Author Topic: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)  (Read 119494 times)

DavrosTheta

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #450 on: 2020-07-14 09:08:56 »
Very new here, so I am sorry if this is the wrong way to ask.

But is it possible to add an option that merges the SYW V4 and DrLilo FMVs?
So that only the Chibi FMVs are replaced with DrLilo's work and all the others are replaced with the SYW V4 versions?

I am definitely willing to donate if that will make this a reality. :)

I truly adore this mod manager, thank you everyone for your hard work.

unab0mb

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #451 on: 2020-07-14 22:50:34 »
Very new here, so I am sorry if this is the wrong way to ask.

But is it possible to add an option that merges the SYW V4 and DrLilo FMVs?
So that only the Chibi FMVs are replaced with DrLilo's work and all the others are replaced with the SYW V4 versions?
That's more of a mod thing, vs. mod manager thing. This is easily accomplished by:
1. Open 7th Heaven, go to Settings>General Settings. Make sure the option "Context Menu in Explorer" is turned ON. Click Save.
2. Right-click on your My Mods tab to bring up the folder that contains your mods.
3. Right-click on the IRO file that contains Satsuki's movies and choose "Unpack IRO". Do the same for the DrLilo IRO. You will now have 2 folders that contain movie files.
4. Create a new folder that will store your custom movie mod. Copy the movie file you want from each respective pack into your new custom movie mod folder. If it's a movie without chibi replacements, copy it from the folder that contains Satsuki's movies. If it's one with a replacement chibi movie you want, copy it from the DrLilo folder to your custom movie mod.
5. When you have all the movies you want in your custom movie mod folder, right-click on the folder and choose "Pack into IRO". Now you can delete your 3 temporary folders (your custom one, Satsuki's, and DrLilo's) leaving only your custom movies.iro file.
6. Refresh your library in 7H and you should be able to activate your mod. It's not required, but if you're feeling adventurous you can include a mod.xml and preview image for your new mod (just put the mod.xml and the preview image in the root of your mod folder before you pack it into an IRO). You can use the Tools>Catalog/Mod Creation Tool to help you generate a basic mod.xml file. Or, just take a peek at the mod.xml files that come with other mods or look at the Help>Creating Mods section to better understand how mod.xml works if you want to customize further.

DavrosTheta

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #452 on: 2020-07-15 09:42:15 »
Incredible!

Thank you ever so much.

I love this community!

Thank you again.

Will make my custom movie pack now :)

USMCproud00

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #453 on: 2020-07-16 20:57:21 »
I've been having some issues with getting 2.0 to run and one of the key problems that I've been encountering is that I get an unhandled exception whenever I try to run the program. Here's the text that appears in the popup:

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)

unab0mb

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #454 on: 2020-07-16 23:21:32 »
"Could not find a part of the path 'D:\Games\steamapps\common\FINAL FANTASY VII\mods\7th Heaven'."

You've mangled your game installation paths or registry. Clean them up, or install 2.2 which detects this situation and prompts you to fix your paths.

Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #455 on: 2020-07-23 20:17:25 »
Hi,

FYI:

I am testing the hext I'm doing for Spanish translation using FF7.exe that comes with 7H. I'm testing the minigames also, which some graphics needs to be modded. Testing the minigames, I've found that condor minigame has a little issue.

In Spanish original version, condor.lgp has a file called shelp_1.tim. The Game Converter (I assume) that comes with 7H changes well all the filenames except this, because in english is ehelp1.tim. So, somehow, the filename resultant in condor.lgp after the conversion is called (ehelp_1.tim), but the English FF7.exe has not this reference. So, the minigame of condor, does not work well, and begins with black screen.

I've put ehelp1.tim in \direct\minigames\condor (the original was shelp_1.tim) and then seems to work well the minigame.

... but when pressing help button in the minigame, there is no image (black screen). Pressing again help buttong, returns to the minigame and works well. I think this is a known bug of original FF7.

I hope this helps to you.

Thanks a lot.
« Last Edit: 2020-07-23 22:13:15 by [email protected] »

rhymesmatter

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #456 on: 2020-07-26 00:40:26 »
First of all I wish to say: Hello and thank you for the amazing effort and the awesome community that you have created!

Now, in regards to the mod; I have downloaded the 2.0 version as I thought it would be nice to use the 60 fps animations. I found a bug however and I am not sure if it has been mentioned by other people already. Whenever I try to install certain mod packs that are less than 100 mb, I get the usual downloading bar but when it gets filled nothing happens and I don't get an asterisk next to the mod pack, indicating that it has been successfully installed! I tried double clikcing, using the button but nothing! Is there a solution for this? As it stands, I can't downoload Qhimm's community gameplay (New Threat), minigames and several other mods!

SOLVED: Just had to manually download the .ro files!
« Last Edit: 2020-07-30 00:13:09 by rhymesmatter »

rhymesmatter

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #457 on: 2020-07-30 00:11:13 »
Hey guys, I have question to ask: Is it possible to install 7th heaven, mod as u please, start a save game, open that save game with steam, apply the booster staff to a character, save it and then load it again with 7th heaven and continue playing with the new boosts/cheats? Basically the question is if I can modify a 7th heaven save with the boosters from steam and re-use it with 7th heaven (disclaimer: not using any difficulty mods like NT). I would appreciate it if anyone could help me with this!

Khrone

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #458 on: 2020-07-31 01:39:06 »
Hey guys, I have question to ask: Is it possible to install 7th heaven, mod as u please, start a save game, open that save game with steam, apply the booster staff to a character, save it and then load it again with 7th heaven and continue playing with the new boosts/cheats? Basically the question is if I can modify a 7th heaven save with the boosters from steam and re-use it with 7th heaven (disclaimer: not using any difficulty mods like NT). I would appreciate it if anyone could help me with this!

That's a little OT, but wouldn't it be far simplier to just modify the save with the Black Chocobo save editor and skip using it with steam altogether?

rhymesmatter

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Re: [FF7 PC] Mod Manager - 7th Heaven (v2.2 BETA)
« Reply #459 on: 2020-08-01 01:02:20 »
That's a little OT, but wouldn't it be far simplier to just modify the save with the Black Chocobo save editor and skip using it with steam altogether?

Are you kidding that's fucking brilliant! It's even better and it looks that it is compatible with the saves from 7th Heaven 2.0. Thanks mate, 1 million thank yous !!!