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Messages - Yuffie1983

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1
 :o :o  These are looking very beautiful, keep up the awesome work. Are you close to finishing?

2
General discussion / Possible upload please.
« on: 2019-03-01 21:07:46 »
I was wondering if it would be possible please to upload the files that have trilliti alternate fantasy, hd background mod and the hd npc and battle textures mod rolled into one please so I can just copy and paste and play please. I have tried getting it too work several times but never seems to play ball for me.

3
The regular New Threat Mod (v1.5) for Steam.

Have you tried turning on the DPI settings on the FF VII EXE, right click the exe, go to the compatibility tab go to change DPI settings and tick both boxes.

4
Here's the IRO:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_proto.iro/file

This is Grimmy's Jessie mod, with the encounter table chunk removed. Functionally it should be identical to the one available on the catalog except it can be used with NT and any other gameplay mod that alters their encounter table in field screens.

There are some issues with the Jessie mod that I noticed but these seem to be specific to the mod itself, rather than compatibility issues (as in, they appear even when playing with no other mods enabled); text boxes are misaligned in the elevator, and the portrait looks a bit off.

You are a good man, Mr Chief and thank you very much again. ;D

5
7thHeaven / Re: Text box issues when playing FFVII
« on: 2019-02-18 22:33:36 »
I'm a pretty new user to 7th Heaven, and I wanted to try out FFVII with all the mods that make it look nice (Remako and just about everything that comes with 7th Heaven). However, while playing through the opening bombing mission, I noticed that a number of text boxes were cut off or wrapped in weird places. I tried to fix this by using the Menu Overhaul, but to no avail. I followed the steps for this correctly. I am using the latest version of 7th Heaven, and the Steam version of the game. Please help!

Have you tried to right clicking the FF VII EXE, then go to properties, go into the compatibility tab and click the change high dpi settings then in that menu tick both the top and bottom options and see if that works.

If that does not work could you please let us know what mods you are using as it could help.

6
I looked into the issue a bit more, the source of conflict with the jessie mod is that it contains a flevel chunk that enforces default encounter tables. Removing it allows NT and Jessie Mod to work together with minor issues (some text boxes get misaligned but I can prob sort that). I'll upload an adjusted version of the jessie mod iro that doesn't have the encounter chunk tomorrow.

On man, Mr Chief you did not need to go through all that trouble, but still very much appreciated thank you. :)

7
7thHeaven / Re: I Will Fix The Issues Soon(ish)
« on: 2019-02-18 16:14:45 »
Garcia's sweet seƱorita, thank you for your continual hard word and commitment.

8
The encounter isn't intended for that area, and has been loaded because the kernel isn't synched to the scene.bin. This typically happens either if 7H hasn't been installed correctly or there are mod conflicts. From the screencap, you're running the Jessie mod which is incompatible with most gameplay mods as it changes the field script + kernel.

There's been some logic put into 7H's catalog to try and stop incompatible mods from being activated together, but some of the newer ones (or NT's up-to-date stand-alone IRO) don't have these checks. As for which mods are compatible, any visual mods should be fine; field backgrounds, character models, etc. Menu Overhaul should also be OK so long as the ff7_bc.exe is used.

One final thing, make sure you're using NT's latest IRO which isn't in the catalog. It's on the front page of this thread and can be imported through the library tab. In addition to the IRO, the folder contains several .exe files that have been modified with NT-specific changes. Replace the .exe files you have in your FF7 folder directly (but keep them as backups so you can revert to the vanilla 7H .exes when needed). It's a clunky step but I found out recently that IROs can be packaged with hextedit scripts so it'll be gone in a future update.

Right thank you very much for the swift and detailed answer, yes I have been using the newest version on the the front page of this thread. So it seems it likely be the Jessie mod causing the issue, any how thank you and looking forward to 2.0.

9
So just to get something clear, this is not an official update, but a stop gap of sorts before the official release of the new version. Also is there a way I can donate for all the hard work effort gone into this, thanks.  :D :D

Just to say I am getting the same issue as Khrone, seems like it is a MS XML issue. I have tried deleting the files from the 7th Heaven workshop folder that has the settings, Library and catalogue XML files but still getting a error message in junction with the new pastebin link.

P.S can a mod remove my post below not needed and best to keep threads tidy thank you.  ;D ;D ;D

10
It's actually inside the new cataloge link now for 7th heaven to save doing all that.
I advise everyone getting it. It is official too.

http://forums.qhimm.com/index.php?topic=18616.0

Right thank you very much for this information, happy to here this and thank you for your hard work :)

11
This looks ducking brilliant  :o :o :o :o, brilliant colours, but detailing has been kept in tact and everything has a more refined look too it. Outstanding work and thanks for your efforts Opengrip, and please keep at this and keep up the great work  :D :D P.S would this be aright by you to upload this mod to google drive might be easier for people to download rather than Nexus mods.

12
That's not a bug. You've mixed together multiple installations without cleaning your registry, so now your lookup tables for the scene.bin are broken.

No sorry I assure you, I did not. Yes I did reinstall FF VII and but before I did I did run the FF VII registry cleaner tool found on this forum, and then did a clean install of FF VII and the 7th Heaven mod.

13
Hey Chief is this some sort of bug, it seems like I am fighting Tifa's martial arts instructor inside the first reactor, and getting my ass handed to me. Is this correct or is it some sort of bug.   

14
7thHeaven / No sound :(
« on: 2019-02-14 12:07:23 »
I am seem to be getting no sound from 7th Heaven, it starts up fine and plays, but there is no sound. I wondering if it is a a GPU driver issue or a problem with Direct X. Anyway's here is my APP Log data. Thank you very much for your help.

[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce RTX 2080 Ti/PCIe/SSE2 4.6.0 NVIDIA 418.91
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 32768x32768
[00000000] INFO: Original resolution 640x480, window size 3440x1440, output resolution 3440x1440, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] ERROR: failed to stat file f:\Final Fantasy VII\/shaders/Nvidia_ComplexMultiShader/ComplexMultiShader.post
[00000000] ERROR: init_postprocessing failed, postprocessing will be disabled
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: F:\Final Fantasy VII\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00001665] WM_CLOSE
[00001665] END OF CREDITS!!!
[00001665] Field Quit
[00001665] UNINITIALIZE DD

15
7thHeaven / Re: Crash on Startup
« on: 2019-02-13 23:48:34 »
Hi all

First of all, awesome job! Huge improvement to the old modding options!

Anyway, thought I'll drop in here since I think it's relevant - but there definitely seems some kind of an issue with the reunion Beacause and Menu Overhaul - I get the exact same crash on any dialogue box that appears.

Disabling it works, with all the other mods running without any issues. BUT the text is some low res 320x280 stretched pixellated thing which makes it impossible to read anything inside the ingame dialogue boxes sadly. I'm not even sure what my old modded FF7 had in terms of menu - whether it was the menu overhaul or something else - but this is what the game text looked like running my old modded FF7 (https://drive.google.com/file/d/1eGLuXze81TMBOPnLb1Hl39g2X3G0Z_uZ/view) and this is what it looks with Menu Overhaul / Beacause enabled (https://drive.google.com/open?id=1kZVFdmVUVo6BsunjssT_bMEegOMgBakV). As mentioned previously, getting to the first text box popup in game crashes it when I have Menu Overhaul / Beacause enabled.

Background resolution is the same for both, and textures and models load in the correct resolution too. Hope that all made sense - and hopefully it's related to the same issue the OP is having. Or hopefully it's simply something that I'm doing wrong.

On an unrelated note - do I need to configure every mod separately every time I start up 7th Heaven, or is there a way to save the configurations for each mod?

Cheers

7th Heaven should save your configuration, so you will not need to re configure it every time to start the game up. if you want a different configuration set one up by using the new profile tab, and just use the open profile tab to load each profile.

16
7thHeaven / Re: Game crashes while loading main menu
« on: 2019-01-09 19:34:13 »
Have you made sure you set your sound drivers settings right, that seems too be often the case for it crashing on start up.

17
7thHeaven / Re: The blank ISO download link is dead
« on: 2019-01-09 19:27:30 »
Yep it does appear the download link has been terminated, so here is a back up on my google drive account. https://drive.google.com/drive/folders/1Vx9JLH_sf7DbqTRQj2LBPD-C4ZULwfbp?usp=sharing

18
7thHeaven / Re: Nothing Working At All
« on: 2019-01-09 19:14:51 »
It isn't crashing at all. The game loads just fine, and I can even play through however much I wanted with no errors. I honestly don't know where to find my app log, or what details and screenshot of my settings you want.  I know that sounds ridiculous, but it's the honest truth. I'm a complete newb with this stuff. I apologize if that frustrates you or anyone.

App Log should be in the FF7 installation folder, it is called just APP and should be under the folder shaders. As for screenshots they should be in the pictures folder.

19
7thHeaven / World Field Map Models Not Working
« on: 2017-09-13 18:03:38 »
Like the title say's the world field map models are not working for some reason, everything else is running fine. Load order is correct just seems this particular mod is not working.  Here is the APP LOG.          [00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 1080/PCIe/SSE2 4.5.0 NVIDIA 385.41
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 32768x32768
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: postprocessing program link log:
Fragment info
-------------
0(133) : warning C7050: "refractedColor.w" might be used before being initialized

[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: H:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
[00000027] set music volume trans: 127->0, step=60
[00000092] END OF CREDITS!!!
[00000092] Entering MAIN
[00000092] set music volume: 127
[00000092] Exiting MAIN
[00000092] START OF MENU SYSTEM!!!
[00000646] END OF MENU SYSTEM!!!
[00000646] Entering MAIN
[00000648] Exiting MAIN
[00000648] -=-=[START OF WORLD MAP!!!]=-=-
[00000648] stop_sound
[00000648] cross play music: 0
[00000648] set music volume trans: 127->0, step=4
[00000651] set music volume: 127
[00000782] stop_sound
[00000783] -=-=[END OF WORLD MAP!!!]=-=-
[00000783] Entering MAIN
[00000785] Exiting MAIN
[00000785] Field Start
[00000805] GLITCH: missed palette write to external texture field/mds5_5/mds5_5_15
[00000877] Entering MAIN
[00000879] Exiting MAIN
[00000879] START OF MENU SYSTEM!!!
[00002338] WM_CLOSE
[00002338] END OF MENU SYSTEM!!!
[00002338] Field Quit
[00002338] UNINITIALIZE DD

20
This.

Also, I've only seen the AdvancedSmartBloom shader work with ATI cards. Check your shader folder and see which options you have (I forget what the GC installs, and I don't have it in front of me atm to check). I think bloom.post is the standard. You can also disable postprocessing and not worry about using any shaders.

Just like to say advanced bloom does work with Nvidia cards.

21
Unrelated, does anyone know what the Wonder Square "game balance tweaks" by DLPB are? There's no readme and the thread link just points to the main 7H tutorial thread.

I think it balances the likely hood of winning, a lot of the games in Wonder Square favored towards you losing this mod address that.

22
7thHeaven / Re: Installation Question
« on: 2017-06-25 15:38:36 »
There is a point in the 7th Heaven Tutorial thread that says to Mount an ISO, however neither the thread nor the video tutorial explains what that means. I attempted to Google it, but the Google result is showing screenshots that do not match what the actual download provides. I'm not sure if this means I must purchase a flash drive before I am able to mod the game or if I am simply doing something wrong.

Any assistance would be appreciated. It was the mods I found on this forum (thanks to Google) that convinced me to purchase the game again when Steam put it on sale, so this is definitely #1 priority!

Mount the blank ISO image, means to mount it on a program like Daemon Tools or Power ISO on a virtual Disk Drive.  Like this picture shows.                               

All you have to do is ( I am going to use Daemon tools as the example) just drag and drop the image on to on of the virtual drives it will more than likely be the letter K.

23
7thHeaven / Re: Catalog v2.3x Report / Mod Requests
« on: 2017-04-30 22:15:00 »
Can we have a update please on the game converter mod, the new version does not work and the older version breaks some of the newer mods.

24
Did I enter it incorrectly, cause as you can see in the 2nd picture I put

"C:\Games\steamapps\common\FINAL FANTASY VII"

which is where my game is located of course

Did you put the quotations marks at the start and the end of the file path.

25
7thHeaven / Re: 7th heaven/game converter problem
« on: 2017-02-18 14:05:15 »
I got a issue with the converter it is getting stuck on the patching phase of the process. It simply will not get past that stage, so none of the extra FF VII EXE's needed to run the MODs get installed. I am running Windows 10 Home 64 BIT and my PC specs are i7 3970X 3.5 a GTX 1080 and 64GB DDR3 Ram at 1666MHZ.

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