And I still think you might want to provide a non-7H version as well. Not everyone uses 7H, and forcing it to go through there alone cuts off those people who don't use it who might want to try out the mod. The choice should be up to the user to decide how they want to install it.
I don't mean to speak for Chrysalis, but the person who created the mod gets to decide what they want to support. Not you.
White Chocobo has been long abandoned. If you're going to cheat in the game, why not just use other methods?
I'm sorry but your wants don't dictate our time and effort to spend. That is acting entitled to something you haven't put any work into yourself. If you want more out of it then open up the modding tools section and get crackin'. Modders are much more inclined to teach others how to mod then to simply bend to everyone's requests.
The reason there isn't a non 7H version is because it's not feasible right now. This is not something you can just request and we whip it up on the spot. If that were the case, then it would have already happened.
Not too happy about this exchange here. Jairus didn't phrase it as a demand, it was a suggestion and he gave his reasoning for making that suggestion; it seemed polite too. I feel the response from the two of you was too heavy-handed.
I didn't know White Chocobo was deprecated. How are we to make changes to ff7.exe now for text and shops and such? I've been using TouphScript and MakouReactor for dialogues, but they don't edit shops. Are they still viable tools, btw? What tool do we use?
I guess what I'm trying to understand is, if we can't modify the game's files anymore (to avoid overwriting the originals), how do we make mods? How do we save our changes as we go along while making said mods?
Would that be done after all changes have been made, or as one goes along while still making a mod? I've been making my mod by overwriting the game files (such as ff7.exe, flevel, kernel, etc.) because I wasn't aware of any other way to do it.
The White Chocobo tool is currently the only one that modifies shop inventories + buy/sell prices that I'm aware of, and it is horribly deprecated and prone to failure when opening a file; it is, however, definitely preferable to tracking down and modifying offsets manually.
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What you should be aiming to do as you progress your project is to have a full set of 'permanent' files that contain all your changes; that includes an .exe with all your changes in it. That means feel free to continue using tools like White Choco and Libre as they're currently still the best way to modify their respective .exe data.
When time comes to make an IRO, what you'll do is put your modified .exe with all the changes and an unmodified .exe into the HextCompare part of the HextTools suite. This'll produce a hext document that will represent your .exe changes when the IRO is run through 7th Heaven.
However, these addresses are for a 'dormant' exe and not one that's currently running which is what we'll need for a 7th Heaven IRO. The values tend to go up by either 400C00 or 401400 depending on where they are in the .exe; I'll PM that info after posting this.
One issue is dependencies. You mentioned that your mod uses MO; that's a dependency it probably shouldn't have, as it's best to keep other mods separate from yours at all costs. The benefits of doing that are manifold; your project won't be sunk if the dependency no longer receives support (Nightmare7 died because of that), it lets players choose whether to use MO or not, and leading on from that it makes your mod more compatible.
If you can, try to separate MO or other mods from your current project. As tempting as it can be to try and package it all up together, it only causes problems in the long run.
One thing, editing things like shops, limits, etc. should be fine for compatibility with almost anything because these are affecting static parameters and not functions. Text as well occupies a static size; even if the string gets smaller, it's still the same size just padded.