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Messages - -Ori

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I'm looking to get FF7 after playing the remake, and I was wondering if I could mod it with 7th Heaven if I used the version of the game from Xbox Game Pass. I've heard that there are differences between the Steam and Windows version but I couldn't find any information about 7th Heaven being compatible with this version.

i know an advancement was made on this front, so sometime this will likely be possible, but as of right now 7h (or any large mod) will absolutely not work with the gamepass version, get the steam version

gamepass games have heavy protection from copying/modding

Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-05-09 07:34:34 »
now that i have a vanilla themed UI in development, i can use DFUI even more for its original purpose - to bring some actual change to the UI instead of the same old thing and inject some fun into it

DFUI has been totally revamped since last version, and i've now officially thrown away enough work to make a whole additional UI ( a very crappy one  :-D :P )

this version introduces a whole new game mechanic, the flashing 'Limit' text or flashing text when you pick up level 4 limits now does 'the wave' in sync with the flashing, actually looks great in-game - example picking up Final Heaven

in addition, avatars have been fully revamped as well (once again  :-P) - light background example - dark background example

the start screen from the post above made by Devina and myself has been added (screenshot in above post as well)
the dialogue and menu borders used to be a tad pixelated, so upres'd from 1k to 4k and made sure it was pixel-perfect
the item bag (satchel) and UI timer, and some bar gauges also got cleaned up and sleeker - item icon - short video of a battle to see a few things at once, and to see a bit how the mod will look in-game as a whole
 unfortunately i also took the old .iro version of dfui down, but once i get these mods into a state i feel is final i'll port them, i may actually put VTUI out there as a theme for ESUI lite in the near future, similar to how the remake theme is for regular esui (if i can get working well)

Releases / Re: Aavock UI 1:1Remastered
« on: 2021-05-04 06:20:11 »
Hey Ori, thanks for responding man! So let me explain my mod setup, since I've been shuffling back and forth between so many different things. Right now I got,

Satsuki's SYWV5
New Threat latest
ffnx latest canary

That's it. Maybe I need some more mods? Like this ESUI? I don't know if it's compatible with the above mods though. Is it? I don't mind the spacing issue, just thought I'd mention it. I'm just a bit confused on how to proceed. I remember when I was using Reunion, there were a lot of those font mods like DFUI and Vanilla something, but there's no non-reunion version of them. At least I couldn't find. So far all I got is what Aavock and Satsuki have.

(I feel like I'm tinkering more now instead of playing the game. Hehe. It's all good.)

Alright, I'll try your windows.bin aavock. So what's this about Makou Reactor. Another mod? Man I gotta make a list. And now there's hex editing? Really? I been talking with Sega Chief, he said you could use hext files to modify the exe. Is that only with reunion? So ffnx can't do that? Huh.

(Btw, thanks for all the help Aavock, appreciate it.)

if you use ESUI controller buttons, you can get the buttons on the config screen like you were wanting (but that's an .iro, with satuki's all-in-one thingamabob you wont get the controller buttons for now, because they arent there in the original pc port and thats what the AIO tries to stay true to... also not sure about compatibility with new threat)

unfortunately both makou reactor and hex editing are somewhat complicated for someone who hasnt modded ff7 before, not they are unlearnable but will require a bit of motivation - i certainly dont recommend it if you dont intend on sinking significant time into learning

you can hex edit with FFNx or reunion, however there are some different addresses so the same bunch of hex code cant just be used for both (when it comes to UI, anyway) - which is why most UIs dont support both

the reunion UIs wouldnt help get the controller buttons even if they existed for FFNx, they work in reunion because it has a controller buttons mod built into it

Releases / Re: Aavock UI 1:1Remastered
« on: 2021-05-04 01:28:29 »
keep in mind it may be impossible for controller buttons to work without misalignments with ESUI controller button mod, the controller button mod that will allow these buttons to display (the aforementioned ESUI controller buttons mod) expects character spacing that is either identical to ESUI's font, or there is another version that expects exact vanilla spacing - since this mod is neither of those the controller icons on the font sheet will be a moot point outside of Reunion until the controller buttons mod is made to accept a custom spacing set (or a lot of manual, technical work is done... one of my UI mods, DFUI, has this same issue)

Releases / Re: Aavock UI 1:1Remastered
« on: 2021-04-21 01:10:14 »
My bad, I thought that the PSX buttons would display there as well.

Instead, can you post the dialogue box from the Highwind tutorial guy?

it will say the same thing until he uses the ESUI controller buttons mod, at which point it will look like the buttons screenshot i showed you

Did you search for and acquire permission to distribute all these songs? Simply attributing credit isn't enough.

its no different than this mod:

which has not only been allowed to stay but been personally recommended by you and others, funny how all that works

it should be a rule that if a mod uses work from another modder then the modder must not only consent, but also must be credited in the OP of its thread, AND the readme, or else its not allowed to be posted here

i have another minor issue in which i've gained Panteleimon's consent to fork his UI mod, but he used some team avalanche stuff in his mod without proper crediting and now i dont know who made what and who to credit, this would solve issues like that as well - as well as make everyone feel a bit more protected in contributing content here

Go for it, try it out if you think you'll like it. Letting you know in advance though that it doesn't play well with nearly any other mod due to the way its implemented. Hilariously, sometimes it doesn't even play well with itself.

that's really not true on either account, i make it my business to install every mod out there that i can find for FF7, i've got dual setups with reunion and ffnx+7h on 3 different PCs

the reunion installations boot up successfully the first time, every time - and i cant say the same about 7h

as far as mods go, complex UIs + gameplay mods are about all that cant be used in reunion... (because reunion comes with a UI mod, menu enhancement - and the translation interferes with gameplay mods... but you can turn that off and still use the gameplay mods that way) which ends up being a very small percentage of mods out there - i'm also in the process of bridging the UI gap as well, but i wont go into a reunion feature list since this isnt the place

the point is... if we're doing a 7h vs reunion stability competition, reunion wins easily and its not even close

and your claim of reunion not playing well with "nearly any other mod" is also almost the complete opposite of the truth - i can think of 4, and those 4 actually work just not with 100% functionality

i have the right to criticize 7h or FFNx if i feel like it because i actually use them and know what i'm talking about, i criticize reunion a lot too but then those things get fixed  :wink:

Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-04-06 08:32:25 »
all versions of VTUI have been updated

-all versions got 2 versions of splash screens
-all versions got tweaked upscaled bars
-all versions got several menu font characters improved
-redone textures in all versions replaced fully opaque timer with partially transparent one, also much better Cloud avatar
-new threat version has several additional UI alignment enhancements as well as additional gauge bar adjustments

let me show the new splash screens

new upscaled buster sword splash screen:

new redone buster sword splash screen, this was a collaborative effort between Devina and myself (Thanks!):

Big fan of modding games, like Half Life and Fallout, and they have nothing of the sort. Hell Mod Organizer for New Vegas and Skyrim, don't even need admin access. They got a sweet virtual file system too.

you're being really unfair

all those games you are referencing are modern games that were actually made with modding in mind, especially fallout and skyrim

in ff7 even the simplest texture replacements will cause bugs if you dont know how the game works and what you are doing, code has to be added to make all this stuff work

shortly after skyrim was released bethesda actually released a set of modding tools to help modders mod it, these final fantasy games are the opposite - they tried to be masterpieces of their time and the source code was thrown away when the game was completed

Releases / Re: Aavock UI 1:1Remastered
« on: 2021-03-20 03:01:16 »
By any chance do you have any idea on the possibility of replacing the "you are here" pointers?

map.tex or map_00.png in the world folder

fyi you can use reunion to do a full graphic trace of every file and palette the game loads (or attempts to load)

Releases / Re: [FF7PC] World Map Stuff
« on: 2021-03-11 17:05:45 »
its really starting to piss me off that this is still in WIP, when some douchebag suggested this thread get moved to WIP, it was moved the very same day, now its been weeks since this has been completed and released... yet its still here

obviously, i was right that the forum isnt active enough to worry about misplaced topics

this place needs better staff

EDIT: thank you, to whoever finally moved this

Is there a known issue with the UI z-buffer in battles? The Guard Scorpion clips heavily through the UI as the camera swings around.

this has to do with hext code applied to the battle menu, the best way to do it is to bring the battle scene to the edge of the UI, but for some reason ffnx and reunion both take the battle scene all the way to the bottom where it can conflict with the UI

Remako is cancelled

It is with great sadness that I have to tell you that I have decided to cancel Remako 2.0 and cease development of the mod entirely. I am pulling the plug on this project for various reasons, which I will detail in the blog post below.

For those wondering what will happen to everything I made for the Remako 2.0 patch, please see the blog post as well.

I can understand if you are disappointed with me for cancelling Remako. For me this however, this feels like a weight off my shoulders. It's giving me more peace of mind to do the things that do give me energy.

I don't think I will be making any mods anymore. This takes a lot of energy and they need to be maintained and I'm at a point in my life that I really can't find that energy/time (which is why Remako had to be cancelled)

I will however continue to make AI upscaling/sci-fi related videos on my YouTube channel. A video is a more self-contained thing, instead of a big project like a mod, with few if any expectations from the audience. While I do have plans for a regular schedule, if I feel like daily videos one week and no videos another week I can do that if I want to. That's the freedom I need from my creative outlet right now.

Thank you for everything. Making Remako and the accompanying moment going viral is not something I will ever forget.

It would be utterly ridiculous for anyone to be disappointed in you, its your life.  Thanks for the great work!

Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-03-01 01:48:28 »
As for my project I did not use ANY upscale method, all fonts (and UI elements) were manually redrawn from scratch and the whole project took me months and it's not even fully complete yet.

i see... i know what a monolithic task that is so i assumed it wasnt done that way - kudos
i know satsuki had a HD menu (where the font looked similar to the font in this mod) that he didnt use and thought you essentially were fixing that, i can tell everything in your UI (thats been done) is fully redrawn though - it really REALLY pops :)

this mod is also not done entirely by me like you are doing, there's quite a few Team Avalanche assets in mine - like battle text and materia menu stuff

that being said i STILL have several weeks work in this even with those huge time savers

Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-02-28 20:59:15 »
Aavock font isn't uspcaled, it's done from scratch to be pixel perfect.
Do it from scratch also avoid the font to be too smooth.
AI upsacling is great to lots of graphics, but for writings/font, it's often too soft or not regular enough.
Another way to do it and get it sharp is to vectorise the source, but the letter don't have the same shape as in vanilla

From my first uspcaling of ff7 some years ago i found no realy good way to upscale properly original font, that's why i now use Aavock great work, it's sharp, accurate... like a genuine font but in HD (and with all chars aligned - in vanilla font, some are not) ^^

makes sense, i figured he used an upscaling as a base at least - thats what i did

all of aavock's work is indeed perfect gradients, alignment, etc

after upscaling i essentially ironed out all the edges by hand, or in some cases swapped the dialogue character to the menu or vice versa

Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-02-28 20:39:34 »
Is this the default font upscaled?

yes it is, i have a feeling i used a very similar upscaling method as Satsuki, but Satsuki/Aavock and I have touched it up differently

Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-02-28 19:35:03 »
i've released versions of my Vanilla Theme UI for New Threat (reunion version) and also usb's Italian translation

     new threat screenshots:

     italian adaptation:
                                         (the save files were made in English, so those show up in English, when saves are made in Italian translation they will be in Italian)

in the future translating reunion's Beacause script will be much easier, so i hope to work to get this mod adapted with more languages in the future

while doing the version for new threat i finally figured out how to fix the bar guage bugs without DLPB's menu, which i've been working on for many months, so even though the previous
post says this won't have an .iro - i am internally debating it because i've done the work now

hope you enjoy it!

also the .iro of DFUI is going to be taken down and many of its elements scrapped (like font D), so if there is anything you'd like to take a look at in there, then get it now (i plan on taking the best elements and redoing it)

Releases / Re: [FF7PC] World Map Stuff
« on: 2021-02-23 23:23:00 »
I like it Ori! Crazy question: would that be possible to add alternatively some more locations on the world map?

And is it including Pagoda for Wutai and Shinra Mansion for Nibelheim?

this mod does not include pagoda or shinra mansion - i dont know how jusete did that, that requires actually editing the world map and adding that stuff whereas this mod is just textures for the vanilla world

that being said, i'm almost certain its possible because jusete showed us in this thread  ;D

Releases / Re: [FF7PC] World Map Stuff
« on: 2021-02-11 07:26:05 »

everything you see in these screenshots is now released for reunion and also for 7h in .iro format (if your game is set up to use .dds, then the .dds files will be used, otherwise the .png files will be used)

the download in the original post contains this mod bundled with the world map animations that i made specifically for this map, this is the best looking 100% complete world map for FF7  :wink:

in the future Devina and I will be redoing many of the buildings (to make look like the fields), some landscape features, and anything else that needs to be improved further, we'll keep you posted!

also, can this thread get moved to releases where it belongs? thanks in advance

General Discussion / Re: Midgar Undiscovered
« on: 2021-02-07 16:42:18 »
this is really cool, its like you are digging up and expanding on lore of the game, and ff7 has some badass lore  ;D

FF7 Tools / Re: [PC] Text editor - touphScript (v1.4.0)
« on: 2021-02-06 14:36:54 »
i really don't like using this tool, at least loveless text editor is much better than this one except can't auto resize all text box with a single click, but i can still resize some text box manually, just really time consuming to resize so many in game text box as i don't have much time everyday.
i have my ff7 steam install and add every full path for the files but can't dump at all, trying this for 2 days already but failed. why can't this tough script editor just open any file like flevel.lgp file and do the proper editing, after that save and done. easy unlike this one can't seem to get it work on either old 98 pc or the newer steam version.

No FFVII installation found
Error creating spacing table
Cannot read / error reading flevel
Couldn't dump world_us: basic_ios::clear: iostream error
Couldn't dump scene: converting to scene failed, basic_ios::clear: iostream error
Couldn't dump kernel: basic_ios::clear: iostream error
Couldn't dump kernel2: basic_ios::clear: iostream error
Couldn't dump exe: basic_ios::clear: iostream error

i only need a text editor to resize every text box in game automatically and fast, since the text box are all not scaled properly with the text, some missing text or the only a few text but the text box is so big, lmao

toughscript has worked for me very recently, but anyway if you  are especially wanting to edit text boxes, new versions of makou reactor can do that ( ), and also you can try BoxFF7 from

just like toughscript, neither makou or boxff7 is extremely easy to use, so expect a bit of work and research in learning how to use them if you havent before

7th Heaven / Re: 7th Heaven not even starting?
« on: 2021-01-29 05:08:38 »
sorry to be the bearer of bad news, but gamepass games cant be modded (or at least very easily)

steam version is what you'll need to mod

Releases / Re: [FF7PC] Dual-Font UI
« on: 2021-01-25 18:38:09 »
I created a new vanilla-themed UI for Reunion, called Vanilla Theme User Interface ( )

this UI contains 2 versions (can easily swap between the two by dragging and dropping the version you want to use, will completely overwrite the other)
     1) upscaled - literally just upscaled and cut almost everything to keep almost 100% of the vanilla UI
     2) redone - much like upscaled, but the avatars, UI bars, UI timer, and icons have been replaced with better looking stuff that tries to stay as faithful as possible

Upscaled screenshots: (these screenshots use compression, will look even better in-game)

Redone screenshots: (these screenshots use compression, will look even better in-game)

This UI will not be ported to 7H or vanilla, the reason being the following projects are bringing a similar UI: (and also would be a lot of work)

so if you are wanting to use something like this without using Reunion, stay tuned to the projects above

I'm a newb at upscaling, but learned quickly and almost everything i  have learned is thanks to satsuki, as well as Zychronix and theflyingzamboni
from the Legend of Dragoon Discord, thanks fellas!

Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2021-01-25 03:16:20 »
i'm using the aali version with syw4, i noticed on snow or beach backgrounds the shadows get real fuzzy looking, happens with soft, medium, and hard shadows

(sorry for short video, you can see it long enough to see what i'm talking about though)

EDIT:  discovered that this issue is most likely from an improper installation of the mod, and not an issue with the mod itself

EDIT2: the aali version doesnt work because it uses opengl and .hlsl files need to be .glsl ?

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