of the path 'D:\Games\steamapps\common\FINAL FANTASY VII\mods\7th Heaven'.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, Object dirSecurityObj, Boolean checkHost)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

My FFVII installation is in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII, but for some reason it's trying to go to a location in D:\, which doesn't exist on my computer.

How can I fix this?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-08 16:42:35
Thank you Xathyr and Loki for your kind words and support!

My FFVII installation is in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII, but for some reason it's trying to go to a location in D:\, which doesn't exist on my computer.

How can I fix this?

You need to select your correct path/EXE. Click Settings, General Settings in 7h. Then click the button on the far right next to the box that says ff7 exe at the top.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kenichi on 2020-03-08 17:00:29
is it possible to resize dialogue box size? Mine is too big. 
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-08 17:06:08
is it possible to resize dialogue box size? Mine is too big.

No. Increase your resolution or lower your DPI. If you need to manually change an option in there but can't via the UI, you can edit your settings.xml file.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Master Twig on 2020-03-08 17:34:46
Thank you Xathyr and Loki for your kind words and support!

You need to select your correct path/EXE. Click Settings, General Settings in 7h. Then click the button on the far right next to the box that says ff7 exe at the top.

I can't do this, because 7h won't even start up.  This error happens as soon as I open 7th Heaven and it crashes. I can't change setting in 7th Heaven 2.0 because I can't even OPEN 7th heaven 2.0.  Unless there's some way to change settings outside of the program.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-08 17:51:02
I can't do this, because 7h won't even start up.  This error happens as soon as I open 7th Heaven and it crashes. I can't change setting in 7th Heaven 2.0 because I can't even OPEN 7th heaven 2.0.  Unless there's some way to change settings outside of the program.

you can in the 7th heaven install folder open the settings XML and change it in there but if its crashing at launch not sure if thats the issue
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-08 18:18:43
It sounds like you installed 2.0 over the top of 1.x which you shouldn't do. Either that or you screwed up your registry by copying and pasting your game to other folders, installing multiple copies or other such things you shouldn't do. 7h must be in its own clean folder. Try deleting your 7thWorkshop folder. That will force 7h to start fresh and redetect your paths. If it still picks up some old ff7 install then you need to uninstall them. There's also a "remove keys" registry tool on here somewhere in the forums that you can run as admin to clean up old bad keys. Try running 7h after that. If still no go, try reinstalling your game after running the registry tool.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Master Twig on 2020-03-08 18:49:16
It sounds like you installed 2.0 over the top of 1.x which you shouldn't do. Either that or you screwed up your registry by copying and pasting your game to other folders, installing multiple copies or other such things you shouldn't do. 7h must be in its own clean folder. Try deleting your 7thWorkshop folder. That will force 7h to start fresh and redetect your paths. If it still picks up some old ff7 install then you need to uninstall them. There's also a "remove keys" registry tool on here somewhere in the forums that you can run as admin to clean up old bad keys. Try running 7h after that. If still no go, try reinstalling your game after running the registry tool.

This fixed it. Deleted FFVII. Ran the remove keys registry tool and reinstalled both FFVII and 7th Heaven and now it's working just fine. Thanks!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: SoulEvan on 2020-03-08 20:44:39
Sorry for the little OT, but is the Wedge field model not yet finished from the user ninostyle or has someone forget to include that? And many of the preview images are not shown from the ninostyle versions. Was someone too lazy to make one?  :-D Don't take it serious. Just joking.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-08 21:38:20
Sorry for the little OT, but is the Wedge field model not yet finished from the user ninostyle or has someone forget to include that? And many of the preview images are not shown from the ninostyle versions. Was someone too lazy to make one?  :-D Don't take it serious. Just joking.

This thread is for 7th Heaven 2.0's release. Not a place to report problems with mods. The developers of 7H did not make any of the Qhimm 3.0 mods. As Alyza stated before, she has her own section/thread in the forum for tracking updates or issues with her mods.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: sen on 2020-03-08 22:38:36
Megaton
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: mykillcode on 2020-03-08 22:44:53
Hi I am a first time user of this tool and I am having issues. When I run FF7 from 7th with mods off the game runs without a problem. But as soon as I turn any mod on it runs through 7 attempts and fails. It asks me to turn on the Code 5 fix but that doesn't work either. Here are the messages that I get when launching the game.

Spoiler: show
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking FF7 is not running ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking FF7 .exe exists at E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying installed game is compatible ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying game is not installed in a System/Protected folder ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying game is full/max install ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Creating missing required directories ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying additional files for 'battle' & 'kernel' folders exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying all movie files exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying music files exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying latest game driver is installed ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|   7H_GameDriver.dll file is up to date.
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying game driver shaders folders exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying ff7 exe ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking a profile is active ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking mod compatibility requirements ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking mod constraints for compatibility ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking mod load order requirements ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Looking for game disc ...
22:21:12|WARN|SeventhHeaven.Classes.GameLauncher|Failed to find game disc ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Auto mounting virtual game disc ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|   attempting to mount iso at E:\7th Heaven\Resources\FF7DISC1.ISO
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Looking for game disc after mounting ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Found game disc at D:\ ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Applying changed values to registry ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Applying compatibility flags in registry (if any) ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|    High DPI Fix set to true - applying HIGHDPIAWARE compatibility flag in registry
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|    HKEY_CURRENT_USER\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers::E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe = ~ HIGHDPIAWARE
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Creating Runtime Profile ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|   adding paths to monitor ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Copying EasyHook.dll to FF7 path (if not found or older version detected) ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   skipped copying EasyHook.dll ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   skipped copying EasyHook32.dll ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Copying ff7input.cfg to FF7 path ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   using control configuration file 1998 Original.cfg ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   copying E:\7th Heaven\Resources\Controls\1998 Original.cfg to E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\ff7input.cfg ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Checking if Reunion mod is installed ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   found: True
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Disabling Reunion mod (rename ddraw.dll -> Reunion.dll.bak) ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Launching additional programs to run (if any) ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Writing temporary runtime profile file to C:\Users\mikec\AppData\Local\Temp\tmpCF8C.tmp ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 1 (of 7) ...
22:21:19|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:19|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 2 (of 7) ...
22:21:25|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:25|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 3 (of 7) ...
22:21:30|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:31|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 4 (of 7) ...
22:21:36|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:36|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 5 (of 7) ...
22:21:42|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:42|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 6 (of 7) ...
22:21:47|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:47|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 7 (of 7) ...
22:21:53|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:53|WARN|SeventhHeaven.Classes.GameLauncher|Failed to inject after max amount of tries (7) ...
22:21:55|INFO|SeventhHeaven.Classes.GameLauncher|   user chose not to set compatibility fix. Aborting ...
22:21:55|INFO|SeventhHeaven.ViewModels.GameLaunchViewModel|Failed to launch FF7. View the above log for details.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Koby on 2020-03-09 01:14:29
I keep getting this error when downloading/installing Media
Quote
15:40:09|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.IO.IOException: The process cannot access the file 'Q:\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven\temp\fe3a9938-8083-4201-9f52-dd1e3eaba28c_Media_3.0.iro' because it is being used by another process.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at Iros._7th.Workshop.Install.InstallModProcedure.ProcessDownload(Object state)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-09 01:25:46
Hi I am a first time user of this tool and I am having issues. When I run FF7 from 7th with mods off the game runs without a problem. But as soon as I turn any mod on it runs through 7 attempts and fails. It asks me to turn on the Code 5 fix but that doesn't work either. Here are the messages that I get when launching the game.

Spoiler: show
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking FF7 is not running ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking FF7 .exe exists at E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying installed game is compatible ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying game is not installed in a System/Protected folder ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying game is full/max install ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Creating missing required directories ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying additional files for 'battle' & 'kernel' folders exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying all movie files exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying music files exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying latest game driver is installed ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|   7H_GameDriver.dll file is up to date.
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying game driver shaders folders exist ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Verifying ff7 exe ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking a profile is active ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking mod compatibility requirements ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking mod constraints for compatibility ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Checking mod load order requirements ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Looking for game disc ...
22:21:12|WARN|SeventhHeaven.Classes.GameLauncher|Failed to find game disc ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|Auto mounting virtual game disc ...
22:21:12|INFO|SeventhHeaven.Classes.GameLauncher|   attempting to mount iso at E:\7th Heaven\Resources\FF7DISC1.ISO
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Looking for game disc after mounting ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Found game disc at D:\ ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Applying changed values to registry ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Applying compatibility flags in registry (if any) ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|    High DPI Fix set to true - applying HIGHDPIAWARE compatibility flag in registry
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|    HKEY_CURRENT_USER\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers::E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe = ~ HIGHDPIAWARE
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|Creating Runtime Profile ...
22:21:13|INFO|SeventhHeaven.Classes.GameLauncher|   adding paths to monitor ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Copying EasyHook.dll to FF7 path (if not found or older version detected) ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   skipped copying EasyHook.dll ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   skipped copying EasyHook32.dll ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Copying ff7input.cfg to FF7 path ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   using control configuration file 1998 Original.cfg ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   copying E:\7th Heaven\Resources\Controls\1998 Original.cfg to E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\ff7input.cfg ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Checking if Reunion mod is installed ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|   found: True
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Disabling Reunion mod (rename ddraw.dll -> Reunion.dll.bak) ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Launching additional programs to run (if any) ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Writing temporary runtime profile file to C:\Users\mikec\AppData\Local\Temp\tmpCF8C.tmp ...
22:21:14|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 1 (of 7) ...
22:21:19|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:19|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 2 (of 7) ...
22:21:25|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:25|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 3 (of 7) ...
22:21:30|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:31|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 4 (of 7) ...
22:21:36|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:36|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 5 (of 7) ...
22:21:42|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:42|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 6 (of 7) ...
22:21:47|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:47|INFO|SeventhHeaven.Classes.GameLauncher|Attempting to inject with EasyHook: try # 7 (of 7) ...
22:21:53|WARN|SeventhHeaven.Classes.GameLauncher|   received errors: Failed to reach idle state for created process;  ...
22:21:53|WARN|SeventhHeaven.Classes.GameLauncher|Failed to inject after max amount of tries (7) ...
22:21:55|INFO|SeventhHeaven.Classes.GameLauncher|   user chose not to set compatibility fix. Aborting ...
22:21:55|INFO|SeventhHeaven.ViewModels.GameLaunchViewModel|Failed to launch FF7. View the above log for details.


Something is interfering with 7H trying to hook the game. Try disabling antivirus or other such programs and make sure your Windows DEP settings are the defaults.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-09 01:27:31
I keep getting this error when downloading/installing Media
Try getting the download from the torrent instead. A list of all of them are at http://7thheaven.rocks (http://7thheaven.rocks)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-09 02:34:21
No, NT's IRO from your thread isn't a standalone download in the Qhimm Catalog. It's directly unpacked and unedited into the Gameplay category as its own option.

I believe this is a case of the Red XIII field models by WolfMan. In older catalogs, they had Reunion patches and separate options to choose. Those options disabled mods altering the flevel because those WolfMan models needed its own patch + Reunion flevels to function. I removed Reunion and those model options from Catalog 3.0, but I forgot to look at the compatibility tags that were attached to them. This might have caused a shift in ID values in those compatibility tags, now pointing to a different Red XIII model that is disabling mods with an incompatible flevel. New Threat was one of those. This is obviously an honest mistake and will be fixed.

Too much hearsay going on, so I please ask that no one assume anything was done with Catalog 3.0 without talking to me about it first. Keep the discussions here about the 7th Heaven tool itself, and direct your questions about Catalogs to the 7th Heaven forums where Strife and I have our Catalog threads, or alternatively on Discord.

Is it possible to get a link to the catalog thread?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: EQ2Alyza on 2020-03-09 02:38:36
Catalog 3.0 reports / requests can go here: http://forums.qhimm.com/index.php?topic=15902.0
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Dohko on 2020-03-09 10:13:29
Hello guys,

I downloaded the torrent of the media mod (6.9 GB) but i get an error when i try to import it to 7th heaven: "Failed to import mod. The error has been logged".
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-09 14:14:13
Hello guys,

I downloaded the torrent of the media mod (6.9 GB) but i get an error when i try to import it to 7th heaven: "Failed to import mod. The error has been logged".

If you open the log it may provide more details (depends on situation). My guess is it could be a disk space issue or corruption of the file.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Dohko on 2020-03-09 14:43:48
If you open the log it may provide more details (depends on situation). My guess is it could be a disk space issue or corruption of the file.

Thank you very much. It was a disk space issue.

Cheers!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Rukenu on 2020-03-09 15:11:23
Hi!, i recently installed 7th heaven in the Steam version of the game and finished downloading all the mods that i wanted, but when i try to launch the game, it fails to find the field/flevel.lgp, it then says to insert the game discs, i proceed to mount the one that is in the folder of 7th  Heaven but it does not recognise that the ISO is mounted.

Image: https://imgur.com/tAW9SSw


Edit: Fixed.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: mykillcode on 2020-03-09 18:10:23
Something is interfering with 7H trying to hook the game. Try disabling antivirus or other such programs and make sure your Windows DEP settings are the defaults.

Just tried this and sadly I still get the same problem.  :(
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-10 06:28:03
Just tried this and sadly I still get the same problem.  :(

Go crazy and try launching the exe (both ff7.exe and/or ff7_en.exe) just for fun, close them, then try running it via 7H. Someone else posted something about that working, no matter how off the wall it might seem.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: mykillcode on 2020-03-10 20:54:16
Go crazy and try launching the exe (both ff7.exe and/or ff7_en.exe) just for fun, close them, then try running it via 7H. Someone else posted something about that working, no matter how off the wall it might seem.

That didn't work either. Not sure what else to try. Maybe this is just not for me.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: dddvg4 on 2020-03-10 21:03:28
Thank you so much for the masterpiece! Will play through FF7 again before Remake drops  8)

One question tho. Is the Sunwalkers shader available in 7th Heaven 2.0? I looked through the menu but couldn't find it. If no, any chance it will be added to the manager soon? :)

link:
http://forums.qhimm.com/index.php?topic=17411.0
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-11 06:33:18
Looks like i'm having an issue which i'm uncertain how to resolve or if it's even directly related to 7th Heaven, after trying to soft-reset the game with assist+start+pageup+pagedown+target+camera (in the old PSX was Select+Start+L1+L2+R1+R2) i've noticed that the game speeds up and i'm unable to turn it off, after trying multiple button combinations it ends up being the button positions for Assist+End (or Select+RT on a Xbox controller), the thing is, i'm using an Xbox One controller and since it didn't recognize the LT RT and D-pad buttons i had to use Steam to change it for directional arrows and Home+End to match the button positions, so right now that combination (Select+End) triggers an in-game speed up but i haven't figured out the combination to turn it off, does anyone know how to do it?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-11 10:32:03
Looks like i'm having an issue which i'm uncertain how to resolve or if it's even directly related to 7th Heaven, after trying to soft-reset the game with assist+start+pageup+pagedown+target+camera (in the old PSX was Select+Start+L1+L2+R1+R2) i've noticed that the game speeds up and i'm unable to turn it off, after trying multiple button combinations it ends up being the button positions for Assist+End (or Select+RT on a Xbox controller), the thing is, i'm using an Xbox One controller and since it didn't recognize the LT RT and D-pad buttons i had to use Steam to change it for directional arrows and Home+End to match the button positions, so right now that combination (Select+End) triggers an in-game speed up but i haven't figured out the combination to turn it off, does anyone know how to do it?

ive been trying to figure that out myself i couldnt even figure out what caused it so Kudos to you for figuring that out but ive always had to restart the game in order to fix it

Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-11 18:16:17
Thank you so much for the masterpiece! Will play through FF7 again before Remake drops  8)

One question tho. Is the Sunwalkers shader available in 7th Heaven 2.0? I looked through the menu but couldn't find it. If no, any chance it will be added to the manager soon? :)

link:
http://forums.qhimm.com/index.php?topic=17411.0

I'm not keen on adding shaders because they're unstable, and reading through that thread only proves my point. Plus that thread is old and those don't look supported anymore. I'm actually thinking of removing the existing ones because of the instability problems. I like to offer choice as much as possible but not at the expense of stability. The shaders are unpredictable and never work the same across all video cards. If you want the shaders you can manually copy them and edit your config and even the UI to include them on your own.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-12 03:18:03
If you want good and stable shader injection, use ReShade. Tons of effects and super stable. Here are some screens of what mine looks like (still tweaking) https://photos.app.goo.gl/JRnGovP5GLkDtorT8
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-12 05:49:01
If you want good and stable shader injection, use ReShade. Tons of effects and super stable. Here are some screens of what mine looks like (still tweaking) https://photos.app.goo.gl/JRnGovP5GLkDtorT8

if your looking for something to go from i made a decent preset for Reshade makes things more crisp and vibrant yo can use it to play around with if you like
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-12 09:56:00
If you want good and stable shader injection, use ReShade. Tons of effects and super stable. Here are some screens of what mine looks like (still tweaking) https://photos.app.goo.gl/JRnGovP5GLkDtorT8


Wow this is kinda amazing, i have several questions if you don't mind, which shaders did you activate? And which mods? For the character models i believe you may be using the chibi version from this guy: https://www.nexusmods.com/finalfantasy7/mods/4?tab=description  but for the pre-rendered backgrounds i have no clue, this looks way better than the Remako.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: NeveValkoinen on 2020-03-12 21:28:53
somebody knows if it's possible to apply mods to the original launcher (ff7_eng.exe)?
here in Italy we use that exe file to apply our own italian translation of the game (it has never been translated into Italian, officially speaking)...
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-12 21:44:03

Wow this is kinda amazing, i have several questions if you don't mind, which shaders did you activate? And which mods? For the character models i believe you may be using the chibi version from this guy: https://www.nexusmods.com/finalfantasy7/mods/4?tab=description  but for the pre-rendered backgrounds i have no clue, this looks way better than the Remako.

So i'm using the Nino style chibi models as you pointed out. The background fields are SYW v4 Satsuki. And here is a list of the shaders I use in Reshade: ambientlight, curves, HDR, Tint (sepia), Vibrance, SMAA and high pass sharpen. You can also use advanced CRT if you want the old school CRT look.

Edit: I took a couple more screens with some recreated backgrounds. The Nino chibi models are just the best thing ever. I can't wait for that mod to be completed! https://photos.app.goo.gl/JRnGovP5GLkDtorT8
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: dddvg4 on 2020-03-12 22:49:32
I'm not keen on adding shaders because they're unstable, and reading through that thread only proves my point. Plus that thread is old and those don't look supported anymore. I'm actually thinking of removing the existing ones because of the instability problems. I like to offer choice as much as possible but not at the expense of stability. The shaders are unpredictable and never work the same across all video cards. If you want the shaders you can manually copy them and edit your config and even the UI to include them on your own.

I see. Didn't know shaders are unstable. I would also prefer stability over shaders. Thanks for the heads up 8-)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: dddvg4 on 2020-03-12 23:29:41
If you want good and stable shader injection, use ReShade. Tons of effects and super stable. Here are some screens of what mine looks like (still tweaking) https://photos.app.goo.gl/JRnGovP5GLkDtorT8

WOW that looks very good and natural. I don't like some over saturated shaders but this is not one of them!  :wink:
Thanks for letting me know there is a ReShade option. I will install and look for some good presets. I m not good at tweaking one for myself lol
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: NeveValkoinen on 2020-03-13 00:02:45
If you want good and stable shader injection, use ReShade. Tons of effects and super stable. Here are some screens of what mine looks like (still tweaking) https://photos.app.goo.gl/JRnGovP5GLkDtorT8

OMG, how do i find that mod?? it's awesome!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-13 00:10:53
WOW that looks very good and natural. I don't like some over saturated shaders but this is not one of them!  :wink:
Thanks for letting me know there is a ReShade option. I will install and look for some good presets. I m not good at tweaking one for myself lol

Absolutely. I use Reshade with anything I can lol. I love it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-13 00:16:09
OMG, how do i find that mod?? it's awesome!

Which one? Reshade has it's own website where you can download from. Most of the mods I got through 7th Heaven. The chibi models are from here https://www.nexusmods.com/finalfantasy7/mods/4. Some of those models are in 7th Heaven already. I don't think the Chibi ones are though.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-13 00:41:17
WOW that looks very good and natural. I don't like some over saturated shaders but this is not one of them!  :wink:
Thanks for letting me know there is a ReShade option. I will install and look for some good presets. I m not good at tweaking one for myself lol

heres a vibrant preset that ive messed with that you can use and tweak further to your liking https://drive.google.com/open?id=1irNDHEvzSUi2Z3FXhUOeLWYbFSpRMgc1
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-13 06:44:18
So i'm using the Nino style chibi models as you pointed out. The background fields are SYW v4 Satsuki. And here is a list of the shaders I use in Reshade: ambientlight, curves, HDR, Tint (sepia), Vibrance, SMAA and high pass sharpen. You can also use advanced CRT if you want the old school CRT look.

Thank you a lot! Although in my monitor this group of shaders doesn't look as good as they do in the screenshots you shared, i'm still testing a few combinations, i may aswell share the result once i find it good enought.

Cheers!


Edit: https://photos.app.goo.gl/oPs4m4EvmqPq4x6r6  not entirely happy about the end result of me messing up with the shaders but i think i'm getting there.


Edit: I took a couple more screens with some recreated backgrounds. The Nino chibi models are just the best thing ever. I can't wait for that mod to be completed! https://photos.app.goo.gl/JRnGovP5GLkDtorT8

Totally agree, i'm kinda waiting for him to finish every npc to try it out too.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: MuchoMu on 2020-03-13 15:30:43
Hi guys, thanks for this incredible modmanager.


I modified this files to set ''half encounters'' and ''x2.2 XP'' on game, if anyone is interested.

this on data>field
https://drive.google.com/file/d/1QZSIpy3A-E5vfXzEAgMpCMbc9C8mFSVl/view?usp=sharing

this on data>battle
https://drive.google.com/file/d/1aa5TROkkdATeJoQ7XqesPw0YZOWict22/view?usp=sharing

Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Mythrialus on 2020-03-13 16:08:48
Two questions, not sure if this is the right place for it, but:

1) The Reunion+Because mod was crashing my game, and while trying to troubleshoot it, I seem to have deleted it comepletely, where do I go to redownload that because I don't see it popping up in the IRO catalog?

2) While troubleshooting, I seem to have added several file directories to my mod list on 7th Heaven 2.0. Is there a way to remove them from the list without deleting them from my PC? I ask because I used the delete option to remove Reunion, thinking it would just remove it from the list, but that seems to be what deleted it from my computer.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-14 05:03:30
is there a way to get the game to play at a higher resolution but fit the screen its on for example play at 4k on a 1440 monitor but have the entire game fit on screen as of right now either window mode extends off screen to other monitors or Full screen will load on one screen but the image is zoomed in and you only see a portion high DPI fix doesnt help
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zentrius on 2020-03-14 16:33:14
Love this mod manager. One question: is it normal that the game automatically closes up when finished? I mean, after the last cutscene with Red XIII finishes, the game just closes up. Is this configurable?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: MuchoMu on 2020-03-14 17:09:46
Fixed, i forgot ap and gil xD

Hi guys, thanks for this incredible modmanager.


I modified this files to set ''half encounters'' and x2.2 on XP/AP/Gil on game, if anyone is interested.

this on data>field
https://drive.google.com/file/d/1QZSIpy3A-E5vfXzEAgMpCMbc9C8mFSVl/view?usp=sharing

this on data>battle
https://drive.google.com/file/d/1aa5TROkkdATeJoQ7XqesPw0YZOWict22/view?usp=sharing
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-03-14 18:09:14
Hey Zentrius

yes that is normal for the ff7 steam version for the game to close after that final cutscene with Red XIII

and no it is not configure able
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Loki_ on 2020-03-14 19:47:22
is there a way to get the game to play at a higher resolution but fit the screen its on for example play at 4k on a 1440 monitor but have the entire game fit on screen as of right now either window mode extends off screen to other monitors or Full screen will load on one screen but the image is zoomed in and you only see a portion high DPI fix doesnt help

https://www.reddit.com/r/nvidia/comments/40bs34/4k_dsr_on_a_1440p_monitor/ btw on 1440p screen there's no difference at all with 4k resolution, tryed myself

if your looking for something to go from i made a decent preset for Reshade makes things more crisp and vibrant yo can use it to play around with if you like

Can you post some screens about this? :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Dohko on 2020-03-14 21:11:23
Hello everyone,

I am using the field models from Kaldarasha and everything is fine except the model of young Cloud. In the first flashback, young Tifa appears with the new model but young Cloud appears with the classic (chibi) model.

I don't know what i am doing wrong.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: EQ2Alyza on 2020-03-14 23:42:56
Hello everyone,

I am using the field models from Kaldarasha and everything is fine except the model of young Cloud. In the first flashback, young Tifa appears with the new model but young Cloud appears with the classic (chibi) model.

I don't know what i am doing wrong.

This isn’t a problem with the tool, so it needs to be reported in the 7th Heaven thread (which also needs to be relabeled to avoid this confusion). Field Models have several issues that will be worked on for the 3.1 release. I’m pretty sure this is already fixed, but I’ll add this to the list anyways. Do you have a save close to the flashback?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Drakonas on 2020-03-15 08:51:30
So.. I have been watching this thread to see if someone would report the issue, and nobody has so it must be isolated.

I can launch with mods fine. Just great in fact, but if I close the game, and attempt to launch again, this happens:
(http://mars.whatbox.ca:42424/img/FF7_2020-03-15_04-33-40.png)

This cannot be fixed. Closing 7th Heaven and reopening it does not let me launch the game (same error). Uninstalling 7th heaven and installing the mods again does not let me launch the game.

The only thing that fixes it is restarting my computer. It's like a file is being locked somewhere that doesn't get released.


I should note I have an odd configuration with my PC, and I'm unsure if it affects it, but I have 2x GTX 1070's in SLI using a HB Bridge.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Drakonas on 2020-03-15 08:57:39
Apologies for double post (I know it's against the rules), but I can't edit the last post and I forgot to attach the logs.

https://mega.nz/#!5ApHxQxR!kE0Vbc7SNqF1UsaneX6sxmSCKwS5jZ1pSB878kmaC0k (https://mega.nz/#!5ApHxQxR!kE0Vbc7SNqF1UsaneX6sxmSCKwS5jZ1pSB878kmaC0k)

Thank you.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Dohko on 2020-03-15 11:22:16
This isn’t a problem with the tool, so it needs to be reported in the 7th Heaven thread (which also needs to be relabeled to avoid this confusion). Field Models have several issues that will be worked on for the 3.1 release. I’m pretty sure this is already fixed, but I’ll add this to the list anyways. Do you have a save close to the flashback?

Thank you very much for your answer.

Yes, i have a save file just before the flashback. I'll now wait for the 3.1 release of the Field Models before continuing my playthrough.

Cheers!!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KEVINMGXP on 2020-03-15 12:45:06
Hi,

I am trying for two days to download this cmh175 HQ FMV Pack but every time I try to download it, it gets stuck on exactly the same time and speed as you can see on the screenshot. My internet is working perfectly and I download anything else W.O. any issues any idea? Or is there an alternate download for this specific mod i can use?

(https://i.ibb.co/xmcwt7B/Screenshot-1.jpg) (https://ibb.co/28LR1kC)

And another question would be why is Cloud in this version not modeled to the newer graphics like on the previous 7th Heaven mod launcher?

(https://i.ibb.co/3N0mRTs/Screenshot-1.jpg) (https://ibb.co/tsbpLHh)

Best regards
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Chrysalis on 2020-03-15 14:09:39
you can download the fmv pack from the torrent link on this page http://7thheaven.rocks/
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KEVINMGXP on 2020-03-15 14:22:29
you can download the fmv pack from the torrent link on this page http://7thheaven.rocks/

Thanks in advance :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Gensoul on 2020-03-16 21:06:28
I am trying for two days to download this cmh175 HQ FMV Pack but every time I try to download it, it gets stuck on exactly the same time and speed as you can see on the screenshot. My internet is working perfectly and I download anything else W.O. any issues any idea? Or is there an alternate download for this specific mod i can use?

I'm not part of the project but I can give you some common sense stuff. Make sure you have the hard drive space available to finish the download AND copy/extract it. The end sizes of some of the mods are larger than size shown in the list. So make sure you have at least 15GB free to be safe.

And another question would be why is Cloud in this version not modeled to the newer graphics like on the previous 7th Heaven mod launcher?

There are a lot more options in the combined field model IRO than in the past. Make sure you check through each option. I think the cross-dressing Cloud is usually included in the general NPC mods? Not sure if it has its own section in the IRO. (I'm not at home to check.)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: CultivatedFinch on 2020-03-16 22:16:05
So, I've been having some issues with smoothly getting through a game.  Setup of the mod manager went without many issues, but there's some kind of VRAM leak going on because after some time in the game (could be a few minutes to a few hours), all of the VRAM on my GPU gets used up and crashes the game (I have 2 gigs of VRAM on my GTX 1050, but I feel as if it shouldn't even be using all that).  This typically seems to happen most often when the game tries to bring up the results screen after battles, and less often when just moving between areas. The APP.LOG tells me that the texture cache gets full and can't empty it, along with a plethora of other errors.  Changing the texture caching options doesn't seem to help the situation in any way, as with actually turning off texture mods.

As for mods I'm using, I'm playing New Threat 1.5 with all texture and model mods straight from the catalog, over a clean install of both my Steam version of FF7 and 7th Heaven itself.  The previous version of 7th Heaven never seemed to give me any of these issues.  In the following case, it seems to have trouble finding certain files when loading up the game and worsens when entering a battle.

Code: [Select]
[00000110] Entering MAIN
[00000110] set music volume: 127
[00000110] Exiting MAIN
[00000110] START OF MENU SYSTEM!!!
[00000352] TRACE: MODE_UNKNOWN21
[00000353] END OF MENU SYSTEM!!!
[00000353] Entering MAIN
[00000357] Exiting MAIN
[00000357] Field Start
[00000357] ERROR: failed to find file AUGD1.P; tried direct/char/AUGD1.P, direct/char//AUGD1.P, char/AUGD1.P (LGP) (path: )
[00000357] ERROR: offset error: AUGD1.P
[00000357] ERROR: could not open file AUGD1.P
[00000357] ERROR: COULD NOT LOAD RSD DATA AUGC1.RSD
[00000357] ERROR: failed to find file ABGD1.P; tried direct/char/ABGD1.P, direct/char//ABGD1.P, char/ABGD1.P (LGP) (path: )
[00000357] ERROR: offset error: ABGD1.P
[00000357] ERROR: could not open file ABGD1.P
[00000357] ERROR: COULD NOT LOAD RSD DATA ABGC1.RSD
[00000357] TRACE: play music: GOLD1
[00000357] TRACE: [ogg @ 0B5A3000] Format ogg probed with size=2048 and score=100
[00000357] INFO: [ogg @ 0B5A3000] 38 bytes of comment header remain
[00000357] INFO: Invalid return value 0 for stream protocol
[00000357] TRACE: in C:\WINDOWS\SYSTEM32\ntdll.dll
[00000357] TRACE: at ZwGetContextThread, address 0x77822c40

[00048342] Entering FRAME_INITIALIZE SWIRL
[00048342] Exitting FRAME_INITIALIZE SWIRL
[00048345] Swirl sound_effect1
[00048345] stop_sound
[00048345] End of Swirl sound_effect1
[00048424] Entering FRAME_QUIT SWIRL
[00048424] Exitting FRAME_QUIT SWIRL
[00048424] Entering MAIN
[00048426] Exiting MAIN
[00048426] [BATTLE] Entering FRAME_INITIALIZE
[00048426] [BATTLE] Scene# 518
[00048426] [BATTLE] Exitting FRAME_INITIALIZE
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAQ; tried direct/battle/RTAQ, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAQ, battle/RTAQ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.P04 RTAQ
[00048429] ERROR: could not open file CLOUD.P04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048672] [BATTLE] Begin main battle loop
[00053299] [BATTLE] End of current battle
[00053299] [BATTLE] Begin end battle stuff
[00053300] [BATTLE] Begin end battle stuff
[00053301] [BATTLE] Begin end battle stuff
[00053302] [BATTLE] Begin end battle stuff
[00053303] TRACE: play music: FAN2

[00210491] -=-=[START OF WORLD MAP!!!]=-=-
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!

Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-17 06:56:14
Literally, the same happens to me, after a screen transition sometimes and randomly the game runs in to the same error, i was trying to fix it myself before posting anything.

Also, yeah, this is something related to this new version of 7th heaven, in the previous one when i had to manually modify the game i never had such error.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Hypnos on 2020-03-17 15:00:48
Is there anyway to make te software work with non-english version of the steam game ?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-17 18:43:50
Is there anyway to make te software work with non-english version of the steam game ?

run the old game converter first then run 7th heaven and it should work
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: elixirgeo on 2020-03-18 01:51:37
Hello!
I can´t use my xbox one controller , buttons are not recognized!.
Can you help me?
Which mod or iro file can I install ??
Thanks!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: hihi on 2020-03-18 03:19:17
Hi there, I have previous 7H working but couldn't get v2 to work

I am getting this

Code: [Select]
Attempting to inject with EasyHook: try # 7 (of 7) ...
received errors: STATUS_INTERNAL_ERROR: Unable to wait for injection completion due to timeout.  (Code: 0);  ...
Failed to inject after max amount of tries (7) ...
user chose not to set compatibility fix. Aborting ...

I then enabled the code 5 and disabled antivirus, the game won't even launch but resolution did change to 640*480

Any idea? Thanks
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: J.Bloodwheel on 2020-03-18 06:09:35
I just discovered a funny glitch with the emergency save feature, the game crashed when I took my golden chocobo back to the farm after getting the Huge Materia from Junon but before going to Rocket Town. After loading the emergency save this happened:
https://www.youtube.com/watch?v=cjqtrs7TFps&ab (https://www.youtube.com/watch?v=cjqtrs7TFps&ab)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-18 08:27:26
Hello!
I can´t use my xbox one controller , buttons are not recognized!.
Can you help me?
Which mod or iro file can I install ??
Thanks!
Just use steam embed, and remember to replace the LT+RT+D-pad buttons for Home+End+D-arrows
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: elixirgeo on 2020-03-18 15:25:52
Thanks, but I mean, while using this 7th heaven 2.O , I can´t use my controller, I can´t configure it.

In my steam version works properly, but not in this case , so I don´t know whats happening. ???

Thanks

PD: 7th heaven 2.O is amazing!! thank you guys!!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-18 23:15:04
Thanks, but I mean, while using this 7th heaven 2.O , I can´t use my controller, I can´t configure it.

In my steam version works properly, but not in this case , so I don´t know whats happening. ???

Thanks

PD: 7th heaven 2.O is amazing!! thank you guys!!

you can try using a controller re-mapper like AntiMicro (https://github.com/AntiMicro/antimicro/releases) to re map the controller to the keyboard buttons and try it that way
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-19 03:02:44
So, I've been having some issues with smoothly getting through a game.  Setup of the mod manager went without many issues, but there's some kind of VRAM leak going on because after some time in the game (could be a few minutes to a few hours), all of the VRAM on my GPU gets used up and crashes the game (I have 2 gigs of VRAM on my GTX 1050, but I feel as if it shouldn't even be using all that).  This typically seems to happen most often when the game tries to bring up the results screen after battles, and less often when just moving between areas. The APP.LOG tells me that the texture cache gets full and can't empty it, along with a plethora of other errors.  Changing the texture caching options doesn't seem to help the situation in any way, as with actually turning off texture mods.

As for mods I'm using, I'm playing New Threat 1.5 with all texture and model mods straight from the catalog, over a clean install of both my Steam version of FF7 and 7th Heaven itself.  The previous version of 7th Heaven never seemed to give me any of these issues.  In the following case, it seems to have trouble finding certain files when loading up the game and worsens when entering a battle.

Code: [Select]
[00000110] Entering MAIN
[00000110] set music volume: 127
[00000110] Exiting MAIN
[00000110] START OF MENU SYSTEM!!!
[00000352] TRACE: MODE_UNKNOWN21
[00000353] END OF MENU SYSTEM!!!
[00000353] Entering MAIN
[00000357] Exiting MAIN
[00000357] Field Start
[00000357] ERROR: failed to find file AUGD1.P; tried direct/char/AUGD1.P, direct/char//AUGD1.P, char/AUGD1.P (LGP) (path: )
[00000357] ERROR: offset error: AUGD1.P
[00000357] ERROR: could not open file AUGD1.P
[00000357] ERROR: COULD NOT LOAD RSD DATA AUGC1.RSD
[00000357] ERROR: failed to find file ABGD1.P; tried direct/char/ABGD1.P, direct/char//ABGD1.P, char/ABGD1.P (LGP) (path: )
[00000357] ERROR: offset error: ABGD1.P
[00000357] ERROR: could not open file ABGD1.P
[00000357] ERROR: COULD NOT LOAD RSD DATA ABGC1.RSD
[00000357] TRACE: play music: GOLD1
[00000357] TRACE: [ogg @ 0B5A3000] Format ogg probed with size=2048 and score=100
[00000357] INFO: [ogg @ 0B5A3000] 38 bytes of comment header remain
[00000357] INFO: Invalid return value 0 for stream protocol
[00000357] TRACE: in C:\WINDOWS\SYSTEM32\ntdll.dll
[00000357] TRACE: at ZwGetContextThread, address 0x77822c40

[00048342] Entering FRAME_INITIALIZE SWIRL
[00048342] Exitting FRAME_INITIALIZE SWIRL
[00048345] Swirl sound_effect1
[00048345] stop_sound
[00048345] End of Swirl sound_effect1
[00048424] Entering FRAME_QUIT SWIRL
[00048424] Exitting FRAME_QUIT SWIRL
[00048424] Entering MAIN
[00048426] Exiting MAIN
[00048426] [BATTLE] Entering FRAME_INITIALIZE
[00048426] [BATTLE] Scene# 518
[00048426] [BATTLE] Exitting FRAME_INITIALIZE
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAQ; tried direct/battle/RTAQ, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAQ, battle/RTAQ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.P04 RTAQ
[00048429] ERROR: could not open file CLOUD.P04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: failed to find file RTAE; tried direct/battle/RTAE, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAE, battle/RTAE (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T02 RTAE
[00048429] ERROR: could not open file CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T02
[00048429] ERROR: failed to find file RTAF; tried direct/battle/RTAF, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAF, battle/RTAF (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T03 RTAF
[00048429] ERROR: could not open file CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T03
[00048429] ERROR: failed to find file RTAG; tried direct/battle/RTAG, direct/battle/FF7/DATA/BATTLE/EFFECT/HITMARK/RTAG, battle/RTAG (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
[00048429] ERROR: offset error: CLOUD.T04 RTAG
[00048429] ERROR: could not open file CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048429] ERROR: COULD NOT LOAD TEXTURE DATA FILE CLOUD.T04
[00048672] [BATTLE] Begin main battle loop
[00053299] [BATTLE] End of current battle
[00053299] [BATTLE] Begin end battle stuff
[00053300] [BATTLE] Begin end battle stuff
[00053301] [BATTLE] Begin end battle stuff
[00053302] [BATTLE] Begin end battle stuff
[00053303] TRACE: play music: FAN2

[00210491] -=-=[START OF WORLD MAP!!!]=-=-
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
[00210491] ERROR: texture cache is full and nothing could be evicted!
2.0 doesn't do anything differently regarding your mods. It looks more like you have/had caching turned on. You should turn it off, then clear your texture cache. Regarding the crashing, unfortunately, that's the way it is right now until someone helps make the driver more stable. You VRAM doesn't have anything to do with it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-19 03:04:06
Thanks, but I mean, while using this 7th heaven 2.O , I can´t use my controller, I can´t configure it.

In my steam version works properly, but not in this case , so I don´t know whats happening. ???

Thanks

PD: 7th heaven 2.O is amazing!! thank you guys!!

Read up on controller troubleshooting steps earlier in this thread and read the Help documentation in 7H for configuring different controls profiles.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: CultivatedFinch on 2020-03-19 09:01:55
2.0 doesn't do anything differently regarding your mods. It looks more like you have/had caching turned on. You should turn it off, then clear your texture cache. Regarding the crashing, unfortunately, that's the way it is right now until someone helps make the driver more stable. You VRAM doesn't have anything to do with it.

I've tried turning caching off and on, and cleared the cache multiple times. The VRAM sapping still persists.  I've been monitoring it for about two hours while turning mods off and on one at a time. It's most noticeable if I have the hi-res field textures on and I move between areas, and with spell textures on when a new spell is cast. Every new area and spell loaded will slowly steal VRAM. And when it gets used all the way up, it crashes.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-19 20:37:24
Can you post some screens about this? :)

Sorry it took a while to get back to you HERE (https://imgur.com/gallery/NJWWcmv) is the screenshots you asked for if theres any other place youd liek to see let me know of if you want the re-shade file i have it on my GD so i can give you a link to download if youd like
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-19 21:20:35
I've tried turning caching off and on, and cleared the cache multiple times. The VRAM sapping still persists.  I've been monitoring it for about two hours while turning mods off and on one at a time. It's most noticeable if I have the hi-res field textures on and I move between areas, and with spell textures on when a new spell is cast. Every new area and spell loaded will slowly steal VRAM. And when it gets used all the way up, it crashes.

That's exactly what is expected.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: dddvg4 on 2020-03-19 22:42:34
heres a vibrant preset that ive messed with that you can use and tweak further to your liking https://drive.google.com/open?id=1irNDHEvzSUi2Z3FXhUOeLWYbFSpRMgc1
Thanks buddy!! :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-03-19 23:25:01
Thanks buddy!! :)

no problem at all i use that preset in most games. I originally made this to help clear up some fog in Sekiro and brighten the colors but later found it worked in most other games as well
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-20 01:18:29
If you want good and stable shader injection, use ReShade. Tons of effects and super stable. Here are some screens of what mine looks like (still tweaking) https://photos.app.goo.gl/JRnGovP5GLkDtorT8

So I'm using the same field backgrounds as you, and I assume most people.  But mine don't look near as sharp and crisp.  Is that from the Reshade?  I'm running the game @ 1920*1080 Fullscreen, stretched to fit.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-03-20 04:18:42
So I'm using the same field backgrounds as you, and I assume most people.  But mine don't look near as sharp and crisp.  Is that from the Reshade?  I'm running the game @ 1920*1080 Fullscreen, stretched to fit.

That is from Reshade yes. It's a sharpening filter. I'm running my game at 4K, also stretched.

Edit: Also the backgrounds from the first few scenes of the game are fully recreated which is why they look cleaner (or sharper) than the other scenes.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-20 05:33:29
That is from Reshade yes. It's a sharpening filter. I'm running my game at 4K, also stretched.

Edit: Also the backgrounds from the first few scenes of the game are fully recreated which is why they look cleaner (or sharper) than the other scenes.

Do you have a custom preset that is shareable?  Also, do you use a 4k monitor? Every time I try to load the game in 3840*2160 the game forces it into a window mode and freezes up.  My monitor is set to 1920*1080.  I know I could play in the previous 7th Heaven in that resolution. 
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-20 06:01:08
You can't play at a higher resolution than your monitor supports... You can try changing your desktop resolution to 4k and selecting Auto from the resolution drop down which will make the game match your display resolution set in Windows.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-20 06:15:15
You can't play at a higher resolution than your monitor supports... You can try changing your desktop resolution to 4k and selecting Auto from the resolution drop down which will make the game match your display resolution set in Windows.

Figured it out, thanks a lot.  If I wanted to create my own reshade and post it with some screenshots, where would be appropriate?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Drakonas on 2020-03-20 16:36:00
Apologies for double post (I know it's against the rules), but I can't edit the last post and I forgot to attach the logs.

https://mega.nz/#!5ApHxQxR!kE0Vbc7SNqF1UsaneX6sxmSCKwS5jZ1pSB878kmaC0k (https://mega.nz/#!5ApHxQxR!kE0Vbc7SNqF1UsaneX6sxmSCKwS5jZ1pSB878kmaC0k)

Thank you.
I guess my posts got entirely ignored. I'd appreciate feedback on my rare and odd driver crash issue.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: AuthenticM on 2020-03-21 06:42:52
Hey,
I have installed 7th Heaven 2.0 without any effort, and I have downloaded a bunch of mods just as easily. Congratulations on this update; I am sure it will bring more fans to try some of these wonderful mods.

That said, I have run into an issue. I have installed all of the mods from the manager that are listed as being from "the quimm community". I auto-sorted them and everything seemed to be in order, until I was escaping the reactor in the beginning where the game crashed. The error message said that it might be because of a memory issue. So my question is: what is the recommended amount of RAM and VRAM for having all of these mods installed? I have 16GBs of RAM and 6GBs of VRAM in my laptop.

Thank you!

EDIT: Nevermind. I smelled something fishy with the Jessie mod, so I deactivated it. It did the trick. I think it came into conflict with New Threat.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: EQ2Alyza on 2020-03-21 07:56:32
EDIT: Nevermind. I smelled something fishy with the Jessie mod, so I deactivated it. It did the trick. I think it came into conflict with New Threat.

It has the NT compatibility patch in it, so something might not be setup right on my end. I’ll look into more.

Also, this isn’t tool related, so please post mod related issues in the 7th Heaven thread under the FAQ and Tutorial section. Lots of people posting here about issues not related to the tool itself, so don’t get alarmed. We need to rename the 7th Heaven thread to something like “7th Heaven Catalog Modding” and direct the mod related questions there.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: AuthenticM on 2020-03-21 15:42:34
It has the NT compatibility patch in it, so something might not be setup right on my end. I’ll look into more.

Also, this isn’t tool related, so please post mod related issues in the 7th Heaven thread under the FAQ and Tutorial section. Lots of people posting here about issues not related to the tool itself, so don’t get alarmed. We need to rename the 7th Heaven thread to something like “7th Heaven Catalog Modding” and direct the mod related questions there.
Alright, noted. Thank you!

I have a question that I think fits in this thread. Like many people who installed 7th Heaven, I had a lot of issues getting my Dualshock 4 to work correctly. I followed the guide that was posted upthread (the one asking to download Antimicro), and after some fiddling, I managed to get everything to work!

However, I'm wondering if it would be possible to solve the controller issues easily by adding 7th Heaven to Steam as a non-Steam game. I tried it yesterday, but it had no effect. I know this trick works for games though; I had issues with my GOG copy of Stardew Valley in that the Dualshock 4 would be incorrectly parametered. I solved this by adding SV to Steam as a non-Steam game, which allowed the game to take advantage of Steam's controller compatibility function. And it wasn't just vanilla SV, but the different executable that was provided by the game's mod manager from NexusMods.

Could it be possible for 7th Heaven to also benefit from that somehow? I did add the tool to Steam as a non-Steam game, so maybe it could work with some alterations to it?

In any case, thanks again!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-22 07:58:11
Alright, noted. Thank you!

I have a question that I think fits in this thread. Like many people who installed 7th Heaven, I had a lot of issues getting my Dualshock 4 to work correctly. I followed the guide that was posted upthread (the one asking to download Antimicro), and after some fiddling, I managed to get everything to work!

However, I'm wondering if it would be possible to solve the controller issues easily by adding 7th Heaven to Steam as a non-Steam game. I tried it yesterday, but it had no effect. I know this trick works for games though; I had issues with my GOG copy of Stardew Valley in that the Dualshock 4 would be incorrectly parametered. I solved this by adding SV to Steam as a non-Steam game, which allowed the game to take advantage of Steam's controller compatibility function. And it wasn't just vanilla SV, but the different executable that was provided by the game's mod manager from NexusMods.

Could it be possible for 7th Heaven to also benefit from that somehow? I did add the tool to Steam as a non-Steam game, so maybe it could work with some alterations to it?

In any case, thanks again!

Glad you got things working. Steam doesn't have anything to do with 7th Heaven. 7H is its own executable and is just a mod manager. It launches its own ff7.exe (the 1998 version that 7H installs for you) and injects the mods into the game when you click the Play button. So, it is a couple of steps removed from just being the game or even a non-steam "game". I've read/heard lots of attempts from people to do a bunch of fiddling with 7H/Steam to just hit a brick wall. I'm not sure what all the fuss is about with 7H and Steam. The controls/controllers, in-game overlays, achievements, etc. are just not affected/possible to tweak with 7H and Steam. The most I've heard of (maybe?) working is getting Steam to display to your friends that you are "Playing Final Fantasy VII" by adding 7H and renaming it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Loki_ on 2020-03-22 12:27:02
Sorry it took a while to get back to you HERE (https://imgur.com/gallery/NJWWcmv) is the screenshots you asked for if theres any other place youd liek to see let me know of if you want the re-shade file i have it on my GD so i can give you a link to download if youd like


Thanks mate, can you share the files and a little tip about how to install them? Thanks :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: AuthenticM on 2020-03-22 14:41:46
I'm not sure what all the fuss is about with 7H and Steam. The controls/controllers, in-game overlays, achievements, etc. are just not affected/possible to tweak with 7H and Steam. The most I've heard of (maybe?) working is getting Steam to display to your friends that you are "Playing Final Fantasy VII" by adding 7H and renaming it.
Oh I personally don't care about the features of Steam such as achievements and the like in regard to FFVII. My suggestion was purely in service of making the issue around controller compatibility go away, since it keeps coming up. I thought that since it worked for modded Stardew Valley, it could be made to work with modded FFVII as well.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-22 18:13:17
That's exactly what is expected.

So... there's no way to fix it other than just getting a video card with more VRAM? Mine's a GTX 1060 3GB and although while lowering the texture quality and spells kinda helps it only delays the unavoidable crash when alll VRAM is consumed.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: LordUrQuan on 2020-03-22 18:43:39
So... there's no way to fix it other than just getting a video card with more VRAM? Mine's a GTX 1060 3GB and although while lowering the texture quality and spells kinda helps it only delays the unavoidable crash when alll VRAM is consumed.
No, the VRAM has nothing to do with it.  Unab0mb's getting very annoyed with people who keep asking, and I can't blame him.  The graphics driver is limited by the game engine to a 32-bit address space, which *theoretically* means 4GB max, but comes to about 3GB in practice.  Throwing new hardware at it isn't going to make a lick of difference.  The Team Avalanche and Project Edge folks know about this and are trying to come up with band-aids while the driver's memory management is improved, but for now this is the best advice we can give you:
1.  Enable texture compression, and clear your cache any time there's an update to a graphics mod you're using.
2.  Don't go manually editing the config files and twisting knobs you don't understand.  We spent a lot of time trying to find the safest defaults (that's why things like PBO are default disabled)
3.  Save early, save often.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-22 22:02:38
No, the VRAM has nothing to do with it.  Unab0mb's getting very annoyed with people who keep asking, and I can't blame him.  The graphics driver is limited by the game engine to a 32-bit address space, which *theoretically* means 4GB max, but comes to about 3GB in practice.  Throwing new hardware at it isn't going to make a lick of difference.  The Team Avalanche and Project Edge folks know about this and are trying to come up with band-aids while the driver's memory management is improved, but for now this is the best advice we can give you:
1.  Enable texture compression, and clear your cache any time there's an update to a graphics mod you're using.
2.  Don't go manually editing the config files and twisting knobs you don't understand.  We spent a lot of time trying to find the safest defaults (that's why things like PBO are default disabled)
3.  Save early, save often.

Ok, now i understand.

Also i have to apologize, i'm aware that among the faq this problem is probably refered as "My Game Driver/FF7 keeps crashing. Why?" but i was uncertain if it was actually related or not, so, sorry about that, i was trying to understand why was this happening and if there was something that i could do about it (that could also probably help others).
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-22 23:27:31
Although to be fair, reunion r06c does a much better job with it and crashes due to it are minimal.  So it will likely be older aali code making it worse.

It doesn't. It's not "old" and is based on TrueOdin's work in FFnx and we've even tried bleeding edge FFnx and these crashes still occur. It's inherent in all versions of the driver until the texture cache management is fixed. In general, Reunion won't experience the problems at often because it's essentially vanilla and isn't pushing hundred MB fields for each scene. Folks have reported the exact same problem in your channel on Discord. If clicking play without mods, it'd of course be a lot more stable, but that's not most people's setup or use case when using 7h.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: loneshoe on 2020-03-23 22:00:25
Hi. I ran into an issue with mounting. My OS is Windows 10 and I've already tried manually mounting the provided disc but with no luck.

### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at C:\Games\Final Fantasy VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying game is full/max install ...
Creating missing required directories ...
Verifying additional files for 'battle' & 'kernel' folders exist ...
Verifying all movie files exist ...
Verifying music files exist ...
Verifying latest game driver is installed ...
   7H_GameDriver.dll file is up to date.
Verifying game driver shaders folders exist ...
Verifying ff7 exe ...
Checking a profile is active ...
Checking mod compatibility requirements ...
Checking mod constraints for compatibility ...
Checking mod load order requirements ...
Looking for game disc ...
Failed to find game disc ...
Auto mounting virtual game disc ...
Looking for game disc after mounting ...
Failed to find game disc after auto mounting ...
Failed to launch FF7. View the above log for details.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-24 01:53:01
Hi. I ran into an issue with mounting. My OS is Windows 10 and I've already tried manually mounting the provided disc but with no luck.

### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at C:\Games\Final Fantasy VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying game is full/max install ...
Creating missing required directories ...
Verifying additional files for 'battle' & 'kernel' folders exist ...
Verifying all movie files exist ...
Verifying music files exist ...
Verifying latest game driver is installed ...
   7H_GameDriver.dll file is up to date.
Verifying game driver shaders folders exist ...
Verifying ff7 exe ...
Checking a profile is active ...
Checking mod compatibility requirements ...
Checking mod constraints for compatibility ...
Checking mod load order requirements ...
Looking for game disc ...
Failed to find game disc ...
Auto mounting virtual game disc ...
Looking for game disc after mounting ...
Failed to find game disc after auto mounting ...
Failed to launch FF7. View the above log for details.

Something is wrong with your PowerShell most likely, as that is what 7H is using behind the scenes. If PowerShell is fine, then the underlying ISO mount feature is broken in your system. Which seems likely since you can't manually mount it either. You'll have to search for your problem/resolution elsewhere in relation to that feature in Windows. Otherwise use a 3rd party program to manually mount the ISO or name a USB drive or hard drive to FFDISC1.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: J.Bloodwheel on 2020-03-24 07:29:44
I don't know why my post was deleted, but like I said in the ending FMV all dialogue is in french. I did some experimentation and found out the reason is the "Media - Qhimm Catalog" mod. The only way to fix it is by deactivating the mod completely but that means you don't get the chibi replacement for the cutscenes, the updated soundtrack or anything else you might want from it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Xathyr on 2020-03-24 08:02:21
I don't know why my post was deleted, but like I said in the ending FMV all dialogue is in french. I did some experimentation and found out the reason is the "Media - Qhimm Catalog" mod. The only way to fix it is by deactivating the mod completely but that means you don't get the chibi replacement for the cutscenes, the updated soundtrack or anything else you might want from it.

It was probably moved to a new thread (http://forums.qhimm.com/index.php?topic=19653.0) due to this topic being related to 7th Heaven itself and not it's mods. If you search a bit on this forum you will find a few threads adressing this mod issues.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: EQ2Alyza on 2020-03-24 10:23:25
Yes, it wasn’t deleted. I split it and moved to the 7H thread since it didn’t involve an issue with the tool itself.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Raulfin on 2020-03-27 18:37:56
Just a few little things I've noticed so far.
1. DL recovery, if a dl fails the partial file is kept in temp, restarting the dl just overwrites the partial file. trying to dl larger files with intermitant connection causes the first few GB to be downloaded over and over.
2. In theme color, can you seperate progress bars from controls pressed, as currently they just become a blob of the selected color.
3. Showing what each control layout is, sofar all of them have been the same for me with ps4ds controller with square being cancel and O doing nothing.
4. The ff7launcher isn't giving me joystick inputs (prolly a DS4Win thing) so I can't manually change them to create my own, is it possable to add that functionality to 7H2?
5. Occasionaly files will not be moved out of temp after dl is complete, seems random.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-03-27 18:53:10
Started having an issue today where the EasyHook is failing.  I've turned on the Code 5 fix.  The game was running perfecting.  The only changes made to the game since it last worked were updating my Nvidia drivers.  I've heard they can mess things up sometimes.  Just curious if anyone else is having this issue.

Edit:  After loading the game once without mods enabled, it started to work again.  Not sure what happened.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Raulfin on 2020-03-27 19:19:37
Forgot about the controler config in the game so i guess 4 is moot then.
on a small not about that, i had tried to edit the controls in game and save them but it didn't work for me, i had to edit them in game, close the game, save them, then they saved correctly. saving while the game was still running didn't save the changes (which makes sense, just every post i've seen just said change it in game and save it in 7h2).
I guess i lost the ability to edit posts.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-27 23:39:03
Forgot about the controler config in the game so i guess 4 is moot then.
on a small not about that, i had tried to edit the controls in game and save them but it didn't work for me, i had to edit them in game, close the game, save them, then they saved correctly. saving while the game was still running didn't save the changes (which makes sense, just every post i've seen just said change it in game and save it in 7h2).
I guess i lost the ability to edit posts.

You shouldn't have to do that. The game saves your inputs after you leave the in-game menu. If that's still up, your settings haven't yet been saved. But, I recommend doing it the way yourare with just setting them then leaving the game. The tabbing out thing I've never done and don't think it as necessary unless your game is screwing up your controls on close for some reason.

1. 7h isn't designed to resume partial files. This is expected behavior. I'll be adding direct download links on the web site for people that want to download via their browser or a download manager. For now, only pause/resume is supported while in the same 7h session. This could be added in the future.

2. Should only affect the download item when selected so not too big of a deal. Themes would need changed and I don't really want to do that, but I have an idea for possible other solution. You can still see progress from the "fill in" and of course time remaining.

3/4. 7h isn't a control mapper. These are just presets made for you for convenience. Go into the game's menu to see what buttons are being applied. Steam and its launcher and settings do not apply here as these are not used by 7h in any way and are not supported in any way. 7h uses the 98 version of the game. There's a lot of information out there already about how to get 3rd party mapping tools working, including page 6 of this thread.

5. Can happen after a download fails or a mod fails to install, the file was in use, etc. 7h only attempts to delete those files once on failures but doesn't purge the folder, that's on purpose.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Raulfin on 2020-03-28 22:54:07
A few hr into a new game and kept noticing the sfx/music volumle would reset every time i relaunched game so i went to setting> game launcher and set them to what i wanted and lost music. setting it back to 100 did nothing, tried reseting to default didn't help. changing the file in Media (mod) did nothing. still have sfx, but 0 music.
Running ff7 directly in steam also has no music. Disabling music/sfx mods (Media and Bonez') also gives no music.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-03-29 18:09:12
A few hr into a new game and kept noticing the sfx/music volumle would reset every time i relaunched game so i went to setting> game launcher and set them to what i wanted and lost music. setting it back to 100 did nothing, tried reseting to default didn't help. changing the file in Media (mod) did nothing. still have sfx, but 0 music.
Running ff7 directly in steam also has no music. Disabling music/sfx mods (Media and Bonez') also gives no music.

Sounds like you broke it pretty good. Have you checked your audio output device settings in Settings>Game Launcher (specifically your sound device)? There's a test audio button to the right of it also.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Raulfin on 2020-03-29 22:04:02
Yeah, did that. I still get all sfx, just no music.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: FunkyVo on 2020-04-01 18:40:23
Hello Guys!

When does 7th heaven work with the German version of Final Fantasy?

regards, Volker
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Flash0429 on 2020-04-02 02:45:20
Hello Guys!

When does 7th heaven work with the German version of Final Fantasy?

regards, Volker

try using the old game converter first then run 7th heaven its been said to fix the issue with non English versions of the game
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-02 06:26:29
Hello Guys!

When does 7th heaven work with the German version of Final Fantasy?

regards, Volker

I have a BETA version that can convert German game "out of the box" now if you want to test it. But you'd be the first to test so bugs are a possibility. Kaldarasha has also translated a bit of the UI into German as well, although it is still incomplete.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: marioalpra on 2020-04-04 13:19:44
Hi! First of all, thanks for your wonderful work.
I've bought ffvii on steam after seeing your patch but I'm having some problems. I've installed both the game on Steam and then 7th heaven.exe following your video tutorial. The problem is that when I click "play" on 7th Heaven the following error appears:

### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at D:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying game is full/max install ...
...    field\flevel.lgp not found. Scanning disc(s) for files ...
...     failed to find field\flevel.lgp on any disc ...
Your FF7 installation folder is missing critical file(s). When you installed FF7, you may have accidentally chosen to install the 'Standard Install', but the 'Maximum Install' is required.

7th Heaven can repair this for you automatically. Simply insert one of your game discs and try again.
Failed to launch FF7. View the above log for details.


Do you know which could be the reason for this? It seems the game is not installed, but it is. In fact a legit version from steam, so I don't understand which is the problem.

I hope you can help me with this guys.
Thanks for your amazing job.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-04 18:50:38
You need to install the English language version of the game.

...or reach out to me in a DM and beta test updated language support. Let me know what language.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: marioalpra on 2020-04-04 18:52:57
Is it possible to buy it on Steam although I'm in Spain?
Thanks
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: marioalpra on 2020-04-04 19:27:23
You need to install the English language version of the game.

...or reach out to me in a DM and beta test updated language support. Let me know what language.

I was not able to send you a DM, sorry.
The language of the game is spanish. I bought it on steam. Thanks.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-05 08:23:42
Either you will need to reach out to me on the Discord, or you will need to post at least 5 posts here before DMs can be sent.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: tihico on 2020-04-07 08:38:10
how can i use my steam save on this
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-07 12:20:25
how can i use my steam save on this

Steam puts your saves in a weird folder: Documents\Square Enix\FINAL FANTASY VII Steam\user_xxxxxxxx

Copy any "savexx.ff7" files to your C:\Games\Final Fantasy VII\save\ folder (or wherever your converted version is stored).
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Ultroman on 2020-04-07 22:36:21
I can't describe the joy I felt when I saw the phrases "7th Heaven" and "2020" in the same search summary. I was so hoping someone would pick up the mantle from the old masters, and here you are. May the universe bless you every day for your great contribution to mankind <3

Now, a few questions from an owner of the original 1998 discs (and yes, I did read the entire thread, so if this was answered, I missed it):

1. I have my trusty old ISO's made from rips of my old original discs from 1998 of which the install disc can't be read anymore, so I'm stuck using my ISO's. Will the program count that as piracy?
2. When installing from the old discs, do I still need to install the 1.02 official patch, or is that also included in 7th Heaven?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-07 22:59:16
I can't describe the joy I felt when I saw the phrases "7th Heaven" and "2020" in the same search summary. I was so hoping someone would pick up the mantle from the old masters, and here you are. May the universe bless you every day for your great contribution to mankind <3

Now, a few questions from an owner of the original 1998 discs (and yes, I did read the entire thread, so if this was answered, I missed it):

1. I have my trusty old ISO's made from rips of my old original discs from 1998 of which the install disc can't be read anymore, so I'm stuck using my ISO's. Will the program count that as piracy?
2. When installing from the old discs, do I still need to install the 1.02 official patch, or is that also included in 7th Heaven?

Thank you so much for the kind words!

1. You're fine. 7H 2.0 still fully supports the original discs.
2. You only need one thing (7H 2.0). Download 7th Heaven 2.0. Run the installer. Start 7th Heaven 2.0. Enjoy.

See the links to the trailer and tutorial videos on the first post to see how easy everything is.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Ultroman on 2020-04-08 01:06:25
Thank you so much for the kind words!

1. You're fine. 7H 2.0 still fully supports the original discs.
2. You only need one thing (7H 2.0). Download 7th Heaven 2.0. Run the installer. Start 7th Heaven 2.0. Enjoy.
You're a godsend, m8! Nothing less. It works perfectly.

I even got the re-released APZ Cloud (http://forums.qhimm.com/index.php?topic=13476.0) imported by just reading your documentation <3
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: tihico on 2020-04-09 04:40:58
is it possible to put some translation in the game ?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: LordUrQuan on 2020-04-09 12:47:14
is it possible to put some translation in the game ?
http://forums.qhimm.com/index.php?topic=19586.0
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kotecome on 2020-04-10 13:22:48
Hi Sir,

I encounter a problem when attempting to download the following mod from the 7th Heaven 2.0 app
(https://imgur.com/LtO080w)
(https://imgur.com/2gk6xGH)

May I know if this can be solved?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kotecome on 2020-04-11 05:23:38
I thought I attached some images but they didn't show
I re-post it below:

https://imgur.com/2atvSUr
https://imgur.com/MQDAkjx
In brief: An unhandled exception has occurred and the app must close.

The problem actually seems to be intermittent but I also find it different to completely download a mod with size >1gb.
It stops at later progress. And sometimes the download was just automatically terminated without showing any error.


Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-11 11:29:34
Hi Sir,

I encounter a problem when attempting to download the following mod from the 7th Heaven 2.0 app
(https://imgur.com/LtO080w)
(https://imgur.com/2gk6xGH)

May I know if this can be solved?
Most people don't have a good experience with downloads from Mega (which those FMVs are hosted on). The author of that mod has an alternate download link at the bottom of his first post here: http://forums.qhimm.com/index.php?topic=14852.0 (http://forums.qhimm.com/index.php?topic=14852.0). But, I recommend downloading the "Media" mod from Qhimm Modding Community personally and using the #2 Satsuki option for the movies. I don't see what this old cmh175 pack would have to offer over the newer Satsuki movies.

If you're having trouble downloading any mods from within the 7th Heaven app/catalog, most of them are available on the 7th Heaven website here: http://7thheaven.rocks (http://7thheaven.rocks). The cmh175 movies currently are not one of them, however.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Erikorn on 2020-04-12 07:22:20
So I finally got the game running with mods, but can't get past the initial menu screen,  The game doesn't seem to register any buttons, whether it's keyboard, or controller.  What do I need to do to get this working?  Preferably with a controller.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-12 15:06:28
So I finally got the game running with mods, but can't get past the initial menu screen,  The game doesn't seem to register any buttons, whether it's keyboard, or controller.  What do I need to do to get this working?  Preferably with a controller.

7H defaults to the original 1998 controls (the Numpad). You can choose other presets for your controls (such as Steam defaults) by going to Settings>Game Launcher>Controls. I find it odd that your controller isn't registering any buttons, but that would be an issue with your controller (driver, mapping software if used, Windows settings, hardware, etc.). See page 6 of this thread where I posted some info that should help you get started with your controller. If you're using an Xbox One controller, it should work out of the box.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: ghirofelgo on 2020-04-12 16:30:06
For some reason and no matter what i do 7th heaven tries to load from my old path which is no longer there. I used to have an "F" drive for the old 7th heaven, well now it's gone and it still tries to load:

Quote
An unhandled exception has occurred and the app must close
Could not find a part of the path 'F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\mods\7th Heaven'

It doesn't even give me a chance to change the path, after i click ok 7th heaven closes. I've uninstalled everything multiple times including the game and still nothing.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Erikorn on 2020-04-12 19:20:09
The game works fine if I run it through steam, but then there are no mods, but when I launch it from 7H, controls disappear.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Erikorn on 2020-04-12 19:34:09
7H defaults to the original 1998 controls (the Numpad). You can choose other presets for your controls (such as Steam defaults) by going to Settings>Game Launcher>Controls. I find it odd that your controller isn't registering any buttons, but that would be an issue with your controller (driver, mapping software if used, Windows settings, hardware, etc.). See page 6 of this thread where I posted some info that should help you get started with your controller. If you're using an Xbox One controller, it should work out of the box.

Fixed it, found the right code for Launch Options (outconfig) and now it works beautifully.  Thanks for the help!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Erikorn on 2020-04-12 19:44:35
Looks like I spoke too soon, this is a little embarrassing.  So while outconfig fixes the control problem, I now get a black screen for graphics.  Only thing that pops up are conversation bubbles, with or without mods.  Anyone have a different code or fix they'd recommend?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Kiroshu on 2020-04-13 02:32:00
For downloads that use google drive, like Avalanche Arisen Battle Scenes, can you have a popup with the gdrive link when quota is exceeded? Quota can be bypassed by importing a copy to your own gdrive account. As it is now when quota is exceeded, like it is now, you can't download it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: mdavis2019 on 2020-04-13 13:38:23
I'm trying to run 7H 2.0, but this error always appears:

### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at C:\Games\Final Fantasy VII\FF7.exe ...
Verifying installed game is compatible ...
Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.
Failed to launch FF7. View the above log for details.

Someone can help me?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: strife98 on 2020-04-13 15:54:30
I'm trying to run 7H 2.0, but this error always appears:

### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at C:\Games\Final Fantasy VII\FF7.exe ...
Verifying installed game is compatible ...
Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.
Failed to launch FF7. View the above log for details.

Someone can help me?

Buy the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: kotecome on 2020-04-13 17:11:42
Just some recommendations
I know for some of the mods, the ''origin'' is stated in the readme txt file
It'd be better to include the description of the version as well as the related thread of the other mods for understanding of which mods they actually refer to
Will it sound too trouble?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: StarMan on 2020-04-14 00:04:05
Have the torrent files been removed from the website? Downloading a 7GB file at 200kb/s is just painful.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-14 00:45:46
Just some recommendations
I know for some of the mods, the ''origin'' is stated in the readme txt file
It'd be better to include the description of the version as well as the related thread of the other mods for understanding of which mods they actually refer to
Will it sound too trouble?

I understand what you mean and wish that would happen also. This thread, though, is for releases/support/development of 7th Heaven. We don't have any control over what mod authors do or don't do with their mods. 7H 2.0 supports different formats of readme files, web site links, descriptions, release notes and other metadata that mod authors can and should take advantage of.  You would need to bring up your concerns with the mod authors themselves.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: ghirofelgo on 2020-04-14 00:46:22
Anyone? This is the full error message.

Quote
Could not find a part of the path 'F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\mods\7th Heaven'.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, Object dirSecurityObj, Boolean checkHost)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-14 00:51:29
Looks like I spoke too soon, this is a little embarrassing.  So while outconfig fixes the control problem, I now get a black screen for graphics.  Only thing that pops up are conversation bubbles, with or without mods.  Anyone have a different code or fix they'd recommend?

Are you missing your movies? The movies not being on your hard drive can cause the black screens and/or music to not work properly.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-14 00:55:18
For some reason and no matter what i do 7th heaven tries to load from my old path which is no longer there. I used to have an "F" drive for the old 7th heaven, well now it's gone and it still tries to load:

It doesn't even give me a chance to change the path, after i click ok 7th heaven closes. I've uninstalled everything multiple times including the game and still nothing.

1. Uninstall FF7 completely (all copies).
2. Delete all of your FF7 install folders completely. (Make sure to back up your save game files first).
3. Run the tool (right click and run as admin) found here: https://forums.qhimm.com/index.php?topic=14421.0 (https://forums.qhimm.com/index.php?topic=14421.0)
4. Reinstall a clean copy of FF7 to a non-system folder (like C:\Games, not C:\Program Files).
5. Delete the "7thWorkshop" subfolder under your 7th Heaven install folder. Open 7H again.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: ghirofelgo on 2020-04-14 01:02:03
1. Uninstall FF7 completely (all copies).
2. Delete all of your FF7 install folders completely. (Make sure to back up your save game files first).
3. Run the tool (right click and run as admin) found here: https://forums.qhimm.com/index.php?topic=14421.0 (https://forums.qhimm.com/index.php?topic=14421.0)
4. Reinstall a clean copy of FF7 to a non-system folder (like C:\Games, not C:\Program Files).
5. Delete the "7thWorkshop" subfolder under your 7th Heaven install folder. Open 7H again.

You're a life saver, thanks man it's good to go.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-14 01:04:35
For downloads that use google drive, like Avalanche Arisen Battle Scenes, can you have a popup with the gdrive link when quota is exceeded? Quota can be bypassed by importing a copy to your own gdrive account. As it is now when quota is exceeded, like it is now, you can't download it.

7th Heaven 2.0 has support for this, but it is up to the catalog creators to take advantage of it (which I don't believe anybody has yet). You could reach out to strife98 for Mods of the Round or EQ2Alyza for the Qhimm Catalog. They would just need to add an additional <Link> tag at the bottom of the list that starts with iros://ExternalURL/ which will prompt the user to open a web browser to the download if there is a problem (such as quota exceeded).

Edit: I apologize for the many posts from me in succession, but they are for support/help purposes to help you guys out and I'm not going to go back and forth 100 times to copy and paste.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Cebmage on 2020-04-14 09:12:39
anyone experiencing downloads that middleway disappears for some reason? I tried downloading the Field Textures and I have a pretty stable connection. Is it a server issue? tried to direct download it but for some reason the torrrent downloads are unavailable.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-14 15:19:40
anyone experiencing downloads that middleway disappears for some reason? I tried downloading the Field Textures and I have a pretty stable connection. Is it a server issue? tried to direct download it but for some reason the torrrent downloads are unavailable.

With the remake released, it seems we've hit another big spike in folks wanting to download 7th Heaven and mod the original release again. The server has gotten hit pretty hard again so you might experience some slowness or unavailability at times. It should be humming along a little better for now. The direct download links are available from the main page, but unfortunately we stopped the torrents a couple of weeks back because we didn't think traffic would be this high again.

Edit: The broken links on the site http://7thheaven.rocks (http://7thheaven.rocks) have been fixed.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: qizi on 2020-04-14 21:49:14
### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
    can not continue due to FF7 being installed in System/Protected folder. Aborting...
Failed to launch FF7. View the above log for details.

I keep getting this.  Have tried different folders, different disks, and I took my program files folder and subfolders off read only.  it's running as admin.  No idea what the problem is and searching the forum gives me nothing.  This is all on a fresh steam install.  Thank you for any assistance, it would be greatly appreciated.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: esafesa on 2020-04-14 23:00:55
As people say, in the 7th heaven 2.0 the bigger downloads die after a couple of hours.

But if I download via the link you gave, the download works fine. How do i implement the mod in the 7th heaven 2.0 app afer its downloaded?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Unwise Owl Tattoo on 2020-04-15 01:22:09
Finished the remake but it left a bad taste in my mouth. So I'm playing through the original again to remember why I loved the game back in the day. I'm guessing because Nomura didn't have the reins back then.

Anyhow, I'm using a XBox One controller and the analog stick works fine with 2.0 of 7H but I can't get the diagonal pad to work. I managed to get them to both recognize directional input about a year ago but can't seem to get it to work now. Any help? I'm using the Steam KB + Gamepad option. I tried Steam Original but 7H kept crashing..?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-15 02:23:49
Finished the remake but it left a bad taste in my mouth. So I'm playing through the original again to remember why I loved the game back in the day. I'm guessing because Nomura didn't have the reins back then.

Anyhow, I'm using a XBox One controller and the analog stick works fine with 2.0 of 7H but I can't get the diagonal pad to work. I managed to get them to both recognize directional input about a year ago but can't seem to get it to work now. Any help? I'm using the Steam KB + Gamepad option. I tried Steam Original but 7H kept crashing..?

Never heard of 7h crashing by selecting a different preset. I can't think of a conceivable reason why it would. But anyway, FF7 does not support the d-pad. In order to get it to work, you have to trick/emulate it with 3rd party software that remaps the d-pad to keyboard input, such as AntiMicro. See page 6 of this thread for a post I created about it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Cebmage on 2020-04-15 04:49:42
With the remake released, it seems we've hit another big spike in folks wanting to download 7th Heaven and mod the original release again. The server has gotten hit pretty hard again so you might experience some slowness or unavailability at times. It should be humming along a little better for now. The direct download links are available from the main page, but unfortunately we stopped the torrents a couple of weeks back because we didn't think traffic would be this high again.

Edit: The broken links on the site http://7thheaven.rocks (http://7thheaven.rocks) have been fixed.

The links to me are all 404 not found. Should i use a vpn or something to access the site?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-15 12:40:34

The links to me are all 404 not found. Should i use a vpn or something to access the site?

As stated in your quote, the broken links have already been fixed. Your browser may be caching the site, so try clearing your history/cookies/cache, close your browser, and try again.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Silver on 2020-04-16 06:36:36
I know there have been a few posts about the game driver crashing and it's mostly been attributed to running out of space for textures etc, but my log isn't showing anything of the sort. So I wanted to post it here since it looks like it's repeatedly trying to reach for a driver.dll file in sys32 and eventually just craps out after enough time. I don't know if this is basically an identical problem to the texture memory leak stuff from a few pages before but I wanted to share it since I don't actually know and might actually be a conflict with a mod or perhaps the way I have installed the game. It is in C:/Games now versus being in the steam folder but I didn't originally install it to there. 7th heaven moved it for me, kinda wondering if I did a clean install to the C:/Games folder if it would fix itself. Thanks for your time. No idea how to use this forums convoluted way of attaching things so I just made a paste it for it. https://justpaste.it/2cc3u

EDIT: Did a fresh install of both 7th heaven 2.0 and FF7 on Steam and reinstalled all the mods and so far 5 hours and no crashes and after closer inspection I suspect Pixel Buffer was the culprit. I had enabled it since I didn't have an AMD/ATI card but after the fresh install I have not had it enabled and it has been smooth sailing.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-16 18:04:36
I didn't see anything wrong with your log except PBO being on which is known to be unstable (although less so on Nvidia cards). Looks like you already came to the same conclusion. It is normal to get a random crash here and there, either due to the driver's known memory management issues (being investigated still), or an occasional problem with a mod.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Kitzer on 2020-04-17 02:25:21
I'm a bit curious about the FF7DISC1 requirement for this program.  I am playing on an older laptop that can't be updated to Windows 10 due to driver support which means that I am stuck on Windows 7.  There are only 3 USB ports on my laptop that I typically have occupied by mouse, keyboard, and controller.  In order to run this mod manager I'm forced to sacrifice a USB device or use a hub.  It's only a small inconvenience, but it's weird considering I own the full game on steam which seemingly doesn't make that check.


Outside of that I do have some small suggestions.

In the downloads manager I'm able to pause downloads, but they can't be resumed unless everything else is complete.  I discovered this when I was trying to reorder the downloads and force smaller files to go first so that I could play with some mods earlier on while the others finished downloading.

Another problem I had with downloads is that I can't reformat the scroll boxes so that the downloads box has more screen space.  This is mainly just a problem from first run of the program but it should be fixable by either putting the downloads box into another tab or allowing for the boxes to be resized.

If the downloads do stay on the same tab it would also be useful if the "Mod Info" box would reflect the mod you have highlighted in the downloads box so you don't have to search through the catalogue.


Thanks for your work and I look forward to seeing the program progress!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: harakko on 2020-04-17 07:13:40
Hi, thank you for great work.
After installed 7th heaven and all mods (from catalogue) game crashes sometimes, almost all time after a battle. I can understand that is a texture cache problem (probably full), the dialogue window write GAME DRIVER CRASH...

log file is very long, how can i paste here?

thanks
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Falcon216 on 2020-04-17 18:12:46
So, basically, the graphics driver can't really handle shuffling around the large size mod assets or clearing them from memory when not needed?
Doesn't sound like the easiest task, fixing that up. My memory handling crashes sometimes occur after just 6 screen changes and sometimes up to two hours. Seems somewhat random, and not actually related to running out of RAM or VRAM according to my hardware monitors. The game often crashes with only 1.8GB of VRAM allocated.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-17 21:21:16
So, basically, the graphics driver can't really handle shuffling around the large size mod assets or clearing them from memory when not needed?
It's usually a system RAM issue, not VRAM. Or a mod is doing something to cause a problem in the game.

Hi, thank you for great work.
After installed 7th heaven and all mods (from catalogue) game crashes sometimes, almost all time after a battle. I can understand that is a texture cache problem (probably full), the dialogue window write GAME DRIVER CRASH...
Known problem, see above.

I'm forced to sacrifice a USB device or use a hub.
No you're, not. Mount the ISO using a 3rd party tool. The ISO is located under \Resources\FF7DISC1.ISO in your 7H folder.

In the downloads manager I'm able to pause downloads, but they can't be resumed unless everything else is complete.
Pause all downloads besides the one you want to download and that one will download. You're limited to 1 download at a time.

Another problem I had with downloads is that I can't reformat the scroll boxes so that the downloads box has more screen space.

Yeah, we didn't add/allow for resizing. I don't like a bunch of tabs either. That's just kind of the way it is. There's very, very little focus on downloads since you select what you want, they download, you're done and almost never look at another download again. The focus is on the catalog. That, and there's many ways to get mods now, not just via the catalog. In the old version, the downloads window used to be its own window floating about but it was a nightmare and always in the way and would pop up unnecessarily.

If the downloads do stay on the same tab it would also be useful if the "Mod Info" box would reflect the mod you have highlighted in the downloads box so you don't have to search through the catalogue.

I don't think that makes sense from a design perspective. It's going to show what you have highlighted in the catalog. It is the Browse Catalog tab after all. There's a very nice search and filter tool in the top right that can help you easily find mods/filter the lists.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: lethal13 on 2020-04-18 10:22:37
Hi

In 7th Heaven 2.0 I have a few problems with some mods not working.

Specifically

- Field Textures, from the Qhimm Catalog
- Media - Specifically the Movies

All my other mods are applied when I start the game but these 2 refuse to work.

Any help would be appreciate it

Cheers guys
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Yoko22 on 2020-04-18 12:15:31
Hi,

Sorry if it's the wrong place to post this but I don't know where else to post this.
So I'm having a problem installing the field texture with the 7th Heaven 2.0 manager, everything else seems to work except this part.
Currently only a portion of the field texture appear correctly, half of the field texture looks vanilla.
Here a screenshot on a part it doesn't work:
https://ibb.co/GTzgqj7

and where it works:
https://ibb.co/vBVMHRY

Here is my configuration:
https://ibb.co/n8yRJs4

I tried multiple field texture, all of them give me the same results, I tried remako, satsuki, jesete, AxlRose + Jesete.
My game is a fresh install from steam, I installed it yesterday.
I tried to reinstall 7th heaven from scratch and I added everything in order as it is recommend in this thread but I got the same result.
Previously I had install all the QHIMM mod but it didn't work either.
Again sorry if it's the wrong place to post this.

Also I read multiple people reporting problems with PS4 controller, I had no problem with that, I only installed DS4 Windows and everything worked perfectly with no config all all except the DS4 windows.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Yoko22 on 2020-04-18 18:32:15
It seems it was a corrupted file as I just download the file from Google drive this time (instead of torrent) and it worked. It's strange though because all the other texture field  didn't work also and with the same bug. I cleared the texture cache just before that and it wasn't working either, but maybe it took some time to clear it  ??? . Anyway now it works. Thanks for your works guys, it's amazing to play this game with better graphics.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-18 18:36:27
Hi

In 7th Heaven 2.0 I have a few problems with some mods not working.

Specifically

- Field Textures, from the Qhimm Catalog
- Media - Specifically the Movies

Those happen to be the 2 biggest ones. Did they get corrupted? Try redownloading from a torrent, mediafire, or google drive mirror on the web site http://7thheaven.rocks (http://7thheaven.rocks)

So I'm having a problem installing the field texture with the 7th Heaven 2.0 manager, everything else seems to work except this part.
Please post your profile details. Settings>Profiles>Profile Details (eye icon). Also double check that 1) Your textures path is correct in 7th Heaven>Settings>General Settings>Textures. It should point to your FF7\mods\Textures folder (and verify that it exists) and 2) you may be using texture compression/caching. If you are, you won't see changes you are making with your mods (because the first copy that is cached is only going to load). Check it at Settings>Game Driver>Advanced>Texture Cache. Normally, it should be off. Also click the "Clear Texture Cache" button to clear the old cache so everything refreshes. If you decide to leave compression/caching on, you need to click this button to clear your cache any time you make a change to your mods.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Yoko22 on 2020-04-19 19:03:23
Setting path was correct, it was the first thing I checked, the cache was off indeed but I double checked just in case. The most probable thing is that the file was corrupt. I no longer have the problem but I still think it's a strange bug considering I had 3 different field texture file having the same behavior, it's only when I downloaded it from google drive that I solved my problem.

I have to take back what I said about the controller working perfectly, half the time when I start the game it's not working, I have to restart my computer for it to works from time to time.

Is there a way to load a different save game without restart the game, it's like you can't go back to the main menu without restarting, it's quite annoying when the save game is corrupted.

7th Heaven Version: 2.0.3.406

# Miscellaneous - Qhimm Catalog
   ID: c0f4e84d-cf4e-49a9-bd61-b3f1f91d7a86
   Version: 3.0
   Is Active: True
   "=======Jessie Mod======="  (Miscellaneous)           = ""      (0)       
   "Jessie Mod"                (Jessie Mod)              = False   (0)       
   "Team Avalanche Fields"     (Team Avalanche Fields)   = True    (1)       
# Animations - Qhimm Catalog
   ID: ad98f03e-143d-41b0-8937-96fec7c821ea
   Version: 3.0
   Is Active: True
   "Battle"  (Animations - Battle)   = "1 - 60 FPS"                  (1)       
   "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)      = "2 - ninostyle"                   (2)       
   "Barret"              (Main Characters - Barret)      = "6 - ninostyle [version 3]"       (6)       
   "Cait Sith"           (Main Characters - Cait Sith)   = "2 - ninostyle"                   (2)       
   "Cid"                 (Main Characters - Cid)         = "3 - ninostyle"                   (3)       
   "Cloud"               (Main Characters - Cloud)       = "5 - Team Avalanche - Bloodshot"  (5)       
   "Red XIII"            (Main Characters - Red XIII)    = "4 - ninostyle"                   (4)       
   "Sephiroth"           (Main Characters - Sephiroth)   = "3 - Kaldarasha"                  (3)       
   "Tifa"                (Main Characters - Tifa)        = "4 - ninostyle"                   (4)       
   "Vincent"             (Main Characters - Vincent)     = "3 - ninostyle"                   (3)       
   "Yuffie"              (Main Characters - Yuffie)      = "2 - ninostyle"                   (2)       
   "Aero Combatant"      (Enemies - Aero Combatant)      = "1 - ninostyle"                   (1)       
   "Air Buster"          (Enemies - Air Buster)          = "1 - ninostyle"                   (1)       
   "Chocobo"             (Enemies - Chocobo)             = "1 - ninostyle"                   (1)       
   "Diamond Weapon"      (Enemies - Diamond)             = "1 - Grimmy"                      (1)       
   "Elena"               (Enemies - Elena)               = "1 - ninostyle"                   (1)       
   "Frogs"               (Enemies - Frogs)               = "2 - Style 2"                     (2)       
   "Grunt"               (Enemies - Grunt)               = "1 - ninostyle"                   (1)       
   "Guard Hound"         (Enemies - Guard Hound)         = "1 - ninostyle"                   (1)       
   "Guard Scorpion"      (Enemies - Guard Scorpion)      = "1 - Team Avalanche"              (1)       
   "Hundred Gunner"      (Enemies - Hundred Gunner)      = "1 - ninostyle"                   (1)       
   "Jenova"              (Enemies - Jenova)              = "1 - WolfMan"                     (1)       
   "Joker"               (Enemies - Joker)               = "1 - Grimmy"                      (1)       
   "Life Form"           (Enemies - Life Form)           = "1 - cmh175"                      (1)       
   "Mighty Grunt"        (Enemies - Mighty Grunt)        = "1 - ninostyle"                   (1)       
   "Motorball"           (Enemies - Motorball)           = "1 - Bloodshot"                   (1)       
   "Reno"                (Enemies - Reno)                = "1 - ninostyle"                   (1)       
   "Ruby Weapon"         (Enemies - Ruby)                = "1 - JLOUTLAW"                    (1)       
   "Rude"                (Enemies - Rude)                = "1 - ninostyle"                   (1)       
   "Shinra Soldiers"     (Enemies - Shinra Soldiers)     = "1 - Kaldarasha"                  (1)       
   "Sweeper"             (Enemies - Sweeper)             = "1 - ninostyle"                   (1)       
   "Aerith"              (Weapons - Aerith)              = "3 - Mike + slayersnext"          (3)       
   "Cait Sith"           (Weapons - Cait Sith)           = "1 - omega res novae"             (1)       
   "Cloud"               (Weapons - Cloud)               = "3 - slayersnext"                 (3)       
   "Red XIII"            (Weapons - Red XIII)            = "1 - philman"                     (1)       
   "Sephiroth"           (Weapons - Sephiroth)           = "1 - Mike"                        (1)       
   "Yuffie"              (Weapons - Yuffie)              = "1 - Mike"                        (1)       
# Battle Textures - Qhimm Catalog
   ID: b9315620-c927-4fcb-9c05-185783a8967e
   Version: 3.0
   Is Active: True
   "Battle Textures"  (Battle Textures)   = "2 - [4x Upscale] SYW V3.17 - satsuki"  (2)       
# 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)            = "3 - cmh175 - Team Avalanche Edits"  (3)       
   "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)                      = "4 - ninostyle"                      (4)       
   "Barret"                 (Main - Barret)                      = "11 - Timu + Kleyon + Asmodean"      (11)     
   "Cait Sith"              (Main - Cait Sith)                   = "2 - ninostyle"                      (2)       
   "Cid"                    (Main - Cid)                         = "3 - ninostyle"                      (3)       
   "Cloud"                  (Main - Cloud)                       = "0 - No Change"                      (0)       
   "Red XIII"               (Main - Red XIII)                    = "4 - ninostyle"                      (4)       
   "Sephiroth"              (Main - Sephiroth)                   = "2 - ninostyle"                      (2)       
   "Tifa"                   (Main - Tifa)                        = "5 - ninostyle"                      (5)       
   "Vincent"                (Main - Vincent)                     = "3 - ninostyle"                      (3)       
   "Yuffie"                 (Main - Yuffie)                      = "1 - Kaldarasha"                     (1)       
   "Biggs"                  (Support - Biggs)                    = "3 - ninostyle"                      (3)       
   "Bugenhagen"             (Support - Bugenhagen)               = "2 - Kaldarasha - Sitting"           (2)       
   "Jessie"                 (Support - Jessie)                   = "3 - ninostyle"                      (3)       
   "Wedge"                  (Support - Wedge)                    = "1 - Kaldarasha"                     (1)       
   "Air Buster"             (Enemy - Air Buster)                 = "1 - ninostyle"                      (1)       
   "Elena"                  (Enemy - Elena)                      = "2 - ninostyle"                      (2)       
   "Reno"                   (Enemy - Reno)                       = "2 - ninostyle"                      (2)       
   "Rude"                   (Enemy - Rude)                       = "2 - ninostyle"                      (2)       
   "Shinra Soldiers"        (Enemy - Shinra Soldiers)            = "1 - ninostyle"                      (1)       
   "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)   = "2 - [4x Upscale] SYW V4 - satsuki"  (2)       
# Jusete´s Project Edge
   ID: f4cec49a-492f-4b8d-a681-8ea974ca7150
   Version: 0.01
   Is Active: False
   "Textures"  (edgefields)   = "Project Edge Fields"  (1)       
# FF7 Remake ESUI Theme
   ID: 0b038238-8e3e-48a5-b56d-55a3fe0aa929
   Version: 1.03
   Is Active: True
   "FF7 Remake Theme"       (remake)          = "FF7 Remake - On"  (1)       
   "Start Screen"           (start)           = "Remake"           (1)       
   "Items + Materia Icons"  (items_materia)   = "Remake"           (1)       
   "UI Bars"                (bars)            = "Remake"           (1)       
   "Font Style"             (fonts)           = "Remake"           (1)       
   "Controller Icons"       (controller)      = "PSX Icons"        (1)       
# Gameplay - Qhimm Catalog
   ID: ace21ed7-9e32-4782-b397-1ce937bf3507
   Version: 3.0
   Is Active: True
   "======Difficulty======"  (Gameplay)               = ""                (0)       
   "Difficulty"              (Difficulty)             = "6 - New Threat"  (6)       
   "Always Run"              (Always Run)             = True              (1)       
   "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)      = True              (1)       
   "Skip Cutscenes"          (Skip Cutscenes)         = True              (1)       
   "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)   = "3 - [Original] DrLilo - Chibi Replacement"  (3)       
   "Music"   (Music)    = "2 - Anxious Heart - Fan Made"               (2)       
   "Sound"   (Sound)    = "2 - ProtoX"                                 (2)       
# 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: 3.1
   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: 2.24
   Is Active: True
   "Enhanced Stock"                     (enhanced)        = "Enhanced Stock - On"               (1)       
   "All Status Visible"                 (status)          = True                                (1)       
   "Items + Materia Icons"              (items_materia)   = "Colored Items + Standard Materia"  (3)       
   "UI Bar Thickness"                   (bars)            = "Thinner Bars"                      (1)       
   "Font Brightness"                    (fonts)           = "Bright Fonts"                      (2)       
   "Battle View"                        (battleview)      = "Recommended View, Optimized UI"    (1)       
   "Minimalistic No Battle Boxes View"  (nbb)             = False                               (0)       
   "Help Box Transparency"              (hbb)             = "No Box, Text Only"                 (1)       
   "Field Dialog Style"                 (fds)             = "Menu Overhaul"                     (1)       
   "Controller Icons"                   (controller)      = "PSX Icons"                         (2)       
   "EXP Bar Toggle"                     (nt)              = "Exp Bars Enabled"                  (0)       
# User Interface - Qhimm Catalog
   ID: d7fbbf75-2ff7-42f2-bbda-815fb92598a0
   Version: 3.0
   Is Active: True
   "Tifa"                    (Avatars - Tifa)          = "4 - Tsunamods"                   (4)       
   "======Menu======"        (Avatars)                 = ""                                (0)       
   "Enhanced Stock"          (enhanced)                = "Enhanced Stock - Off"            (0)       
   "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)       
   "EXP Bar Toggle"          (nt)                      = "Exp Bars Enabled"                (0)       
   "Controller Icons"        (controller)              = "PSX Icons"                       (2)       
   "Aerith"                  (Avatars - Aerith)        = "9 - WolfMan [Version 3]"         (9)       
   "Barret"                  (Avatars - Barret)        = "8 - WolfMan [Version 2]"         (8)       
   "Cait Sith"               (Avatars - Cait Sith)     = "9 - WolfMan [Version 3]"         (9)       
   "Chocobo"                 (Avatars - Chocobo)       = "6 - WolfMan [Version 3]"         (6)       
   "Cid"                     (Avatars - Cid)           = "9 - WolfMan [Version 3]"         (9)       
   "Cloud"                   (Avatars - Cloud)         = "4 - Tsunamods"                   (4)       
   "Cloud Young"             (Avatars - Young Cloud)   = "4 - Tsunamods"                   (4)       
   "Red XIII"                (Avatars - Red XIII)      = "4 - Tsunamods"                   (4)       
   "Sephiroth"               (Avatars - Sephiroth)     = "6 - WolfMan [Version 1]"         (6)       
   "Vincent"                 (Avatars - Vincent)       = "8 - WolfMan [Version 2]"         (8)       
   "Yuffie"                  (Avatars - Yuffie)        = "8 - WolfMan [Version 2]"         (8)       
   "Game Over"               (Game Over)               = "1 - Game Over"                   (1)       
   "Prelude Credits"         (Prelude Credits)         = "1 - Grimmy"                      (1)       
   "Start Menu"              (Start Menu)              = "10 - Gold Hilt Buster"           (10)     
# 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)   = "2 - Bloodshot - Team Avalanche Edits"  (2)       
   "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)          = "3 - ninostyle"                         (3)       
   "Chocobo"             (Vehicles - Chocobo)        = "2 - ninostyle"                         (2)       
   "Highwind"            (Vehicles - Highwind)       = "2 - ninostyle"                         (2)       
   "Submarine"           (Vehicles - Submarine)      = "3 - ninostyle"                         (3)       
   "Tiny Bronco"         (Vehicles - Tiny Bronco)    = "1 - ninostyle"                         (1)       
# World Textures - Qhimm Catalog
   ID: 00583ff5-d5b8-4efa-9678-8e319574839e
   Version: 3.0
   Is Active: True
   "World Textures"  (World Textures)   = "2 - [4x Upscale] SYW V4 - satsuki"  (2)       
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-20 02:52:13
No, unfortunately only way to get back to the start screen is to close and reopen or get a game over. Regarding your controller, double check that you are running it as administrator every time.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: youffie on 2020-04-20 09:24:51
any way to get DLPB translation working with 7th heaven, JUST the translation not the reunion itself.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: LordUrQuan on 2020-04-20 13:13:03
any way to get DLPB translation working with 7th heaven, JUST the translation not the reunion itself.
http://forums.qhimm.com/index.php?topic=19586.0
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: lionheart82 on 2020-04-20 19:35:22
Hey guys, i got all installed on my lap, Windows 7 32bit, iso working, but i get this message once game screen starts up:

OpenGL renderer does not support OpenGL 2.0. Your graphics drivers are probably not up to date. Shaders are required since version 0.8.

So i can only shut down message and screen.

Now my lap is bought in 2007, and im sure there aint no new drivers for it... Its toshiba satelite. Yeah i can hear you guys screamin  with tears laughing - get a new one!

I got a pc but im not home and not gonna be for a few months more, so...

Is it my guess that thats it or does someone have any advice? Anyway to get that opengl support or/and shaders support on it?

Log and dump are in the zip if needed.

PS thanks to everyone who worked hard to get us this new version! http://cloud.tapatalk.com/s/5e9df67bcbc07/Download.zip (http://cloud.tapatalk.com/s/5e9df67bcbc07/Download.zip)

PPS forgot, if i installed Windows 8 or 10 would it make any difference? And is there a difference in 32/64 versions, if one is not compatible w ff7/7h or not?

Sent from my Mi 9T using Tapatalk
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-20 22:19:10
There's no difference between 32/64-bit or Windows versions other than where 7H looks for/sets game registry values due to architecture, and the "auto (dis)mount ISO" code since that is a native feature of Windows 8 and up only. With this being a laptop (integrated graphics) and being so old from 2007, my guess is that the problem is just as the error message says. If there's firmware/driver updates for it then that's probably your only option but you'd have to go digging on the internet to find out for your graphics chipset.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: lionheart82 on 2020-04-20 22:21:43
Thought so... Sigh... Will have to wait then. Thanks for quick response, cheers.

Sent from my Mi 9T using Tapatalk

Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Yoko22 on 2020-04-20 22:32:11
I found the problem for the PS4 controller, it seems it wasn't working because Steam wasn't loaded in the background, I didn't get any problem since then.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: ZeeB on 2020-04-20 22:46:44
First off thank you for all the work you've done. As a bit of a novice with this, I was finally able to play FF7 with beautiful mods due to how easy y'all have made it.

The program had been working correctly for me for a week or so now but today when I start it up, I get an error message and the app closes. The following message appears

"An unhandled exception has occurred and the app must close"

"The type initializer for 'Iros._7th.Workshop.Sys' threw an exception.

   at Iros._7th.Workshop.Sys.add_MessageReceived(EventHandler`1 value)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)"


Not sure what to do about it so any help would be welcomed. Thanks again everyone
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: youffie on 2020-04-20 22:53:39
http://forums.qhimm.com/index.php?topic=19586.0

Yeah I know that, I was just wondering if it's possible to manually extract all the text, or is just impossible to do that by myself . .
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Rumbah on 2020-04-20 23:04:45
Thought so... Sigh... Will have to wait then. Thanks for quick response, cheers.
I just looked up you graphics chip and it only supports DirectX 9 and OpenGL 1.4 . So it seems you won't be able to use Aali's driver or ffnx.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: lionheart82 on 2020-04-20 23:35:35
Thx for info you guys, very helpfull.

Sent from my Mi 9T using Tapatalk

Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Kitzer on 2020-04-21 01:17:23
No you're, not. Mount the ISO using a 3rd party tool. The ISO is located under \Resources\FF7DISC1.ISO in your 7H folder.

You're right in that I could use a 3rd party ISO tool, but then I'd be running 4 programs to essentially run 1.  Ideally I'd like to run 2 programs (the mod manager and the game) and it sounds like you're making progress adding in controller support, which is cool.

I did try to put in a PS1 disc to see if that would work, but for some reason it seems they named the PS1 and PC discs differently.

When I said I was curious about this requirement I really meant it.  Does the Steam version somehow have an ISO mounting tool built into the launcher that I'm not aware of?  Does the FF7 have some weird space limitation that can only be bypassed by faking a larger disc?  Maybe it's explained somewhere I couldn't find.


Pause all downloads besides the one you want to download and that one will download. You're limited to 1 download at a time.

I'm aware of the one download at a time limitation.  The problem is that if you pause those other downloads you have to resume them one at a time.  That means that if I pause to get the fifth mod to download I have to actively be there to resume every single time a mod finishes downloading.  They can't be resumed into the "pending" status.

Unfortunately I wasn't aware of this when I first ran it and decided halfway through one of the larger downloads that I wanted the smaller things to download first.  I went through the first couple of smaller mods and decided this was too involved, so I closed the program.  This completely clears the list and seemingly deletes data from all partial downloads, meaning I wasted around 600MB of data that likely eats into a data cap on the server.  From there I was careful to start the downloads in order based on size.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-21 18:44:10
I did try to put in a PS1 disc to see if that would work, but for some reason it seems they named the PS1 and PC discs differently.

When I said I was curious about this requirement I really meant it.  Does the Steam version somehow have an ISO mounting tool built into the launcher that I'm not aware of?
If you've got an optical drive, just burn the previously mentioned ISO to a physical disc and that should work just fine. If you don't like running several programs because it's a hassle to open and close them, you can always use a combination of 7th Heaven switches (see Help file for Shell Integration), the "Programs to Run" in the Game Launcher settings, and/or a batch file.

Steam doesn't have to use discs of course. They removed the disc checking code from their exe.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Mazrim on 2020-04-21 20:21:33
Sorry if this has been covered before, I've had a search and I think I've tried everything that has been suggested so far.

I've been trying to get 7th Heaven working with my PS4 gamepad to no avail.

Steps I've tried so far:

1. Setting the gamepad to preferred in Control Panel

2. Mapping the buttons to Key Binds in Big Picture for both 7th Heaven and the executable it loads.

3. Mapping the buttons to keys in AntiMicro then confirming in a notepad that the buttons are working as keypresses in Windows

4. Mapping the buttons to keys in Joy2Key then confirming in a notepad that the buttons are working as keypresses in Windows

5. Mapping the buttons to keys in DS4Windows then confirming in a notepad that the buttons are working as keypresses in Windows

if I load the game through Steam without the mod manager it recognises the gamepad without issue, but it just refuses to register any gamepad button presses if loaded through the mod manager. The keyboard works fine. I'm pretty confused as with points 3-5 it should just register the button presses as key strokes, which are working fine.

The problem is present regardless of whether I load 7th Heaven through steam or directly from the exe.

Any ideas would be greatly appreciated.






EDIT: Sorry figured it out, running DS4 as Admin works.

Please feel free to delete this post.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Loki_ on 2020-04-23 19:52:11
Guys one question. I tryed to edit some text strings on ffvii.exe with touphscript. The tool does dump and ancode correctly but when i lunch the game with 7th all my edits come back to default. But if i rename the exe, to ffvii_bc.exe for example, all edits remain also in game. I use default ffvii.exe because I use ESUI for the menù, i don't use The Reunion mod. Is this an "issue" with 7th?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-23 22:28:50
Guys one question. I tryed to edit some text strings on ffvii.exe with touphscript. The tool does dump and ancode correctly but when i lunch the game with 7th all my edits come back to default. But if i rename the exe, to ffvii_bc.exe for example, all edits remain also in game. I use default ffvii.exe because I use ESUI for the menù, i don't use The Reunion mod. Is this an "issue" with 7th?

If 7H is pointing to ff7.exe it should always be the English 1.02 patch. When you screw around with it, 7H knows it's not the correct EXE and fixes it. If you want to use a custom exe, name it as such (e.g. ff7_mycustom.exe) then point 7H to it under Settings>General Settings. 7H won't attempt to fix your custom named exe. ESUI doesn't require your exe be named ff7.exe either. You can name it whatever you want and ESUI will work fine.

This should be obvious, but I'll explain anyway. Your example, ff7_bc.exe is traditionally the old EXE used in the Beacause Menu Overhaul. ESUI isn't compatible with that exe because the content of that exe obviously conflicts with ESUI because they both significantly modify much of the same things in the UI, etc. It has nothing to do with it being named ff7_bc.exe. You could name your exe the same and ESUI would work fine with it, provided it doesn't change the same things that ESUI changes. You're talking about a conflict of mods, not 7th Heaven.

I'll also mention, everyone has moved away from custom EXEs. You can accomplish your same goal with hext, which is how ESUI does the same things as the old Menu Overhaul but without making permanent changes to or requiring a custom exe file.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Cebmage on 2020-04-24 13:26:37
Have a bug where dialogue wont show on the flashback at the temple of the ancients. Turned the field models off and its back to normal. I was wondering if its just me that have experience this one.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-24 20:34:00
Have a bug where dialogue wont show on the flashback at the temple of the ancients. Turned the field models off and its back to normal. I was wondering if its just me that have experience this one.

Ask for help in the thread for the mod that is causing issues for you. You'll want to provide your profile details. This thread is for 7H as it pertains to the standalone program itself.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Loki_ on 2020-04-25 10:03:49
If 7H is pointing to ff7.exe it should always be the English 1.02 patch. When you screw around with it, 7H knows it's not the correct EXE and fixes it. If you want to use a custom exe, name it as such (e.g. ff7_mycustom.exe) then point 7H to it under Settings>General Settings. 7H won't attempt to fix your custom named exe. ESUI doesn't require your exe be named ff7.exe either. You can name it whatever you want and ESUI will work fine.

This should be obvious, but I'll explain anyway. Your example, ff7_bc.exe is traditionally the old EXE used in the Beacause Menu Overhaul. ESUI isn't compatible with that exe because the content of that exe obviously conflicts with ESUI because they both significantly modify much of the same things in the UI, etc. It has nothing to do with it being named ff7_bc.exe. You could name your exe the same and ESUI would work fine with it, provided it doesn't change the same things that ESUI changes. You're talking about a conflict of mods, not 7th Heaven.

I'll also mention, everyone has moved away from custom EXEs. You can accomplish your same goal with hext, which is how ESUI does the same things as the old Menu Overhaul but without making permanent changes to or requiring a custom exe file.

Using hex to translate strings is a bit of a pain, btw using touphscript e renaming exe does the trick, as you explain. thanks for help ;)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-25 19:10:36
Using hex to translate strings is a bit of a pain, btw using touphscript e renaming exe does the trick, as you explain. thanks for help ;)

How so? Take your base EXE, hextcompare it to your TouphScript modified EXE, and all the hext is dumped out for you and you just update the offset. Takes 10 seconds.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: bran2396 on 2020-04-26 18:33:58
Hi I've been getting an illegal character error everytime I try to launch 7th Heaven 2.0 even after uninstalling and re-installing as well as deleting the workshop several times here's the text from the applog:
Spoiler: show
12:55:39|INFO|SeventhHeaven.ViewModels.GeneralSettingsViewModel|FF7 Exe path is empty or ff7.exe is missing. Auto detecting paths ...
12:55:39|INFO|SeventhHeaven.ViewModels.GeneralSettingsViewModel|FF7Version Detected: Original98 (or Game Converted) with installation path: *:\SteamLibrary\steamapps\common\FINAL FANTASY VII\
12:55:39|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|directory missing. creating *:\SteamLibrary\steamapps\common\FINAL FANTASY VII\mods\7th Heaven
12:55:39|ERROR|SeventhHeavenUI.App|! Unhandled exception (Application.Current.DispatcherUnhandledException)
12:55:39|ERROR|SeventhHeavenUI.App|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
12:55:39|ERROR|SeventhHeaven.Windows.UnhandledErrorWindow|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
12:55:42|ERROR|SeventhHeavenUI.App|! Unhandled exception (AppDomain.CurrentDomain.UnhandledException)
12:55:42|ERROR|SeventhHeavenUI.App|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
   at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
   at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
12:58:18|INFO|SeventhHeaven.ViewModels.GeneralSettingsViewModel|FF7 Exe path is empty or ff7.exe is missing. Auto detecting paths ...
12:58:18|INFO|SeventhHeaven.ViewModels.GeneralSettingsViewModel|FF7Version Detected: Original98 (or Game Converted) with installation path: *:\SteamLibrary\steamapps\common\FINAL FANTASY VII\
12:58:18|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|directory missing. creating *:\SteamLibrary\steamapps\common\FINAL FANTASY VII\mods\7th Heaven
12:58:18|ERROR|SeventhHeavenUI.App|! Unhandled exception (Application.Current.DispatcherUnhandledException)
12:58:18|ERROR|SeventhHeavenUI.App|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
12:58:18|ERROR|SeventhHeaven.Windows.UnhandledErrorWindow|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
12:58:29|ERROR|SeventhHeavenUI.App|! Unhandled exception (AppDomain.CurrentDomain.UnhandledException)
12:58:29|ERROR|SeventhHeavenUI.App|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
   at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
   at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
13:18:13|INFO|SeventhHeaven.ViewModels.GeneralSettingsViewModel|FF7 Exe path is empty or ff7.exe is missing. Auto detecting paths ...
13:18:13|INFO|SeventhHeaven.ViewModels.GeneralSettingsViewModel|FF7Version Detected: Original98 (or Game Converted) with installation path: *:\SteamLibrary\steamapps\common\FINAL FANTASY VII\
13:18:13|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|directory missing. creating *:\SteamLibrary\steamapps\common\FINAL FANTASY VII\mods\7th Heaven
13:18:13|ERROR|SeventhHeavenUI.App|! Unhandled exception (Application.Current.DispatcherUnhandledException)
13:18:13|ERROR|SeventhHeavenUI.App|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
13:18:13|ERROR|SeventhHeaven.Windows.UnhandledErrorWindow|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
13:18:15|ERROR|SeventhHeavenUI.App|! Unhandled exception (AppDomain.CurrentDomain.UnhandledException)
13:18:15|ERROR|SeventhHeavenUI.App|System.ArgumentException: Illegal characters in path.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
   at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
   at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: WookieLord on 2020-04-28 00:44:28
Hello !
First of all thank you for all this work done over the years! All Qhimm community do a great job ! 8-)
hmm but I would have a question, I do not believe if it has already been asked, but, is it possible to change the language of the game.
I used until now version 1 of 7th heaven and I had no problem to play in French but since version 2 the game forces me to use the English version. Is there something to do?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: LordUrQuan on 2020-04-28 12:12:20
Hello !
First of all thank you for all this work done over the years! All Qhimm community do a great job ! 8-)
hmm but I would have a question, I do not believe if it has already been asked, but, is it possible to change the language of the game.
I used until now version 1 of 7th heaven and I had no problem to play in French but since version 2 the game forces me to use the English version. Is there something to do?
Just wait... v2.0 is English-only (we had to start somewhere), v2.1 is having support for several more added :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: WookieLord on 2020-04-28 17:49:45
Just wait... v2.0 is English-only (we had to start somewhere), v2.1 is having support for several more added :)
thank you for your reply,
anyway, I tweaked so much that I broke my version that worked with V.1 haha  :-D
This time I will wait patiently.  :mrgreen:
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: corpse on 2020-04-28 18:37:12
Hi,

Lockdown has probably gone a little way to helping me complete Final Fantasy VII for the first time in over 20 years and the first time on PC, I've tried many times in the last 2 decades but never quite got there again. But I know this much it was the recent release of 7th Heaven 2.0, that encouraged me to try again. So I just wanted to say a massive thanks to:


Acknowledgements
Created By
unab0mb, Rodriada
TrueOdin, TurBoss

Assisted By
LordUrQuan, Chrysalis
Martin Barker, Strife98

Special Thanks
Aali, Iros
Ficedula, EQ2Alyza
And to all of the beta testers that helped make 7H 2.0 even better!

Trailer and Tutorial Videos
Creation - Tsunamix
Trailer Voice - James Garris (https://www.castingcall.club/m/themigratingcoconut)

Thanks Corpse.

P.S

PS4 Remake arrived today, done things in the wrong order though; PS4 will arrive on thursday.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: LordUrQuan on 2020-04-28 18:59:45
PS4 Remake arrived today, done things in the wrong order though; PS4 will arrive on thursday.
Hah... that's a lot like how my dad dropped the bomb that we were getting a new computer for Christmas while I was in school.... a copy of "Mike Ditka's Ultimate Football" was under the tree that year.  My younger brother was like "Cool, football game!!" and I'm like "There's no way our 8088 clone can handle this."  Sure enough, I look at the min req's on the side sticker and 486-33 w/VGA is listed.  The Gateway came about three days later :)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: corpse on 2020-04-28 19:17:00
Same sort sort thing happed to us when we got our first PC, it was an acer across; Pentium 1, 16mb ram & 100 meg drive; Came with Tomb raider and F1 racing I think.  This was to replace the zx spectrum and paper boy
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-29 01:14:58
Hi I've been getting an illegal character error everytime I try to launch 7th Heaven 2.0 even after uninstalling and re-installing as well as deleting the workshop several times here's the text from the applog:

FF7Version Detected: Original98 (or Game Converted) with installation path: *:\SteamLibrary\steamapps\common\FINAL FANTASY VII\

Your installation path starts with an asterisk, which is obviously invalid. How you managed to get an asterisk for your drive letter, I don't know. Look for that path in your registry and fix it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-04-29 03:10:15
Is the FFNX driver going to be implemented at some point? I'm interested in using a DDS pack but from what I've read you have to kind of install FFNX as workaround to the 7th Heaven driver and I just don't feel like doing that lol.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-04-29 06:21:09
Is the FFNX driver going to be implemented at some point? I'm interested in using a DDS pack but from what I've read you have to kind of install FFNX as workaround to the 7th Heaven driver and I just don't feel like doing that lol.

It's kind of on an unofficial roadmap. Other things are being worked on and are the primary focus for 7th Heaven 2.1. If all goes according to plan 7H 2.1 will actually have a fixed custom driver in place anyway. Then for the following update it is planned to add FFNx as an option so that it can be tested heavily by a larger user base and issues ironed out. If it is mature enough and accepted by the community, it would become the default option.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: faithbreaker on 2020-04-29 13:01:38
Hello guys,i have been having a problem regarding a crash while i am playing.When playing sometimes the screen goes black and only the sound goes on and then there is an error that says game driver crashed.Any info on how to fix this thing as it is really hindering my progress of my save..It happens unsuspectfully as the game and the mods seem to run fine but then it happens.. :(
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: AuthenticM on 2020-04-29 13:02:49
I had no idea what FFNx was so I googled it and found this page. (https://github.com/julianxhokaxhiu/FFNx)

Holy moly. This is very neat indeed. Hopefully we get this in 7H at some point down the line!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: bran2396 on 2020-04-29 13:17:21
Your installation path starts with an asterisk, which is obviously invalid. How you managed to get an asterisk for your drive letter, I don't know. Look for that path in your registry and fix it.

Thanks! I don't really know how it got that way either but now it's fixed.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: datsunsoup on 2020-04-29 18:56:13
Hey guys! Good work on this, looks great. I've played a bit with previous versions of 7th Heaven.

I am having some issues though that I'm trying to narrow down. I launched the games using all the available mods classified under "Qhimm Modding Community" as the author. So no "Uprisen" or anything quite yet.

The opening movie and train looks great and runs smooth but as soon as the initial battle happens, the screen breaks to start the battle, but then freezes. The music continues to loop, but the program is locked and the screen is black. Nothing loads further from this point.

After some quick on/off active switch changes, turns out the battle will only crash if my Battle Models mods are on. I'm using the 'ninostyle' model option for Cloud. I fiddled around with a few options (like turning off Shinra Soldier changes, weapon changes, different Cloud models) and the most I got was the battle screen loaded with nothing on it and promptly froze.

It's not a deal breaking situation. I can still play the game without any battle model mods, but any thoughts on what may be going on?

Thanks in advance!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: krazyq on 2020-04-29 23:25:50
Is anyone getting the following error:
"Fail to load BTCE.yos"

This happens when I start a new game or load a saved game
It only occurs when I turn on the Field Textures from Qhimm.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: KaidenJames on 2020-04-30 00:07:17
It's kind of on an unofficial roadmap. Other things are being worked on and are the primary focus for 7th Heaven 2.1. If all goes according to plan 7H 2.1 will actually have a fixed custom driver in place anyway. Then for the following update it is planned to add FFNx as an option so that it can be tested heavily by a larger user base and issues ironed out. If it is mature enough and accepted by the community, it would become the default option.

Sweet, thanks for the reply. I have a pretty powerful system, so the DDS textures for me aren't super needed. Just a nice bonus, that I can totally wait for. Cheers.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: devinthedude3 on 2020-04-30 03:40:36
Are you using the Steam version or the 1998 version? If you're using the 1998 disc version, just insert any of your FF7 discs and 7th Heaven will fix this problem for you automatically.

If you're using the Steam version, open up Settings>General Settings. Point the FF7 EXE path to either ff7.exe or ff7_en.exe in the correct folder where you have the game installed. Click OK on the warning if you get one, click Save, then try to click Play again. If it doesn't work, are you using the English version of the game? That is required. Also you can try to "verify game files" through Steam as you could be missing files in your game folder. If still no go, try reinstalling FF7 from scratch and try again.

I am having the same problem. I think I see what you are talking about but not exactly sure what to do. under ff7 exe i see ff7 folder. under movies i see no folder. under textures i see no folder. under library i see a folder temp. PLEASE HELP. I been messing with this for the last 2 days I am about to give up.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-05-02 10:34:04
this program need dinput support please
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-05-02 14:09:27
is there any other easier way to make my turbo controller to work on this 7th heaven 2.0
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Orichalcon on 2020-05-02 17:12:10
is there any other easier way to make my turbo controller to work on this 7th heaven 2.0

a generic gamepad is even tougher to get working than the official ones (xbox, ps4, switch, etc)

you will almost certainly need a 3rd party gamepad button mapper like joy2key, xpadder, etc... steam will also do it if you add the game to its library and launch it with steam

but all these button mappers can add the turbo function to any button you want, so its pretty redundant to use a turbo controller on pc, unless thats your only controller
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-05-02 20:34:21
I need help to make my hori auto turbo controller to work on 7th heaven 2.0 please

i tried mapping the keys that did not work
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Zara9 on 2020-05-02 20:44:39
how come the 7th heaven mod owner can't just add in dinput support for
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Khrone on 2020-05-02 23:20:06
I need help to make my hori auto turbo controller to work on 7th heaven 2.0 please

i tried mapping the keys that did not work

The lack of controller support in FF7 is not really a 7th Heaven problem, is something the original game had.
I don't know if it would work, buy have you tried using JoytoKey as suggested?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: jons on 2020-05-03 01:12:31
Hey guys, I noticed new threat works perfectly on 2.0. So I wanted to try out the translation overhaul and realized it wasn't available on 7h. Is there any plans for the beacause translation to come to 7h?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Khrone on 2020-05-03 11:16:49
Hey guys, I noticed new threat works perfectly on 2.0. So I wanted to try out the translation overhaul and realized it wasn't available on 7h. Is there any plans for the beacause translation to come to 7h?

You can find the answer here:
https://forums.qhimm.com/index.php?topic=19586.0
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Meical on 2020-05-03 16:31:38
Has anyone else had a crash happen when you get the PHS for the first time?  As soon as the menu opens and you try to select a character there is a crash.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Fireflew on 2020-05-04 01:43:04
Got a consistent hard crash at the Nibelheim flashback sequence using 7th Heaven.

It's right at the part where you are in the truck with Sephiroth and get attacked (by a dragon if I recall) then it cuts to black, you hear the battle sound + music and it just stays on a black screen.

Tried going through the sequence turning off each mod and then with all mods turned off and the crash still happens...

Is there anyway to fix this? Can't progress the game at all at the moment.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-05-04 05:07:06
Got a consistent hard crash at the Nibelheim flashback sequence using 7th Heaven.
I've not heard of this before from anyone and seems to work for me. The fact that you said you're trying without mods and it still crashes, suggests an issue with your game installation. Have you tried running the ff7.exe or ff7_en.exe by itself outside of 7H? You could also possibly use Black Chocobo to edit your save file to skip past that moment but it may be difficult because it is a scripted scene. You may need to copy your save game file between the 1998 (FF7\save\) and Steam versions (Documents\Square Enix\FINAL FANTASY VII Steam\user_xxx) in order for one exe or the other to "see" your save.

Has anyone else had a crash happen when you get the PHS for the first time?  As soon as the menu opens and you try to select a character there is a crash.
I experienced that on a very, very early non-public release of a UI mod. Of course, always make sure your mods are up to date, but you can typically disable them until you find the culprit then contact the mod author for assistance.

I need help to make my hori auto turbo controller to work on 7th heaven 2.0 please

i tried mapping the keys that did not work
You've been given countless things to try from numerous people. I got the vibe you were too busy complaining to actually try the suggestions offered to you as one of them is bound to work. With that said, 7H 2.1 is changing how it handles controls. That may actually be a bad thing for you and make the problem worse, I can't say. It may fix everything. You stated 1.x worked, so just use that for the time being. You can run 99.9% of all mods in exactly the same way.

I am having the same problem. I think I see what you are talking about but not exactly sure what to do. under ff7 exe i see ff7 folder. under movies i see no folder. under textures i see no folder. under library i see a folder temp. PLEASE HELP. I been messing with this for the last 2 days I am about to give up.

I'm sorry you're having issues, and on a normal installation 7H will automatically set these for you. Something would have gotten hosed up in your registry. You might have saved yourself a lot of time and frustration if you started with looking at the Help documentation first (which I recommend everyone always do first). Click Help in the menu bar (where Play, Settings, Tools, Help are). Click "Using 7th Heaven" and go to section 4. Settings>General Settings. You'll see a screenshot of what the settings normally look like as well as a description of each. If one or more of the folders don't exist, you can manually create them first, then select them from 7H.

Is anyone getting the following error:
"Fail to load BTCE.yos"

This happens when I start a new game or load a saved game
It only occurs when I turn on the Field Textures from Qhimm.
Please report the Qhimm Catalog mod issues in this thread so Alyza investigate and fix the issue: http://forums.qhimm.com/index.php?topic=15902.0 (http://forums.qhimm.com/index.php?topic=15902.0)

After some quick on/off active switch changes, turns out the battle will only crash if my Battle Models mods are on. I'm using the 'ninostyle' model option for Cloud. I fiddled around with a few options (like turning off Shinra Soldier changes, weapon changes, different Cloud models) and the most I got was the battle screen loaded with nothing on it and promptly froze.

Since the issue is with the Qhimm mods, see my previous response above. Also, it is a good idea to make sure your load order is correct to prevent a lot of mod-related issues. Click the "auto sort" button on the right (the one with the 1/9 and up/down arrows).
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-05-04 07:18:13
Got a consistent hard crash at the Nibelheim flashback sequence using 7th Heaven.

It's right at the part where you are in the truck with Sephiroth and get attacked (by a dragon if I recall) then it cuts to black, you hear the battle sound + music and it just stays on a black screen.

Tried going through the sequence turning off each mod and then with all mods turned off and the crash still happens...

Is there anyway to fix this? Can't progress the game at all at the moment.

I looked into this a little more for you. Open up Black Chocobo and open up your last save game just before your crash. Make sure your game moment/main progression is LESS than 384 (Game Progress tab) and then go to the Location tab.

On the location tab, check the little box at the top that says "save location changes" and double click on the field called "nivgate". If you can't find it, sort the list alphabetically by clicking the "filename" column at the top. Click File>Save and go back into the game and load the save. You'll pretty much be right where you left off after the battle with only missing Cloud mentioning he was mesmerized by how strong Sephiroth is.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-04 07:30:43
I am mesmerized by your commitment to this community unab0mb  :lol:
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Fireflew on 2020-05-05 01:09:11
Thanks unab0mb! Very grateful for you taking the time to help me with this!

I think the problem actually ended up being an issue related to the save file itself. As I managed to find someone elses save just after Midgar and edited across all my stats/equipment manually from my save and the crash didn't occur. Very odd indeed... Would love to know how and why my original save got corrupted like that.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: stir472 on 2020-05-05 04:57:36
Hi guys, I have a problem, the installation works perfectly for me, but how can I translate ff vii into Spanish? nice, and epic works guys!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-05-05 09:19:40
Hi guys, I have a problem, the installation works perfectly for me, but how can I translate ff vii into Spanish? nice, and epic works guys!
You'll have better luck searching these forums and other threads (plus I have no idea what is going on for any language translations to the game, well exception Italian,--but you can bet they're going to be out there). This thread is for 7th Heaven 2.0 specific posts. I can tell you that 7H will have support for many languages including Spanish on the next update though!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Eddie Slapsarelli on 2020-05-05 18:10:25
I've been having an issue with some mods not loading with 7H. IDK if this has already been addressed or if this is a 7H issue specifically but I didn't see it in the FAQ so I figured I'd try asking here. I checked if texture caching was an issue but that didn't solve anything. Model replacers load fine but texture replacers don't (battle/field/spells) & its not just the textures but ESUI isn't working either? I even tried unpacking my fields replacer & putting them in direct & still no results.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-05-06 08:42:50
I've been having an issue with some mods not loading with 7H. IDK if this has already been addressed or if this is a 7H issue specifically but I didn't see it in the FAQ so I figured I'd try asking here. I checked if texture caching was an issue but that didn't solve anything. Model replacers load fine but texture replacers don't (battle/field/spells) & its not just the textures but ESUI isn't working either? I even tried unpacking my fields replacer & putting them in direct & still no results.

Check your "Textures" path under 7H>Settings>General Settings. It should point to your FF7\mods\Textures\ folder. If the folders don't exist, create them manually.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Eddie Slapsarelli on 2020-05-06 12:47:50
Check your "Textures" path under 7H>Settings>General Settings. It should point to your FF7\mods\Textures\ folder. If the folders don't exist, create them manually.

My mod folder was missing an 's' at the end. just adding that to both the settings & to the folder itself  ;D

Thanks for the help! I thought as long as the folder was called 'mod' in the settings it would work.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Psycho_Eggplant on 2020-05-09 01:35:43
Hello. I want to thank the developers of this mod manager and apologize for my bad English.

I don't know, if someone already solved my problem, but i didn't find it, so i try to ask here. Right now, i'm playing FF7 using "Remastered OST" from "Media - Qhimm Catalog", and that version of music has a glitch in Cosmo Canyon, in the scene where Nanaki learns the story of his father. At first, music plays normaly, but when Bugenhagen asks everyone to leave him with Nanaki alone, music suddenly start playing one short sequence from track over and over. It's leads to the sutiation, when music can not end, so as the scene, and game just crashes.

I got around this problem, just by switching the music mod to another option. But does anybody knows, what should i do, if i want to play whole game with "Remastered OST"?

Thank you.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-05-11 16:32:02
Hello. I want to thank the developers of this mod manager and apologize for my bad English.

I don't know, if someone already solved my problem, but i didn't find it, so i try to ask here. Right now, i'm playing FF7 using "Remastered OST" from "Media - Qhimm Catalog", and that version of music has a glitch in Cosmo Canyon, in the scene where Nanaki learns the story of his father. At first, music plays normaly, but when Bugenhagen asks everyone to leave him with Nanaki alone, music suddenly start playing one short sequence from track over and over. It's leads to the sutiation, when music can not end, so as the scene, and game just crashes.

I got around this problem, just by switching the music mod to another option. But does anybody knows, what should i do, if i want to play whole game with "Remastered OST"?

Thank you.

You'd probably want to report that here: http://forums.qhimm.com/index.php?topic=15902.0 (http://forums.qhimm.com/index.php?topic=15902.0) but I don't know that the original author is still around, or if anyone would want to bother with fixing it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: AuthenticM on 2020-05-12 14:34:12
Hey unab0mb,

Are you and the rest of the 7th Heaven team involved in Tsunamix's upcoming mod manager? You guys have done such a great job with 7th Heaven over the years. I was hoping the mod community here would all get together under one umbrella to pool their efforts and ressources into one unified mod manager. Is that the case or will there be two competing mod managers?

Thank you
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Shyru on 2020-05-12 18:00:43
when i try clicking play it says "YARR! Unable to continue"
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-05-12 18:46:40
No. The 7H 2.0 dev team consists of 2 people (but there are important and appreciated contributions like the Qhimm mod catalog and support from EQ2Alyza and several people). We haven't been involved in 7H's history. We started with 7H 2.0, and it was conceived of and released in only a matter of 3 months. 7H will continue to do what 7H does best and will just improve over time just as it did from 1.x to 2.x for however long we feel like working on it. 7H is not in competition with anybody else's work, just as it doesn't compete with Reunion. While I respect the work that DLPB has done and his contributions to the community, I personally abhor Reunion. But that doesn't stop me from recommending it to someone when it fits their specific needs. Different strokes for different folks.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Khrone on 2020-05-13 01:28:35
when i try clicking play it says "YARR! Unable to continue"

That's common if you have a pirated copy of the game.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: spectre_bruno on 2020-05-13 02:09:27
Hi guys, I love 7th heaven, I really admire the work of all moders here.
But this problem is happening when I turn on the "Speed ​​Hack" mod, which in my opinion is one of the most important for an excellent gameplay experience.
I have been told that I needed to disable my Windows Defender (my only active protection) or add 7th heaven to my permissions, I have already done both options but I am unable to fix this error. Could someone please help me in any way?

Once again, thank you for your excellent work.

Thankful.

(https://u.cubeupload.com/Mike_of_the_Desert/Cattura.jpg)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-13 02:30:57
Hi guys, I love 7th heaven, I really admire the work of all moders here.
But this problem is happening when I turn on the "Speed ​​Hack" mod, which in my opinion is one of the most important for an excellent gameplay experience.
I have been told that I needed to disable my Windows Defender (my only active protection) or add 7th heaven to my permissions, I have already done both options but I am unable to fix this error. Could someone please help me in any way?

Once again, thank you for your excellent work.

Thankful.

Are you using FFNx (Stable)? I think that breaks the speedhack mod, so if you are then you need to switch to Canary to fix it.

If thats not the case, then, at least from looking at the picture and error messages it seems like its having trouble launching the executable for the speed hack. Running 7H as admin?

The speed hack itself is just packaging default functionality that Cheat Engine itself provides, so you should be able to do this yourself very easily and cut the speedhack mod out of the launching process altogether. Thats all I can suggest maybe someone knows more about your specific issue.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: spectre_bruno on 2020-05-13 05:02:49
Are you using FFNx (Stable)? I think that breaks the speedhack mod, so if you are then you need to switch to Canary to fix it.

If thats not the case, then, at least from looking at the picture and error messages it seems like its having trouble launching the executable for the speed hack. Running 7H as admin?

The speed hack itself is just packaging default functionality that Cheat Engine itself provides, so you should be able to do this yourself very easily and cut the speedhack mod out of the launching process altogether. Thats all I can suggest maybe someone knows more about your specific issue.

Sorry, i don't know what is FFNx, so maybe i isn't using it.

I'm running 7th heaven as admin.

So maybe i need to know more about the Cheat Engine to repair this? How can i use if i remove Speedhack from lauching process, sorry, i don't know how to do this.

I'll put the image in english so maybe it's more easily to understand the error.

(https://i.ibb.co/Tr3RZVS/7th-heaven-speed-hack-error.jpg)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-13 05:43:29
Ah, now that you posted that error in english, I can see that it is most likely an error resulting from Windows Defender screwing you over. You shouldnt have to install cheat engine to fix this if you dont want to. Open windows defender (click start and then search defender, it will come up) then go to the settings tab and add the file location to the white list, as well as the exe file of the speed hack to the process white list and it should work
(http://puu.sh/FJM9U/d8d960a05e.png)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-05-13 14:02:52
Okay, new questions for the mods in this thread.

I just installed 2.0 yesterday and have noticed a distinct difference between 1.56 and current version. In the odd version, it was possible to navigate the UI of 7th Heaven with a steam controller, with the trackpads as mouse and left right triggers as left and right buttons. This is important for anyone who wants to play big picture mode with an overlay using steam link.

In 2.0, once you launch 7thHeaven in big picture mode, the steam controller support is lost until you start the game, and then the steam controller works fine with the steam original controls option selected from the Game Launcher menu. In the launcher itself, you can only control the application using a mouse and keyboard.

Anyone else encounter/get around this? I have tried running as admin and using steam link and straight on desktop. Steam Controllers work for every other application running besides 7th Heaven 2.0 launcher.

I know it is an odd use case, but this approach allows someone to launch and play the game on a steam link using only a controller, absent a mouse and keyboard just like the good ol' days of using a console.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-05-13 20:54:02
I just installed 2.0 yesterday and have noticed a distinct difference between 1.56 and current version.
You don't say?  :P

This has already been added into 7H 2.1.
Edit:Saw you said "Steam Controller" and I assumed/read DS4. I don't have a Steam Controller (nobody does) so I can't test that. If it's an xinput-based controller though, you're good to go.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Khrone on 2020-05-14 17:28:52
Okay, new questions for the mods in this thread.

I just installed 2.0 yesterday and have noticed a distinct difference between 1.56 and current version. In the odd version, it was possible to navigate the UI of 7th Heaven with a steam controller, with the trackpads as mouse and left right triggers as left and right buttons. This is important for anyone who wants to play big picture mode with an overlay using steam link.

In 2.0, once you launch 7thHeaven in big picture mode, the steam controller support is lost until you start the game, and then the steam controller works fine with the steam original controls option selected from the Game Launcher menu. In the launcher itself, you can only control the application using a mouse and keyboard.

Anyone else encounter/get around this? I have tried running as admin and using steam link and straight on desktop. Steam Controllers work for every other application running besides 7th Heaven 2.0 launcher.

I know it is an odd use case, but this approach allows someone to launch and play the game on a steam link using only a controller, absent a mouse and keyboard just like the good ol' days of using a console.

I've tried this. As you said if you launch the game through Big Picture mode the SC doesn't work inside the 7TH UI, but works perfectly in-game.

I've found that if you're fast enough you can still launch the game as it take one second for the SC to pass from Keyboard+Mouse to actual controller, but I couldn't see any way to do it properly.

One way to circumvent this would be to one-click-launch FF7 through 7thH, but I don't know if that is possible.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-05-14 22:12:40
I've tried this. As you said if you launch the game through Big Picture mode the SC doesn't work inside the 7TH UI, but works perfectly in-game.

I've found that if you're fast enough you can still launch the game as it take one second for the SC to pass from Keyboard+Mouse to actual controller, but I couldn't see any way to do it properly.

One way to circumvent this would be to one-click-launch FF7 through 7thH, but I don't know if that is possible.

Like maybe using the 'programs to run prior to FF7' feature on 2.0? I could give that a try!

I like this idea, here is the feature request--> 7thHeaven could have an auto-run shortcut that opens the launcher and immediately acts as if the user has hit 'play'. This could have wide utility for people who don't want to confirm their profile or make alterations but just get into the game!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: jepic on 2020-05-25 21:16:16
I dont think this has been brought up. so when i use my steam version of the game and the 2.0 launcher i keep getting this error

### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at G:\steamgames\steamapps\common\FINAL FANTASY VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying game is full/max install ...
Creating missing required directories ...
Verifying additional files for 'battle' & 'kernel' folders exist ...
...    battle\camdat0.bin file not found
...    cannot copy source file because it is missing at G:\steamgames\steamapps\common\FINAL FANTASY VII\data\lang-en\battle\camdat0.bin
Failed to verify/copy missing additional files. Aborting...
Failed to launch FF7. View the above log for details.


If anyone could help that would be great
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: Khrone on 2020-05-26 09:39:52
I dont think this has been brought up. so when i use my steam version of the game and the 2.0 launcher i keep getting this error

### Launching Final Fantasy VII ###
Checking FF7 is not running ...
Checking FF7 .exe exists at G:\steamgames\steamapps\common\FINAL FANTASY VII\FF7.exe ...
Verifying installed game is compatible ...
Verifying game is not installed in a System/Protected folder ...
Verifying game is full/max install ...
Creating missing required directories ...
Verifying additional files for 'battle' & 'kernel' folders exist ...
...    battle\camdat0.bin file not found
...    cannot copy source file because it is missing at G:\steamgames\steamapps\common\FINAL FANTASY VII\data\lang-en\battle\camdat0.bin
Failed to verify/copy missing additional files. Aborting...
Failed to launch FF7. View the above log for details.


If anyone could help that would be great

Are you using the english version of the game or a localized one?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: jepic on 2020-05-26 14:54:43
Should be english, the one you get off steam.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: skyescheschuk on 2020-05-28 19:00:26
I got 7th Heaven 2.0 and it works fine, but every time I launch the game and everyone gets off the train, the background dissappears and it's just a white screen with the character models, and it says "The Game Driver Has Crashed!" Any help would be greatly appreciated. Here is what I mean: file:///C:/Users/Kalen%20Scheschuk/Pictures/t.PNG

Thank you
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: ExDuelist on 2020-05-28 20:06:54
Is there a way to add custom shaders to the list?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-29 13:26:08
I got 7th Heaven 2.0 and it works fine, but every time I launch the game and everyone gets off the train, the background dissappears and it's just a white screen with the character models, and it says "The Game Driver Has Crashed!" Any help would be greatly appreciated. Here is what I mean: file:///C:/Users/Kalen%20Scheschuk/Pictures/t.PNG

Thank you

that link you tried to post is a local file specific to your computer only. you have to actually upload the image somewhere and link to it or attach it directly to your post (but you probably cant attach files directly with your post count)

I likely cant know exactly what your  issue is from that anyway better to post information from the applog than to show a screenshot of the game for crashing issues.

Is there a way to add custom shaders to the list?

I know FFNx adds its own shaders, but I dont know if there is a way to add your own custom ones and have the game use them automatically.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: ExDuelist on 2020-05-29 14:13:31
I dont know if there is a way to add your own custom ones and have the game use them automatically.
7th heaven 1.54 can do it... why 2.0 can't?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-29 14:23:10
7th heaven 1.54 can do it... why 2.0 can't?

I don't know? What have you tried to get it to work that hasn't?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: ExDuelist on 2020-05-29 14:50:59
I don't know? What have you tried to get it to work that hasn't?

Problem is that i can select no shaders except for those listed by default.
Also, 2.0 doesn't allow me to set a rendering resolution higher than my monitor one, 1.54 allowed that too.
Also, i don't understand why 2.0 needs to overwrite ff7.exe restoring it to default version for each game launch.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-29 15:04:15
Problem is that i can select no shaders except for those listed by default.
Also, 2.0 doesn't allow me to set a rendering resolution higher than my monitor one, 1.54 allowed that too.
Also, i don't understand why 2.0 needs to overwrite ff7.exe restoring it to default version for each game launch.

all of those issues can be fixed with manual intervention it seems like to me anyway. The reason why it doesnt allow that by default im not really sure of. unabomb might change that in the future or who knows
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: skyescheschuk on 2020-05-29 18:22:17
that link you tried to post is a local file specific to your computer only. you have to actually upload the image somewhere and link to it or attach it directly to your post (but you probably cant attach files directly with your post count)

I likely cant know exactly what your  issue is from that anyway better to post information from the applog than to show a screenshot of the game for crashing issues.

I know FFNx adds its own shaders, but I dont know if there is a way to add your own custom ones and have the game use them automatically.

Okay I couldn't find anything unusual/any problems in the applog, but here is the picture of what happened: https://www.youtube.com/channel/UCISga0t8g1pZ80UsZugTitA. I tried everything I could, disabling mods, changing driver and launcher settings, clearing the texture cache, but nothing seemed to work.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-29 23:12:58
Okay I couldn't find anything unusual/any problems in the applog, but here is the picture of what happened: https://www.youtube.com/channel/UCISga0t8g1pZ80UsZugTitA. I tried everything I could, disabling mods, changing driver and launcher settings, clearing the texture cache, but nothing seemed to work.

If it is happening with no mods enabled, and is not showing an error in the log then the only cause I can think of is that your game installation is somehow corrupted, or is an unsupported version of the game. if this is the english 2013 steam version, verify the integrity of the game cache and reinstall 7h and see if that fixes it. If it doesn't, then I have no idea, sorry.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: skyescheschuk on 2020-05-30 01:02:53
If it is happening with no mods enabled, and is not showing an error in the log then the only cause I can think of is that your game installation is somehow corrupted, or is an unsupported version of the game. if this is the english 2013 steam version, verify the integrity of the game cache and reinstall 7h and see if that fixes it. If it doesn't, then I have no idea, sorry.

Welp, tried verifying the integrity of the game cache, and reinstalled 7h and.... Same problem. I guess I'll have to do it the old way, which still sometimes doesn't work. (sigh)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: OatBran on 2020-05-30 01:09:23
Welp, tried verifying the integrity of the game cache, and reinstalled 7h and.... Same problem. I guess I'll have to do it the old way, which still sometimes doesn't work. (sigh)

I havent come across an issue that we couldnt solve, or at least find the exact cause of in my time here, so this is definitely a very rare issue that you are having. It must be unique to your system configuration if the game is verified to be correct as well as 7h. Maybe your graphics card or your drivers are messed up somehow? Something might be wrong with your actual windows installation or configuration? Registry corruption? Permission read/write/execute issues? Compatibility settings? I heard before that DEP (data execution prevention) can cause the game to crash but I thought it required non-default settings for that to be an issue. I am mostly at a loss here for your case and I am sorry about that.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-05-30 18:40:41
So after a week of troubleshooting, I am coming to the forums for some assistance;

Re: Controller Support.

I found a thread on Steam which articulates the same issue I have been having:

https://steamcommunity.com/app/39140/discussions/0/1868371178631060800/

For some reason, 7th Heaven 2.0 isn't assigning the controller config from either the Steam Desktop config or the game shortcut config, or really any third party config like DS4Windows. It assigns its own keys to the buttons. On a DualShock4, if you play in "1998 original" controller config, the game runs fine with it, but the directional keys don't work, and it's impossible to assign them to anything in game. The Steam controller is worse because A is always set to "escape" but Y is unbindable. Not matter what you configure it to through Steam, it's always going to be set the same in 7th Heaven. I have no idea where I could go in a fix this, nor do I know of any place to ask the 7th Heaven team.


What I have attempted: Running 7th Heaven / FF7.exe as a GloSC non-Steam game application, joy2pad remapping, and Running Steam and 7th Heaven as admin. In every case, the mappings on the steam controller are bound to specific keyboard keys and cannot be altered either in the steam overlay or another application. I have not tried DS4windows as I believe that application is for DualShock 4, which I don't have.

Previous versions (1.54 and 1.56) worked with a steam overlay and allowed for remapping in big picture mode. I have had some success with xinput bluetooth gaming controllers, but the one have has it's own issues.

Looking for any and all suggestions to allow a steam or other controller to be recognized as the right input device so that I can play FF7 with 7thHeaven 2.0 launcher.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: trolol on 2020-05-31 01:49:48
Looking for any and all suggestions to allow a steam or other controller to be recognized as the right input device so that I can play FF7 with 7thHeaven 2.0 launcher.

This sounds quite familiar to me using a standard xbox controller, especially the issue with the dpad. Following this thread https://steamcommunity.com/app/39140/discussions/0/1842440600601149504/ I installed xinputplus and configured it once. That steam thread points to how the dpad can be configured, which works fine for me now.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-05-31 20:02:32
This sounds quite familiar to me using a standard xbox controller, especially the issue with the dpad. Following this thread https://steamcommunity.com/app/39140/discussions/0/1842440600601149504/ I installed xinputplus and configured it once. That steam thread points to how the dpad can be configured, which works fine for me now.

Okay, tutorial followed, and while it did update a few of the controls, the settings do not seem to correspond to an 8bitdo, steam, or nvidia gaming controller. My guess is that an xbox one controller is required to use this setup. Which gives me a shopping list, but not an immediate solution.

Thanks for help, are there any other folks who have successfully used a steam controller or 8bitdo on 7th heaven 2.0?
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-05-31 22:22:31
So in trying to investigate a bit further; My steam controller only has inputs recognized by the game as Return, Enter, F9, F7, and the up, down, left, right keys.

Conversely, my 8bitdo controller, even plugged in via USB is recognized without a mapping for switch, menu, pageup, pagedown, and start/select (I think that is Home and End).

Using a remapper like Antimicro did nothing to change the behavior of these mappings, nor did changing the launcher presets; 1998, STD gamepad, steam original, all behaved exactly this way.

The WEIRDEST thing is that initial load of 7th heaven 2.0 about two months ago worked with overlay issues on only the launcher, and now, the application seems to break it's connection to steam on load, forcing a pop-up from UAC at start. That may be my machine and not the application, however. Will try changing administration permissions and try to get the mappings to apply this way.

ANYWAY, my guess is that the launcher thinks that these controllers are something other than controllers and is enforcing mappings on load that would work like another device.

Super weirdness.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-06-01 18:05:27
So in trying to investigate a bit further; My steam controller only has inputs recognized by the game as Return, Enter, F9, F7, and the up, down, left, right keys.

Conversely, my 8bitdo controller, even plugged in via USB is recognized without a mapping for switch, menu, pageup, pagedown, and start/select (I think that is Home and End).

Using a remapper like Antimicro did nothing to change the behavior of these mappings, nor did changing the launcher presets; 1998, STD gamepad, steam original, all behaved exactly this way.

The WEIRDEST thing is that initial load of 7th heaven 2.0 about two months ago worked with overlay issues on only the launcher, and now, the application seems to break it's connection to steam on load, forcing a pop-up from UAC at start. That may be my machine and not the application, however. Will try changing administration permissions and try to get the mappings to apply this way.

ANYWAY, my guess is that the launcher thinks that these controllers are something other than controllers and is enforcing mappings on load that would work like another device.

Super weirdness.

Okay, RESULT! Today I followed this tutorial: https://www.digitalcitizen.life/use-task-scheduler-launch-programs-without-uac-prompts

Turns out Steam was running with insufficient privileges to be able to promote the controller settings to 7thHeaven.

AND it turns out that if you run 7thHeaven 2.0 at max privileges, you can control it with a steam controller. Now all I have to do is create a shortcut of 7thheaven with max privileges, save it as a non-steam shortcut, and boom, everything should work as expected.

Stupid UAC permission thresholds must have changed in the past month, allowing fewer programs to make changes as before. I am on Windows 10 btw.

Hopefully this helps someone else!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: pauliechumpus on 2020-06-08 06:31:33
Hey this works fine but installing a mod, any mod, will cause the game to stutter every 10 seconds while I play it which is very frustrating. What could it be that causes that? This also happens if I use the reunion mod, but disabling it or playing from vanilla the game is stutter free. My computer should definitely be able to handle any performance downgrade.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-06-11 22:06:28
I like this idea, here is the feature request--> 7thHeaven could have an auto-run shortcut that opens the launcher and immediately acts as if the user has hit 'play'. This could have wide utility for people who don't want to confirm their profile or make alterations but just get into the game!
7H 2.0 can already do that. It supports command line switches like /profile: /launch /mini and /quit. Read the 7H help documentation by clicking the Help button in the menu. You'll find it in the "Shell Integration" section.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: unab0mb on 2020-06-11 22:14:23
Problem is that i can select no shaders except for those listed by default.
Also, 2.0 doesn't allow me to set a rendering resolution higher than my monitor one, 1.54 allowed that too.
Also, i don't understand why 2.0 needs to overwrite ff7.exe restoring it to default version for each game launch.

You CAN add custom shaders. Simply add them to your shaders folder, then you can manually edit your 7H_GameDriver.cfg file to point to that shader. If you want to add it to the UI, you can edit your 7H_GameDriver_UI.xml file. Same response for your rendering resolution issue.

FF7.exe must always be the one supplied by 7H for best compatibility and stability. You can use an alternate EXE by calling it something else like MyCustom_FF7.exe and selecting it under Settings>General Settings>FF7 EXE.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: LordUrQuan on 2020-06-12 02:46:37
FF7.exe must always be the one supplied by 7H for best compatibility and stability. You can use an alternate EXE by calling it something else like MyCustom_FF7.exe and selecting it under Settings>General Settings>FF7 EXE.
Just know that if you use a custom exe, that mods which depend on hext (like ESUI) are likely to break in strange and unpredictable ways.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-06-13 13:37:45
7H 2.0 can already do that. It supports command line switches like /profile: /launch /mini and /quit. Read the 7H help documentation by clicking the Help button in the menu. You'll find it in the "Shell Integration" section.

Okay, I'll look into it, thanks!!!!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
Post by: karenjr95 on 2020-06-13 13:47:28
Okay, I'll look into it, thanks!!!!

Wow, super simple. In steam, you set the launch options to:

"7th Heaven.exe" /MINI /PROFILE:[name of profile] /LAUNCH /QUIT

Just as the documentation says, opens up from the overlay and starts without having to navigate in the launcher. Friggen incredible.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: soldier3rdclass on 2020-06-26 03:41:14
I'm working on a mod with some friends. We're almost done but have a problem. When we click auto sort the mod copies itself in the list. We looked at the creating mods help to make sure we're doing it right but can't see what we're doing wrong.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: unab0mb on 2020-06-26 22:06:47
Are you using <OrderConstraints>? If so, that is a known bug in 2.0, unfortunately. It is fixed in the next release, due out very soon.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: UtterNoob on 2020-06-28 07:52:29
Hiya, brand new to the pc thing.
Five hours into ff7 on steam and found out about this.
Downloaded and booted it up, sans saves though.

Where are my steam saves?
Where do I copy them to once I find them?

I thought I found it and tried copying it into 7th heaven but still nowt. I gave up yesterday evening. But have now joined the group, to hopefully find out what it is 🤞🏾🤞🏾

My username is an accurate description....
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: unab0mb on 2020-06-28 10:18:19
http://7thheaven.rocks/help/troubleshooting.html#wheresaves (http://7thheaven.rocks/help/troubleshooting.html#wheresaves)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: UtterNoob on 2020-06-29 06:17:11
Still nothing dude.

I hate this game now. Stupid buster sword and that faded continue? Just mocking me.

I’m either not explaining it correctly or not doing something right.

I have copied c:/User save into common/final fantasy still nowt.

I wish I never knew about this. I watched both of the tutorials and nothing goes over this.

The save is save00.ff7?

Does cloud saving have to be off?

Is it even worth it at this stage?

Ignorance was bliss 😭
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: unab0mb on 2020-06-29 07:41:57
Yes, cloud saves need to be off so they're stored locally. I don't recall where (if?) the local cloud saves are stored if you have them on. Yes, the save files are named savexx.ff7 where xx + 1 is the slot number of the save. The saves do NOT go under common/final fantasy vii they go under (in your case) /common/final fantasy vii/SAVE/. If there's no "save" subfolder, create it.

And quit whining. :P This isn't as difficult as you're making it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: UtterNoob on 2020-06-29 12:01:33
Ok, and if I have done that and it still doesn’t work acknowledge them?

I made the folder called save in final fantasy, in common.

7th still doesn’t acknowledge them...
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: UtterNoob on 2020-06-29 12:03:44
I’m whining because the squeaky wheel gets the grease. I’m not the only one who has this issue. It’s been a persistent problem for 6 years based on the information I have read to try and solve the isssue before coming here....
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: unab0mb on 2020-06-29 13:25:50
Ok, and if I have done that and it still doesn’t work acknowledge them?

I made the folder called save in final fantasy, in common.

7th still doesn’t acknowledge them...

7H? 7H literally has nothing to do with your save game files. This is a matter of 2 different versions of the game storing/looking for save data in different folders and you need to move/copy said data for use with the other version.

I'm going to throw this out there and guess you are probably in the wrong folder. You have not posted your full folder path. So if you're under \Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII\save\ that's incorrect. The modded game doesn't run under Program Files. If your Steam library is somewhere else, outside of a system folder, then that's fine. If you installed under Program Files, your game would have been copied to C:\Games\Final Fantasy VII which you would have been notified of and acknowledged.

If that's not the issue, for now, I would suggest going into the Qhimm Discord and ask for help there and post some screenshots of your folders or screen share so you can be helped better and more in real-time.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.0)
Post by: UtterNoob on 2020-06-29 13:43:20
It’s done! That was it!

Thanks for your patience
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-01 05:14:33
7th Heaven 2.2.1.486 BETA is out now if anyone would like to test it. Please provide bugs/feedback here or in the Qhimm or Tsunamods Discords.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: markul on 2020-07-01 09:42:38
Im testing with spanish language ,first problem that i have is that i cant import .IRO mods O_o
I cant select the file to import , and if i push "Aceptar" or "Ok" the program return me an error message because i didnt select a .iro file :/

(https://i.ibb.co/NSrcHy0/Captura2.png)
EDIT: In English language ,it doesnt happen
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-01 10:23:05
Thanks for the bug report. We'll need to resize the window to accommodate for the longer text pushing the tabs down. For now, you can do 2 workarounds:
1) Open the Import window and press TAB 3 times, then spacebar to open the "browse for IRO" dialog.
2) Just double-click an IRO file to import it into 7H (if your "open mod files with 7H" option is turned on under Settings>General Settings).
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: TheOmegaFactor on 2020-07-01 14:29:32
newest Edge browser flagged this as a PUP
dunno why, since it's clearly safe but i thought i'd let ya'll know :)
great job btw!
EDIT: windows did as well
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-01 14:45:06
Yeah, many of the devs around here are pretty annoyed by all of these programs/Windows always chirping over nothing. It's just a money-making scheme to get you to spend hundreds of dollars every year to force you to digitally sign everything. That's ridiculous for most average FOSS folks.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: Chrysalis on 2020-07-01 15:05:00
risky detection in browsers basically works if new from unknown vendor, then flag it.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: Dalkil on 2020-07-03 16:18:06
Hello, people. This might have been already reported, so in case it has, sorry for the inconvenience.

I was running FF7 with mods on 7th Heaven 2.0 and it worked. However, you know, I prefer using DPad. Then I learnt that Beta Version 2.2 has support for DPad, so I upgraded (just installing it over old 2.0 as suggested), and now the game does not run at all. I get this error code when I try to start a New Game.

I added saved games to the 10 slots, but it didn't help. It might be related to the beta status of the version...

(https://fotos.subefotos.com/78e6cac854e17140fa5c7184757c0c00o.png)

Here is my load order:

(https://fotos.subefotos.com/0b579f4a8df960fac105453bd12b659co.png)

Also, my copy of the game is a legit Steam one. Any ideas? Should I revert to 2.0? And if so, can I do it just installing again over the 2.2 version, or should I delete the 2.2 before and then install 2.0 from scratch?

Thank you, people. Have a nice day!
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: [email protected] on 2020-07-04 09:44:11
Hello, people. This might have been already reported, so in case it has, sorry for the inconvenience.

I was running FF7 with mods on 7th Heaven 2.0 and it worked. However, you know, I prefer using DPad. Then I learnt that Beta Version 2.2 has support for DPad, so I upgraded (just installing it over old 2.0 as suggested), and now the game does not run at all. I get this error code when I try to start a New Game.

I added saved games to the 10 slots, but it didn't help. It might be related to the beta status of the version...

(https://fotos.subefotos.com/78e6cac854e17140fa5c7184757c0c00o.png)

Here is my load order:

(https://fotos.subefotos.com/0b579f4a8df960fac105453bd12b659co.png)

Also, my copy of the game is a legit Steam one. Any ideas? Should I revert to 2.0? And if so, can I do it just installing again over the 2.2 version, or should I delete the 2.2 before and then install 2.0 from scratch?

Thank you, people. Have a nice day!
I was having this issue also testing 2.2 BETA, and after checking some of the mods, I saw that disabling Animations 3.0 solved the problem. Try this.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: Dalkil on 2020-07-04 19:19:32
I was having this issue also testing 2.2 BETA, and after checking some of the mods, I saw that disabling Animations 3.0 solved the problem. Try this.

Oh, gods! You did it! Thank you very much. It was Animations 3.0.  ;D I owe you one. ^^
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: Khrone on 2020-07-04 21:35:12
Actually you CAN keep it on, but you have to set battles to 15 FPS in the mod options.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: faospark on 2020-07-05 12:05:33
tried the beta. i just keeps crashing.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-05 13:00:34
tried the beta. i just keeps crashing.

That's not helpful at all. Did you read the last few posts? The front page/first post? What is crashing, and when? Logs? Turn off all your mods? What's your FFNx config? I'm going to assume it's the animation mod and you didn't read anything otherwise.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: Dreamdrops on 2020-07-05 14:09:53
Hello new to this thing about modding, using 7th heaven, but some mods like new threat and lvl1 party mods won't finish downloading is this normal or is there something I'm unaware of? the no mouth mod did download and install though.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: [email protected] on 2020-07-05 21:03:21
Hi,

I'm not sure if I should make the question here, but I have some doubts with the new localization features that 2.2 BETA has.

a.) This features include translations (somehow, like hext format) of the english ff7.exe that comes with 7H? I ask this because when using localized ff7.exe (spanish for example), it is overwritten by the one that comes with 7H, and I have in-game menus in english again. Using FF7 1998 with update 1.02.

a1.) How can I know which menu_?? is using the game? I have menu_us.lgp and menu_sp.lgp, but I assume that is using the english one.

b.) Will there be any improvement to make localizations an easy task in mods like Gameplay 3.0 (which I like a lot) to permit KERNEL.bin, flevel.lgp and another places to get external strings? Again, if a mod is updated or has a bunch of this files, make the translation of them would be a headache for the translators.

For now these are my questions, I know that this is very relative to have as features because 7H is focused for English versions, but well, you are doing an amazing work.

Thanks in advance.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-06 04:08:06
a.) This features include translations (somehow, like hext format) of the english ff7.exe that comes with 7H? I ask this because when using localized ff7.exe (spanish for example), it is overwritten by the one that comes with 7H, and I have in-game menus in english again. Using FF7 1998 with update 1.02.

a1.) How can I know which menu_?? is using the game? I have menu_us.lgp and menu_sp.lgp, but I assume that is using the english one.

b.) Will there be any improvement to make localizations an easy task in mods like Gameplay 3.0 (which I like a lot) to permit KERNEL.bin, flevel.lgp and another places to get external strings? Again, if a mod is updated or has a bunch of this files, make the translation of them would be a headache for the translators.
The EXE remains in English and should always be ff7.exe (this exe is customized as well--for Large Address Aware support and Windows DEP support which can improve stability and mod support--do not replace it). You can use your own custom alternate-language EXE if you wish, just name it something like mycustom.exe and select it in your 7H>General Settings. But also know that mods may not work at all or won't work correctly because offsets are different between the EXEs. Most mods, and everything in the catalog, target the English EXE. FFNx and 7H both support hext, so if you want to drop a translation hext under your ff7\hext\ folder for FFNx or drop one in a \hext\ folder inside of an IRO for 7H, you're welcome to. If using an English EXE, of course the files it looks for will also be the English versions (like flevel.lgp). Different hexts for other languages may or may not be something that could be added in a future update.

Hello new to this thing about modding, using 7th heaven, but some mods like new threat and lvl1 party mods won't finish downloading is this normal or is there something I'm unaware of? the no mouth mod did download and install though.
If anything fails to download, you can see why in the log. Easiest way to bring that up is to click the status/info bar at the bottom of the main 7H window. My guess is a 404 error (file not found) or a quota exceeded error. The mod authors are in control of their own catalogs and must maintain them Reach out to the author of the mod that is not downloading to see if they can fix it or offer an alternate download link. http://7thheaven.rocks/help/troubleshooting.html#dltrouble (http://7thheaven.rocks/help/troubleshooting.html#dltrouble)
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: [email protected] on 2020-07-06 12:17:20
The EXE remains in English and should always be ff7.exe (this exe is customized as well--for Large Address Aware support and Windows DEP support which can improve stability and mod support--do not replace it). You can use your own custom alternate-language EXE if you wish, just name it something like mycustom.exe and select it in your 7H>General Settings. But also know that mods may not work at all or won't work correctly because offsets are different between the EXEs. Most mods, and everything in the catalog, target the English EXE. FFNx and 7H both support hext, so if you want to drop a translation hext under your ff7\hext\ folder for FFNx or drop one in a \hext\ folder inside of an IRO for 7H, you're welcome to. If using an English EXE, of course the files it looks for will also be the English versions (like flevel.lgp). Different hexts for other languages may or may not be something that could be added in a future update.
You've said what I was thinking. So, the people only has the option to play with its localized version using a generic/global hext file with the translation for its language. I understand it, because some changes that are being doing in some mods to the EXE file touch the offsets (which will not work in localized EXEs). But then, ¿why there is the option of "\hext\ff7\en" or "\hext\ff7\es" or "\hext\ff7\it"...? I said this because if I do (in fact I'm doing) the hext file with the translated lines of the English EXE, I must put the hext text file inside the "\en" folder (not the "\es" folder as supposed), if not, it does not works.

I'm doing the spanish translation in hext format for the English EXE that comes with 7th and I'm using the menu_us.lgp (which it seems to have the font and characters for spanish). I'm not sure what will happen with the remaining special chars of the fonts in other languages. There is not either an option to choose the fonts, must be used mandatory the english ones.

This would be the main menu (I have by far more lines, of course, but I have not finished it yet). I have to do this at hand checking the EXE in hexa because the hext tools are not available... :( I'm not sure if there is a method more easy to use...

Spoiler: show

############################################################
################      MAIN MENU SECTION      ################
############################################################
# 0x5192C0

# /BJETO
91A8C0 = 2F 42 4A 45 54 4F FF

# -AGIA
91A8D4 = 2D 41 47 49 41 FF

# -ATERIA
91A8E8 = 2D 41 54 45 52 49 41 FF

# %QUIPO
91A8FC = 25 51 55 49 50 4F FF

# %STADO
91A910 = 25 53 54 41 44 4F FF

# /RDEN
91A924 = 2F 52 44 45 4E FF

# ,IMITE
91A938 = 2C 72 4D 49 54 45 FF

# #ONFIG (Not needed in SPA)
# 91A94E = 23 4F 4E 46 49 47 FF

# 'UARDAR
91A974 = 27 55 41 52 44 41 52 FF

# 3ALIR
91A988 = 33 41 4C 49 52 FF

Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-06 13:30:57
But then, ¿why there is the option of "\hext\ff7\en" or "\hext\ff7\es" or "\hext\ff7\it"...? I said this because if I do (in fact I'm doing) the hext file with the translated lines of the English EXE, I must put the hext text file inside the "\en" folder (not the "\es" folder as supposed), if not, it does not works.

I'm doing the spanish translation in hext format for the English EXE that comes with 7th and I'm using the menu_us.lgp (which it seems to have the font and characters for spanish). I'm not sure what will happen with the remaining special chars of the fonts in other languages. There is not either an option to choose the fonts, must be used mandatory the english ones.
As far as 7H is concerned, there is not an option for \hext\ff7\es (or any other language) by default. There is only \en\ because 7H uses the English EXE. The other subfolders for other languages are part of FFNx, but they are not included w/ 7H because they are intended for vanilla versions of other language game installs. That is because you can use FFNx as your game driver even without 7H, with other language EXEs and even for Steam. But if you do that, you miss out on the 7H features. But again, as far as 7H is concerned, running the game w/ 7H is only going to run the English exe (unless you specify a different one as explained in my last post) so only the \en folder is relevant. FFNx will detect what exe you're running on game launch, so if you're using an ES exe, it will load the hext under the \es\ folder.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: markul on 2020-07-06 13:55:57

This would be the main menu (I have by far more lines, of course, but I have not finished it yet). I have to do this at hand checking the EXE in hexa because the hext tools are not available... :( I'm not sure if there is a method more easy to use...

Spoiler: show

############################################################
################      MAIN MENU SECTION      ################
############################################################
# 0x5192C0

# /BJETO
91A8C0 = 2F 42 4A 45 54 4F FF

# -AGIA
91A8D4 = 2D 41 47 49 41 FF

# -ATERIA
91A8E8 = 2D 41 54 45 52 49 41 FF

# %QUIPO
91A8FC = 25 51 55 49 50 4F FF

# %STADO
91A910 = 25 53 54 41 44 4F FF

# /RDEN
91A924 = 2F 52 44 45 4E FF

# ,IMITE
91A938 = 2C 72 4D 49 54 45 FF

# #ONFIG (Not needed in SPA)
# 91A94E = 23 4F 4E 46 49 47 FF

# 'UARDAR
91A974 = 27 55 41 52 44 41 52 FF

# 3ALIR
91A988 = 33 41 4C 49 52 FF

You could translate the 7th heaven ff7.exe to spanish with TouphScript, then use HexCompare to check the changes between your ff7.exe and the original ff7.exe, finally you could make a little program script to read the file from hexCompare and modify the Hext address of every line to adapt it to 7th heaven .Thats the way of how i did it and didnt take too much time.
Oh ,now i see why did you say that the tools are not available ,sorry O_o
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: [email protected] on 2020-07-06 14:33:29
You could translate the 7th heaven ff7.exe to spanish with TouphScript, then use HexCompare to check the changes between your ff7.exe and the original ff7.exe, finally you could make a little program script to read the file from hexCompare and modify the Hext address of every line to adapt it to 7th heaven .Thats the way of how i did it and didnt take too much time.
Oh ,now i see why did you say that the tools are not available ,sorry O_o
Well, this was another option I had. I downloaded the touphScript source code (the original compiled did not work well for me) and compiled it with MSVC 2015 (which at the beginning it was not possible because of the old functions/procedures used). But after some updating I have the x64 touphScript version for Win10, it reconizes also the WoW6432 registry entry of FFVII and I could dump the English ff7.exe which comes with 7H.

But I like more the idea of using hext format (although it is a bit more harder to transcribe) because I don't like much to change original files if possible. Apart of this, if 7H replaces de exe every time you run it, I should make changes in the 7H method of work, and I think it is not a good idea.

But this is only my first part of the issues. The second part (change KERNEL, flevel, etc...) for each mod seems to be far more complicated than it seems. 7H permits somehow "override" (I have not clear the use of the override folder) ONLY the files that will be translated?

Apart, I've been looking the WallMarket tool (for KERNEL/KERNEL2/etc...) and makou reactor/lgptools (for flevel.lgp and others), but I'm not sure if I can export the texts and import them again in another KERNEL.bin/*.lgp file... but this is out of this topic I think.

Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-06 14:37:43
DLPB's hext tools are available on his web site's download page at http://ff7.live (http://ff7.live) .

Edit: Also, you don't need to change the flevel, kernels, etc. Those are already translated if you install a different language of the game. 7H 2.2 BETA supports the other languages and renames the files for you for use w/ 7H's English exe. The only thing you should need to worry about is hext for the exe. The font map textures are editable as well.
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: [email protected] on 2020-07-06 16:14:42
Thanks for the link to the tools. The older link does not seem to work. Let's see if they will be of help. :)

About KERNEL, flevel.lgp, etc..., I was not referring to the original/updated localized versions of the game. I was referring to the ones included in the mods. Like Gameplay 3.0, it uses its own KERNEL/flevel/etc... files. I assume that for some modding there are changes in this files, aren't they? But they have the texts in English... so, this should be translated.

If not, then there is no need to worry about KERNEL/*.lgp files... and I will dedicate the time to translate the .EXE in hext. If the other things are not translatable in easy manner... well... I have not the time for doing all the translation... xD
Title: Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
Post by: unab0mb on 2020-07-06 16:50:16
That would be a huge undertaking and I'm not sure there's much demand for it. You'd need to work with EQ2Alyza on updating/integrating all of that into the Qhimm 3.0 Catalog mods.