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Messages - Chrysalis

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7th Heaven / Re: Qhimm Compilations Missing!
« on: 2022-01-20 19:31:34 »
I really appreciate the efforts of separating the mods and have them in smaller chunks for easier download. However I do suggest that for the mean time at least 2 mods from catalog 3 be still featured on catalog 4 and tag them as [Legacy] perhaps?
These are the Field Models and Battle Models . Both mods are less 300mb size wise and is very easy for new comers to use and is a testament of what the community has contributed/achieved over the years.

currently there is no alternative / Option beyond nino or kaladarasha(chaos) for battle models in catalog 4 as well as all weapon choices made by philman , slayernext, mike etc are gone. when it comes to field models , i have not found an alternative for the entire Object mods[huge materia,materia, potions , save point] in catalog 4. also the best option for NPCs for field is the one released on nexus and not necessarily found in catalog 4.

for the familiar/long time users perhaps its an easier process things but for new comers or those who had to reinstall its either you are overwhelmed by the options or you are like "im sure it is somewhere but i dont know who the main author of the mod is or the name of the mod" . but yeah just my suggestion.

Thank you for your comment, there was other reasons for the separation aside from size but yes not all content is in the new catalog, we can work on adding some of the missing content back in the new catalog.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2022-01-04 01:20:31 »
Hi guys I have had tremendous recent feedback for ESUI, and I really appreciate it.

I am posting to give you guys some news on current work, one new feature is an optional 'Battle Avatars' to replace the name in battle.

I will also after this is implemented add another feature to always display status effect as an icon next to the avatar, so there is a always on status information for the player without having to use a heal ailment action.

Here is a clip I made showcasing the names preserved in the main menu, but having the avatar in battle.

7th Heaven / Re: Qhimm Compilations Missing!
« on: 2021-12-31 08:33:02 »
Hi, we updated the catalog, the contents of the qhimm packs are mostly still there but now listed as separate mods.

For now the qhimm packs can still be downloaded manually from at the bottom of the page, but are older than what is in the current catalog.

It sounds like you have an old version of FFNx that uses the old cfg format.

I suggest making sure you download 7th heaven either from or

Once installed, in the general settings, select canary in the FFNx box at the bottom left and click check for updates.

It should update FFNx to a compatible version that uses toml files, and then the settings will stick when you change them.

Troubleshooting / Re: 7th Heaven 2.3 not working
« on: 2021-09-06 20:54:25 »

I personally managed to migrate my 7thworkshop folder over but it isnt supported practice, so if you do have problems set it up again from scratch.

If the game fails to load you can click on the bottom border of 7th heaven and it should popup the log inside notepad, you can attach that log here and hopefully someone can figure out whats going on.

FF7 Tools / Re: [PC] Text editor - touphScript (v1.4.0)
« on: 2021-09-06 20:48:26 »
Yes you need to have an existing lgp file there, also I dont mind sharing a ini template to use since one doesnt seem to be included in the latest version.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-09-06 20:32:03 »
You can try conditional load in 7th heaven, but with my testing I couldn't get it to work.

See the documentation here.

A byte I found that changes depending on if you in battle is 0xCBF9DC, should be 2 when in battle or some other value if not.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-09-04 18:42:44 »
I like it! What about it do you not like?

Would it be possible to make the map opaque instead of transparent? Usually, the big map isn't used by players while they move around, so having it be opaque wouldn't be a hindrance of any sort. I'm thinking that it might look better if it were opaque. What do you think?

I have added the rescaled map into a test build and will post a link in the next few days, but I currently do not know the opcode for changing the world map transparency, it probably would be better disabled or with reduced intensity so I may look into it soon.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-09-04 18:39:23 »
There is a palette number assigned to the box borders but it is not used in the normal way so I jumped the gun a bit when I said it shouldnt be too difficult.  Usually once I know how to align a UI asset its very easy to find how to change the palette id it uses, but I have never known the way to specifically align box borders to the window itself.

I however have found a way to make the battles attempt to load a different texture for the borders, and for battles only, the problem is the driver doesnt expect it and from what I can tell the driver doesnt try to load png or dds so it needs some more time spent on it or for cosmo/trueodin to add support for the method I found (change the texture name rather than the palette).

Also I can tell you that the border textures are loaded (or attempted to load) once at battle start, every battle start but not after that during battle.  If the hext value is changed it takes affect on the next battle so its not just checked at start of the game.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-08-29 22:55:59 »
I only pass by to say Thanks a lot for ESUI mod! There is a lot of info very difficult to find in other way.

I wanted to comment only a little thing. I was thinking in "separate" (but without luck), battle UI from menu/field/world UI. With this I pretend to be able to use a different frame for the boxes between both, and even background colors.

About the colors background I can do something with the Help/Status box in battle (the top and middle little boxes).  But the left/right boxes (the ones with companion names and commands) is a bit more difficult, I had searched the .exe, but it seems to share the values of the menu ones if I'm not mistaken.

BUT, I had the hope to be able to use a different palette for (btl_win_c_l.png), and use, for example, btl_win_c_l_01.png in battle UI. This would permit to use a different frame of the menu one. I think that this is not possible without changing ff7.exe code.

Anyway, I had not luck either searching for the place where this could be achieved. :( Hope some day we can have different (and good) UI for menu/battle.

Thanks for your kind words [email protected]

This might be possible, as I see there is already a palette assigned for the box borders, I will search the code sometime this week to see if I can get the memory addresses for you.

7th Heaven / Re: 7th heaven 2.3
« on: 2021-08-28 07:51:50 »
Can you please explain more with the problem of opening the executable?

If its a virus/security software block, as long as you have downloaded it from the github link or website then it is safe to use and you can bypass any virus warnings for it.

Hi, there is no update forthcoming, but there is planned work on the graphics driver for the game to incorporate 60fps battles into that.

The reason the animation mod was removed because it was causing too many technical issues with the game, and also confusion related to how it operates, specifically it renders the battles at 60fps, but the models still have 15fps animations.  So the main benefit is smoother menus and smooth reels.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-08-20 02:04:51 »
So I'm having this issue where the User Interface - Qhimm Catalog 7th heaven mod just doesn't seem to work even though I have it activated? I've tried the ESUI mod from the 7th heave catalog as well and it doesn't seem to work. Anyone have any reason why it would just refuse to work even though it's activated and other mods work fine?

The mod does two things, it loads textures into the UI, and it also loads hext code to modify the game code to move UI elements around.

Are you able to post a screenshot of the new game/continue screen with the mod enabled please.

Dont enable this and the user interface menu option at the same time.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-08-20 02:02:41 »
No worries, it was a half an hour task. My only real contributions for the community is my UI 1:1Remastered where I've spent hundreds of hours.

You should instead credit the original author "Ahvia" if I remember correctly.

The offer was in addition to her, but thanks for rescaling the image.

It looks really awesome, I am really looking forward to playing the game with this on when its complete.

Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2021-08-18 01:09:24 »
Hi there.

Sorry if it was asked already but i am confused with a mod.

I wanted to check certain Sephiroth mod from this

Genesis063 mentioned the mod was going to be integrated with 7theaven but i cannot find it. I suppose it was not added yet or canceled?. i found the .iro file in the thread but i don't know if it is the latest version or it is bugged.


From the post it looks like EQ2Alyza did add it in the catalog 2.0, but I dont think it is in 3.0, we are currently working on 4.0, so I will see if this can be included in that (the one enhanced by Alyza).

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-08-18 00:36:23 »
Try this one: midlmap_00

It was made in a rush but shouldn't look too bad.

Thank you I can give it a try, are you happy for this to be part of ESUI? you would be credited of course.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-08-18 00:34:41 »
Damn, that's a bummer.

If you intend on taking your time to make the map work, I say to you godspeed and thank you!

Do you want me to get in contact with the author of the map? I could tell her to get in contact with you so you could talk about this issue. Perhaps she'd be willing to help or contribute. Though do you have her twitter, so perhaps you don't need me as a middle-man.

Let me know!

I still have her twitter, and yep will contact her to see the best way forward.

Reunion is not compatible with 7th heaven as you discovered.

The game runs fine when I load it from 7H, but the texture mods won't load - the files are already in the Textures folder, and I've got 7H looking at the right place in settings. So I don't know what's going on. Even when I run it straight from the .exe it doesn't load the textures even though it did before.

EDIT: I figured it out, somewhat. i hadn't realized that the path for loading hext files had changed with the newer version of 7H. Most of them work, and the textures load properly along with them. But the cheats (like save anywhere) still won't. Do I need to find a new version for those? Oh and also, 7H keeps overwriting my modified ff7.exe file. Is there way to tell it not to do this?

Inside 7h mods, the path for hext is the same as it was way back in 7h 1.5, although ffnx has its own direct hext path for injecting hext files that are not loaded via mods.

Regarding customised executables they were deprecated, so are more difficult to use now, but it can still be done, rename the executable then in 7h general settings, point to the exe in the top box.  However bear in mind any mod may break if not using the standard executable, that is the reason it is overwritten.  Especially the case as the exe is now patched for PAE which allows larger mods to work within 7h and ffnx.

Catalogs / Re: [FF7] Qhimm Catalog 3.0 Reports / Requests
« on: 2021-06-29 11:29:08 »
It will show up in builds of 7h that still use the old catalog url, although wont be downloadable.

Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-06-29 05:44:11 »
Ok I have looked at the map, and compared it to other textures, there is one showstopper along with some other minor problems.

The showstopper is that the scale is not right so wouldnt be shown accurately in the game, the map is beautiful so I am prepared to try and make this work but its going to need time to edit it to fit in the game, whether thats me doing it or asking the original author to carry it out.  For this reason it will not be in the next build of ESUI which will be released soon however I am prepared to put it in a future release.

I am attaching how it looks currently.  Can see I am to the left of the desert and the dot is in the desert, there needs to be more sea either side  the map and top and bottom, plus there is no markers for key locations which I will work on adding.

7th Heaven / Re: Unpacking and repacking iro files.
« on: 2021-06-03 19:31:47 »
Yes you can.

You can either right click the iro, select unpack iro.  Then do same again to pack a folder back to iro format.

Or you can do this from within 7th heaven using the tools menu -> iro tools.

Releases / Re: Aavock UI 1:1Remastered
« on: 2021-05-29 22:22:37 »
AAvock are you using the stock font spacing?

I will be updating the controller addon I made to support more UI mods, at the time I made it ESUI was the only active menu mod on qhimm and so I didnt feel a need to support anything else, but it wasnt the intention to lock people to ESUI who want icons so I am working on supporting other fonts.

I will be testing the controller addon update with the Zomiray font but I noticed when doing some testing the spacing wasnt quite the same as stock so I fear once I release the update it may not work cleanly for all font's, DFUI, Zomiray font, and Aavock font, but I will aim to try and get it working as best as possible between all three.

For it to work it will expect the icons in the same place in the font pallete.

Also I dont mind supply hext to allow you to add icons to the config menu (this isnt done in controller addon).

Troubleshooting / Re: Game will not launch with mods on
« on: 2021-05-13 00:57:42 »
This didn't work for me :(

What cpu spec is in your system?

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