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Messages - Chrysalis

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Troubleshooting / Re: FF7 - opening STATUS menu - CRASH
« on: 2019-08-20 01:11:36 »
thats an old version of the opengl driver, I suggest first getting the latest.

Well I grabbed the latest iro from sega's thread but will try it again later strife, thanks :)

Interestingly also for me the new threat gives a downloading error but the others do work.

7thHeaven / Re: Game just will not launch
« on: 2019-08-08 13:07:29 »
Assuming the game launches standalone (make sure it does first).
Also assuming lordurquan's suggestion doesnt work.

The error indicates a possible hooking error, which could indicate security software might be blocking the hooking process, so if you have security software installed, I would exclude both ff7.exe and 7thheaven.exe so they not restricted.

Sega I have the hext to make shield (and lucky girl, peerless), appear in status menu during battle.

Will pass them on to you later.

I think I am going to add those as an option on the enhanced stock UI.

FF7 Graphical Releases / Re: [FF7PC] Enhanced Stock UI
« on: 2019-08-03 18:37:55 »
Was an issue with materia arrange order not been at stock behaviour, this is now fixed.

Also Magic menu pages have had alignment work completed on them.

Gameplay Modding / Re: [FFVIII-PCSteam] Ice Breath AoE?
« on: 2019-07-28 12:02:12 »
sorry ignore my post I failed to see this if for FF8 not FF7.

FF7 Graphical Releases / Re: [FF7PC] Enhanced Stock UI
« on: 2019-07-28 11:35:05 »
The reason I made this thread Covarr is I needed a url to put in the 7th heaven url section, but I appreciated you moved the thread instead of deleting it.  This thread is the intended support thread for the mod but it will be part of the new 7th heaven catalog for distribution.

Yeah DLPB you will be credited of course.  More then just a credit, this wouldnt have even been possible without your work.

Basically I made new fonts for the battle UI headers, I also made the new bar borders by myself based upon the thinnest bars.  But the font for the text and some UI enhancements were ported over from menu overhaul mod and that was never going to go uncredited, thanks for letting us finish it.

I will probably play this soon.  It be nice to play on a balance mod with so much time and effort put into it.

I certainly don't.  I do have a problem with 7h - in that I find it to be very very counter intuitive - and too much of a one size fits all approach, which can't ever work well enough across the board to be a good solution (hence the hourly threads that crop up by people either perplexed at how to install mods - or the conflicts of which Qhimm's is running out of space to store).  My secondary problem is how my mod is also being judged on the shortcomings of 7h. When it fails or has a conflict, people sometimes blame me or The Reunion for it. The Reunion - and especially R06+ are meant to be standalone mods - the latter even has its own modding solution.

I'm hoping more people create mods that work properly with the framework added to R06, but, if not, 7h is always there. 

I commend the effort with 7h and I'd never have a problem with anyone who contributes.


First off congrats on your work with reunion, its a huge project and undertaking, and I am aware your work help's feed other's work as well as you share your knowledge.

My only concern is the R06 modding framework, I feel it may split the community with some modders supporting reunion and others 7th heaven, as right now 7th heaven I feel is an excellent tool, one can just add mods to it, remove it, all without manual fiddling, its click and play almost.  The only real issue is the main catalog has been allowed to get out of date.

Also you use precompiled exe's which is probably the main reason 7th heaven has been problematic with reunion, hext loading would likely make it work so much better.   It allows much more modularity in selective use of features and co existence with other mods.  But I accept this isnt a 7th heaven thread.  So will stop there, but maybe to hope one day you reconsider your stance on allowing the two to be used together with your support.

I can tell you the limit bar is good on the status screen after I fixed the bars, I also made the bar more like the battle screen style, it was adjusted before to try and cater for the misalignment.

So its just the exp bar that needs fixing now on status and post battle.  If we cannot fix post battle I suggest we keep the main menu aligned, as that one is seen the most by the player, also the status screen isnt as bad as the post battle screen.

Thanks, I did just do an update internally so it isnt as bad, but will put this and then redo again to fit the fix.

Also I fixed the one extra pixel on the bottom barrier bar (noticeable if you look hard enough LOL).

I believe this one if for after battle menu but it causes it to crash.

Code: [Select]
{after battle lvl - probably to fix bar alignment, dont know as it crashes game
{6C8358 = E8 7C B5 24 00 C1 EA 05

7thHeaven / Re: Cannot update catalog
« on: 2019-07-24 19:55:40 »
I think there is an issue today as I get errors when starting the launcher, try waiting a day as LordUrQuan said.

General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-07-24 19:54:54 »
Like they didnt bother with using aali's mod on steam? O_o

Sorry I been out for some hours, I am finishing up now, MP cannot be moved without hexediting which I wont bother with to move that.

There is also a known issue with next level exp bar alignment's, I think there is a fix for it provided by DLPB but it crashes enhanced stock so that is a known issue to be left alone.  Its not as bad on the main menu, its worst on the post battle screen.

There will be a newer iro also with preview images for each config option.

Here is a public build of Enhanced Stock UI by me and EQ2Alyza

The idea behind this mod is I wanted a high resolution mod based on the stock UI in the game, that had no other functionality attached to it other than modernising the UI, and also not needing a custom executable, so to have least complexity in using it.

Before I started on this Mod I knew very little about modifying the UI in the game, and having been able to look at Menu Overhaul I was able to figure out how to create something I liked.

Tools used for creating this mod were.

Cheat Engine for live hext editing to adjust alignments
makoureactor for extracting texture files from game
Omega for converting those texture files to images
Gimp for editing the UI asset files, and upressing them.
I also used some images from the older MO mod such as the menu font.
7th heaven for packaging the mod.

The mod makes the following changes to the stock game.

4x resolution for UI assets.
Adjustable high res materia and inventory items.
New icons for the battle arena reel.
New UI assets for boxes and battle headers.
Additional rows in inventory screen and command menu's.
Many alignment improvements over stock game.
Choice between R03 menu overhaul dialog box style and stock dialog.
Use of full screen for battle UI
999 hour support on game timer display.

Thanks to the following people.

EQ2Alyza for helping develop the mod, her beta testing of a MO build kick started this.
Beta testers LordUrQuan, unab0mb, Strife98 and Tsunamix
DLPB and Kramner for the Menu Overhaul project.  As said above MO font assets are been used in this mod and a small part of the hext code is taken directly from MO.

To install, download the zip, uncompress it, and then import the iro into 7th heaven.

Use "ff7.exe", dont use ff7_mo or ff7_bc exe files, this is very important.
Make sure no other menu UI mod is loaded, that includes Menu Overhaul, or any other mod that has menu UI modifications included in it.
Mods which change only text are fine.
Mods which change avatars are fine.

download link - 28112019 update

Images below comparing stock to the mod so the difference can be seen.

Barrier can definitely be moved left, I dont know yet about MP, I will look into it (I think MP is already in its left most position and stock also has it out of line, barrier is too far left in stock and I over compensated), I just want to finish the bars first, as moving those is just editing their position in the png files.

Doing my own fonts, making my own borders in gimp, what next :)

what do you think of the bar redesign :)

compare the barrier to the atb limit borders.  Also sorry didnt read your reply until I posted this so havent looked at what you suggested yet.

also after big guard

I think I just need to move right hand side one pixel to the left.

General discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-07-24 11:55:42 »
Square want to attract the new breed of players, when realising that its understandable they didnt use the materia/ATB turn based system.

I think a lost opportunity for them tho was on the PS4 version to not use any of the mods from this site in that build.

General discussion / Re: Modders Haven
« on: 2019-07-24 11:53:52 »
Ok, sorry if the question sounded rude, but I googled it and is absolutely nothing I found on google hence the question.  Is it a project like reunion with full makeover of the game?

I have made new NAME/BARRIER/LIMIT/MP/HP headers for battle screen, also STATUS for status spell selection and Lv and numbers for overlimit selection so its all consistent and sleeker looking on enhanced UI.
A new symbol for the X that matches up with rest of fonts.
Lv realigned so its next to number on the overlimit window.

I added back the borders for barrier in the battle UI but been honest I feel those borders alongside with the limit and ATB borders look off on the new look.  I added it back so it is at least consistent with the fact ATB and limit had it, but if the time is there I am going to make new ones based on the borders of the new UI, but if I am not done when you release catalog v3 then what I have now we can use for it.

Also I have done a lot of play testing, tested battle square, speed square, chocobo racing, start of game with clock in reactor, start of game naming characters, shops, caith siths slots and tifa reels.  all looks good on that side of things, no graphical anomalies or crashes.

If anyone wants to test where I am at now I will package this up.  Otherwise will be later.

General discussion / Re: Modders Haven
« on: 2019-07-24 06:28:31 »
What project?

I have done the reverse in a 7th heaven mod, will post it sometime this week.

In the mean time two pics, the first one me trying to get misses to do a pic for the 7th heaven thumbnail and getting damn lucky, the second showing reverse order with miss's changed to hits.  I also did normal order miss changed to hits also.  Might add an easy mode with extra yeah (also reversed) (but not all yeah).

Gameplay Modding / Re: converting exe to hext addresses
« on: 2019-07-23 20:59:30 »
Got what i needed from cheat engine.

For the help of others tho, it seems using a hex calculator will work, all values I checked the difference had a hex difference of '401600'.

General discussion / Re: Modders Haven
« on: 2019-07-23 20:54:47 »
I just google'd and I see that work it is nice, although how was it needed for that project?

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