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Messages - Jairus

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Any progress on cracking the .fs and .fi files?

Graphical Modding / Re: [FF7PC] Enhanced Stock UI
« on: 2019-09-16 19:06:04 »
Yeah, but it also makes it harder to launch the game directly from a shortcut that way, especially if you want to have the steam overlay functioning or you use a media manager like Launchbox or Kodi to navigate and start your games. Isn't it better to provide both options and let the user decide what he or she wants to do?

They are still stuck with backgrounds. They're trying to figure out how to properly access the .fl files. McIndus has up-scaled virtually everything in the textures folder as that was only locked behind a .zzz compression file that the modding community already figured out how to extract.

Wouldn't it be the .fs files instead? the .fi files are all really small, some are only 1kb, while the .fs files are much much larger. Shouldn't that be where we should look for the backgrounds?

And what if you want to use the Remaster's fonts with this instead of the ones from the mod? Is that possible?

Graphical Modding / Re: [FF7PC] Enhanced Stock UI
« on: 2019-09-06 13:10:08 »
Looks good, but will there be a non-7H version as well? And when you say no more .exe altering mods, what then becomes of tools like White Chocobo, which have to edit those files to change the shops, for instance? Or changing the text via TouphScript? If those things and others can no longer be done in that way, then how can those changes be made?

I like the models and have been using them without issue for the most part (the versions installed from Reunion), but I had a question about the dynamic weapons for Cloud. Is it possible to use it without 7H? I unpacked the iro and looked at the files but couldn't figure out how it worked. I tried copying the mythril saber as a test along with the base buster sword, and while the mythril saber shows up, the weapon shown doesn't change when I switch to Buster because the files in char.lpg that determine what's shown are all named the same for each weapon and get overwritten.

The reason I don't use 7H is you can't start the game from a shortcut that way and thus, can't run the game in steam that way. So if there's a way to use the dynamic weapons without using 7H, I hope you can help me with it. Thanks!

Troubleshooting / Re: FF7 timer cut off on bottom
« on: 2019-07-09 00:36:33 »
I figured it out. Just had to change the height value in TS from 1 to 2 in the fields for the first reactor where the timer's box was and that fixed it. :)

Can you give an example of how to use #o in TS? I haven't been able to figure it out and the readme doesn't really explain it very well.

EDIT: Nevermind, I figured it out. Thanks anyway, though!

Troubleshooting / Re: FF7 timer cut off on bottom
« on: 2019-07-06 02:38:42 »
The MO I'm using is version M05c from July 2012. I haven't been using 7H because it doesn't seem possible to launch FF7 from a shortcut that way, unless I've missed something. The mods only take effect if you launch directly from 7H.

Troubleshooting / Re: FF7 timer cut off on bottom
« on: 2019-07-05 22:20:12 »
Hmm, ok. The version of MO I'm using comes from a separate installer that's just MO and not the rest of Reunion. Maybe that made a difference too.

Hi, wasn't sure where this should go so feel free to move it to a more appropriate place if need be. I was just wondering how to adjust the question/answer dialogs in FF7. Not the text, I know  how to do that, but moving where the selection cursor goes when picking an answer. For example, say there's a box with 4 lines of text normally, and the cursor position for the answers is set for a box with that number of lines. If I wanted to add another line to the box, how would I shift the cursor position of the choice selections downward to account for that? I haven't been able to figure out which tool to use for that. Thanks for any help you guys can give.

Troubleshooting / Re: FF7 timer cut off on bottom
« on: 2019-07-05 17:48:23 »
Thanks, but when I launch with ff7_mo.exe, the stat bonuses and penalties for materia aren't what they should be, so that's why I stopped using it. Any idea what causes that?

Troubleshooting / FF7 timer cut off on bottom
« on: 2019-07-05 07:12:50 »
Hi all, was hoping to get some help with an issue I'm having. I'm using the Menu Overhaul with some other mods as follows:

Remako Field Backgrounds
Reunion Models
Various HD textures
Miscellaneous tweaks (save anywhere, increase sense limit, etc.)

Also been working on my own script revision using TouphScript. Got it working fine since I got rid of Beacause, so I don't know that it would be contributing to the issue. Anyway, I've noticed that the timer in the game (such when escaping from Reactor 1) is cut off along the bottom so you only see the top 2/3 of it when you're in the field. But when in battle, it displays just fine. Also, on the save/load game screen, in the top right where it shows Game 01, etc. it's wider than it should be and stretches off the screen (I'm running the game from ff7_bc.exe, btw). But all the other text displays just fine. And I know TouphScript has something to do with it because that part was fine too before I first started making changes with TS. Any idea how to fix these issues? Thanks!

FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-06-17 20:10:07 »
I wasn't saying anything about now, I was just asking a question, that's all. I didn't mean to come across otherwise. Sorry if I did.

I had installed Reunion directly rather than use 7H, as 7H doesn't seem to allow you to start a modded game from a shortcut, only directly from 7H itself. Unless I missed something?

FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-06-17 01:44:52 »
It can't be disabled - and I keep telling you to wait for r06.   ;)

As for processing...  if you do a decode - it will decode all files. 

If it isn't encoding / decoding all files, you have a problem with your flevel file etc. This thread isn't there to debug your own script issues.

So when is r06 coming out, then? And why does Reunion block those changes in the first place? What are those tutorial files called? I know they have the suffix .tut.txt, but what are names themselves of the main three?

FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-06-16 20:14:13 »
Why does Reunion block changes to certain files, though, such as ff7.exe, and how can that be disabled? Also, the tutorials aren't begin generated either. When I dump flevel, it shows 729 files when it's processing, but only 710 in the actual text folder when it's done. Where are the other 19?

That's what I'm trying to do, but none of the changes I make to it using touphscript show up in-game after I encode it. That's why I asked. I have Baecause and the MO installed, if that makes a difference. The most recent versions.

FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-06-14 02:59:59 »
They're not. I have Baecause and the MO installed, if that makes a difference. The most recent versions.

FF7 Tools / Re: [PC] Text editor - touphScript (v1.3.0)
« on: 2019-06-13 03:01:07 »
Hi, I can't seem to get any changes to ff7.exe and scene.bin that I make with ts to show up in-game. Am I missing something?

Hi all, I started recently on a project to revise the Beacause translation a bit since I noticed that many things were not given the option of being reverted in the installer, such as Shin-Ra to Shinra or Esto to Ester, and some item names weren't really translated at all. There's more, but those are a just a few things I saw. While I've got the hang of editing field text with Loveless and Touphscript, I can't seem to change any of the in-battle text (such as fixing Cloud's infamous mistake of telling Barret to attack the scorpion with it's tail up, which I noticed that Beacause didn't fix either) or menu text (wanted to substitute the [OK], [ASSIST], etc. listings with button icons since I've already added them to the font sheet. I've tried using TouphScript to do these things, but my changes don't get reflected in the game even after I encode them back in. Anyone know how to do this? I'd really appreciate it. Thanks!

I tried the main installer originally, but I think you only said you'd updated the IRO, not the installer, so I didn't check on that again. The only .exe's I've swapped in are vanilla ones so I wouldn't have to reinstall every time I wanted to get rid of NT and try again.

Yes, that's how I do it. I get the same whether it's ff7.exe or ff7_bc.exe. Dunno why they persist like that.

Even with the updated IRO, the changes NT made to limits, materia, and enemy skills still remain. Is there any way to change them back to their default values?

I tried out your vanilla combat installer but I noticed that the materia, for example, still showed the modifications from NT and not the original values from vanilla. Summon materia, for instance, are still 1 star mastered. What I had been asking about was a version of the game with just NT's translation and extra scenes (outside those involving NT-unique stuff) but no other changes. Sorry if I was unclear about that.

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