@coflash
I haven't updated the tsunamods.com post for month ^^'
For the deck, test have been done and working (not by me), il let you know a soon as i'll have a step by step guide
Hi, I would like to thank you for the really great work!For those, please ask to the FFNx support as it's related to it ^^
I have tested the current version and it worked great.
The only thing I noticed is a slight input delay when switching on V-Sync. Is this "normal" behaviour or can something be done about it?
Edit: Just noticed another little detail: The speedhack is activated via controller with L3 + L2/R2 (Playstation). However, the L2/R2 buttons are also used for zooming in fights. This means that you always zoom in during battle when you switch on the speedhack. Not really a big deal, but is there a solution/workaround?
Hi, I would like to thank you for the really great work!You can report this on FFNx GitHub, here: https://github.com/julianxhokaxhiu/FFNx/pull/340
I have tested the current version and it worked great.
The only thing I noticed is a slight input delay when switching on V-Sync. Is this "normal" behaviour or can something be done about it?
Edit: Just noticed another little detail: The speedhack is activated via controller with L3 + L2/R2 (Playstation). However, the L2/R2 buttons are also used for zooming in fights. This means that you always zoom in during battle when you switch on the speedhack. Not really a big deal, but is there a solution/workaround?
do i need to uninstall 5.65 before installing that? or can i install this on top of your old mod?It's a totaly different mod, that's why it's not the same thread nor post (backoup your save before uninstalling ^^)
Jodpel thank you for the help worked like a charm. Satsuki great mod pack!!yes steam must be running to geat achievement, on pc it's working like that, on Deck not sure
Having issues getting the steam achievements to work gives an error saying steam must be running…?
Jodpel thank you for the help worked like a charm. Satsuki great mod pack!!
Having issues getting the steam achievements to work gives an error saying steam must be running…?
you may want to report it to FFNx dev team as steam'a achivment is done by FFNx ^^
Any chance we could get a trainer system like the consoles got?I've done trainer (for the french version) in the past but:
When I try to install FF7 SYW Unified I keep getting an error popup stating "This folder isn't and FF7_SYW_Unified's folder" I have tried changing the install folder to outside of my directory and still get it. Help please.You must install the full pack before the update ...
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Length cannot be less than zero. (Parameter 'length')
at System.String.Substring(Int32 startIndex, Int32 length)
at FF7_SYW_Unified.FF7U.ffnxTomlGenerate() in D:\Docs\Programation\Csharp\Sources\FF7Unified\FF7_SYW_Unified\src\FFNx.cs:line 321
at FF7_SYW_Unified.FF7U.menuLaunchGame_Click(Object sender, EventArgs e) in D:\Docs\Programation\Csharp\Sources\FF7Unified\FF7_SYW_Unified\src\FF7U.cs:line 136
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Label.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, WM msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
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************** JIT Debugging **************
I'm getting an error when booting the game one Steam Deck. After I hit play and when the boot gets to 'Generate FFNx Configuration' I get an error message that followsAs you're the only one with this error it's probably a miss configuration in the steam deck installation.Code: [Select]See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Length cannot be less than zero. (Parameter 'length')
at System.String.Substring(Int32 startIndex, Int32 length)
at FF7_SYW_Unified.FF7U.ffnxTomlGenerate() in D:\Docs\Programation\Csharp\Sources\FF7Unified\FF7_SYW_Unified\src\FFNx.cs:line 321
at FF7_SYW_Unified.FF7U.menuLaunchGame_Click(Object sender, EventArgs e) in D:\Docs\Programation\Csharp\Sources\FF7Unified\FF7_SYW_Unified\src\FF7U.cs:line 136
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Label.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, WM msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
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************** JIT Debugging **************
After that it just hangs on that stage of startup.
Hi!long story short ATM japanese version is not modable with FFNx so you'll loose 95% of the modding by modding it
Thank you so much for such extraordinary work, guys!
I took advantage of the winter Steam sales to get a digital copy of the game. Still, I was also pondering buying the Japanese International version and trying to apply the whole package of mods to it as well. Yes, I have a certain degree of proficiency in Japanese and I'd like to play the game in its original script.
Surfing on the Japanese Google, all I found were a couple of blog articles explaining a quite long procedure to ready the game, substituting the original files with the mod files one by one.
https://hal51.click/game/ff7_mod
https://ccseikenorenge.fc2.net/blog-entry-22.html
To put it in brief, it seems the mods are compatible only with the digital version you can buy from the Japanese Square Enix Store, which includes JP, EN, ES, FR, DE, and is also on sale at the moment.
https://store.jp.square-enix.com/category/DL01/SEDL_1010.html
Any attempt to use the 7th Heaven Mod Manager will eventually launch the English version, and the Microsoft Store version is reported to be unmanageable because the installation folder gets "encrypted", they say.
Do you think this can be easily solved by copying the whole installation folder into a different directory, exactly as 7th Heaven asks you to do when installing the mods for the first time? I know you have not tried yet anything on the Microsoft Store version, but I thought somebody may have done some testing and reported to you the results these days.
If I am not mistaken, one of your team members is Japanese, so I am struggling a bit to realize the mod package is still not compatible with the Japanese PC version of the game.
I wanted to ask you whether this is still the case, or if some improvements or testing work have been made in order to launch the mods with the Japanese script.
The sales on the SE-Store end on January 5th. It would be great to take the chance to buy the game and play it with the enhanced graphics you have tailored in the minimum details.
I just saw the recent SYW Unified update in 7th Heaven's catalog listings. However, I'm having trouble finding the 60fps version of SYW Unified FMVs, which is weird, because the listings for the SYW V6 Upscaled FMVs have both 30fps and 60fps versions.When i redone from scratch the FMV for the unified version i've done lots of tests about it and :
Hey satsuki,As i don't own a steam deck i can't realy help you, but lots of deck's user have been able to install it with the step by step explaination in page 1
I recently got an OLED Steam Deck and I still can't get this mod to work. However, with 7thDeck:
https://github.com/dotaxis/7thDeck
I can get 7th heaven installed + install your mods manually within minutes. I'm sure it's not as good as your AIO installer, but can you foresee any obvious issue with these mods working together?
https://i.imgur.com/EMlH0hh.png
It seems to work fine from what testing I have done.
I'd love to be able to get the AIO to work, but I'm at my wits end. It's always one error or another :/
I understand that, but what I'm asking is if those mods I'm using in the image will be compatible. As far as I know, those are the ones included with your mod pack herenot sure as i don't use 7th myself but seems right to me
One issue I'm having on PC.300% for a 4k resolution is overkill, 200% is a good value.
So I have my desktop connected to a 4KTV. The recommended text size scale on Windows with this setup is 300%. However, the SYW mod config window ends up being too big and I'm unable to resize the window to see all the options and the launch game button. Setting the text scaling to 200 - 250% can make the window more viewable, but I would prefer to keep the scaling at 300%. More of a nice-to-have, but it would be great if the mod config window could be manually resized and auto-scaled with the resize so the launch game button isn't obscured by certain PC resolutions.
not sure as i don't use 7th myself but seems right to me
Known bugs :
Pack:
-condor minigame background misaligned (error from me) - fixed in upcomming v1.04.
-opening credits and worl map location/text are not using the selected game language - fixed in upcomming v1.04.
Considering their poor quality, the original video of the game are not in this pack
Version 1.04 is working perfectly so far using only the FF7_SYW_Unified launcher, no 7th Heaven at all (I'm only at the first visit to Junon in the game though).
The fort condor battles minigame has a spelling error. After you destroy an enemy, a message displays on the screen that 'the enemy was destroyed' but the spelling of 'destroyed' is incorrect and is being spelled as 'destryed' missing the 'o'. Maybe this is the wrong topic to post this comment in and if so, may someone direct me to where I should address this? It's not anything critical but if time and effort were put in to upscale the minigame, it would be nice to have correct spelling.
I'm using the 4x3 aspect ratio in full-screen mode. Aside from battles and a few other scenarios, the screen is usually cropped in the middle with slim black bars at the top and bottom and of course the black bars on the sides. I understand the bars on the sides and why they're there, but is there a 7th Heaven mod or some other "trick" that anyone is aware of which can "fill" the screen so that there are no black bars on the top and bottom? I am aware of 'reshade' but I don't want to have to keep toggling the setting on and off if the screen is sometimes cut off.
HI. I just discovered this awesome megapatch! But I'm Italian, and to summarize the question I would like to ask you if it is possible to create a mod/translation option in Italian. I would be willing to give compensation. I hope for your friendly positive feedback.As i don't speak italian myself i can't translate game nor UI.
\Mods\SYW\Textures\snowboard\eg_00.dds should be fg_00.dds (fg_k_00.dds already exists)more miss:
\Mods\UIs\01-Aavock\Files\Textures\menu\ file window.bin in this folder
\Mods\UIs\01-Aavock\FilesLang\F\Textures\menu\ file window.bin in this folder
\Mods\UIs\01-Aavock\FilesLang\G\Textures\menu\ file window.bin in this folder
\Mods\SYW\Textures\snowboard\time1_00.dds should be ftime1_00.dds (ftime1_00.dds already exists)
\Mods\SYW\Textures\snowboard\time2_00.dds should be ftime2_00.dds (ftime2_00.dds already exists)
\Mods\SYW\Textures\snowboard\etime1_00.dds should be time1_00.dds
\Mods\SYW\Textures\snowboard\etime2_00.dds should be time2_00.dds
\Mods\SYW\Textures\snowboard\eita_k_00.dds should be fita_k_00.dds (fita_k_00.dds already exists)
\Mods\SYW\Textures\snowboard\ correct eita_k_00.dds not exist
more miss:Do you see any bug/ missing textues ingame ?
\Mods\SYW\Textures\snowboard\ea_00.dds should be ea_k_00.dds
\Mods\SYW\Textures\snowboard\eb_00.dds should be eb_k_00.dds
\Mods\SYW\Textures\snowboard\ec_00.dds should be ec_k_00.dds
\Mods\SYW\Textures\snowboard\estamp0_00.dds should be fstamp0_00.dds (fstamp0_00.dds already exists)
\Mods\SYW\Textures\snowboard\estamp1_00.dds should be fstamp0_00.dds (fstamp1_00.dds already exists)
\Mods\SYW\Textures\snowboard\ correct estamp0_00 not exist
\Mods\SYW\Textures\snowboard\ correct estamp1_00 not exist
We can start by doing as little as possible.That not the point of compensation.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.
HI. I just discovered this awesome megapatch! But I'm Italian, and to summarize the question I would like to ask you if it is possible to create a mod/translation option in Italian. I would be willing to give compensation. I hope for your friendly positive feedback.
As i don't speak italian myself i can't translate game nor UI.
If one day an italian translation is complete i may add it
We can start by doing as little as possible.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.
That not the point of compensation.
It'll be a lots of work to complete and i don't have enought time about that.
If a translation is 100% complete i could add it, but i won't add partial stuff witch'll require frequents update each time a change appens.
And if No UI, No Graphics, No minigames there's no point about the AIO pack, you can juste share le translation so users can use it with their steam folder, no ?
We can start by doing as little as possible.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.
so i'll try to add it in next release, probably as a gameplay's mod because as it's based on english's exe it'll do some conflict if i add it as a dedicated language, but i'll tryYou're welcome to try but I think it's bound to cause conflicts considering all the hext stuff i added. the reply was mainly for frank since he seemed unaware of it.
Do you see any bug/ missing textues ingame ?The left is the original version, the right is powerfull computer settings
Hi, I've been having an issue where the HD fonts and icons setting on the UI mod is causing overlapping text boxes to display incorrectly, as shown below. This issue also occurred with V5 of the mod. I'm playing on PC using the Steam version with 7th Heaven. Any help or advice would be appreciated.@satsuki
(https://i.imgur.com/BbarMFI.png)
first of all thank you for this amazing package of a mod, at the moment i think i've got only one issue is that the cosmo memory cutscenes audio track doesn't seems to work(the 2 others works perfectly) best way to notice it: at the start of the game when the mako reactor explode it plays the regular sound not the cosmo memory more bombastic sound. anyway its a minor issue i just hope its not just on my end.I'll check cosmo memory.
btw is it possible in future update to add the echo s mod to this package?
thank you very much!
You're welcome to try but I think it's bound to cause conflicts considering all the hext stuff i added. the reply was mainly for frank since he seemed unaware of it.Ok i managed to get it work with my AIO pack
This project's goal is to retranslate FF7 into Italian using Daniel Burke's Reunion as the English source for the dialogues, while constantly cross-checking with the original Japanese script.
For non-dialogue terms Caledor have been reusing official translations as much as possible.
The goal is not to have a localization that looks only to FF7 as a stand-alone game, Caledor want it to blend well with the other Final Fantasy games that already exists in Italian.
It's hightly recommended to use HD textures with this mod.
As this translation is based on english's game version, you MUST choose english as game language in the left menu or it'll wont work as intended
The left is the original version, the right is powerfull computer settingsmore miss:
(https://imgur.com/NbBFLyq.jpg)
Hey guys! Amazing mods in this version. but I would like to ask to add the Portuguese language if possible...to do it properly i need a full description and credit in english, also if the mo have a banner or a long i'll need it
Thank you again for all the amazing work. I've done some little bit of researches but not been terribly confident in my ability to correctly go about implementing the upscaled original limit break texture without breaking the Unified magic textures in general. I thought maybe at some point you'd consider again the option for it in a future version. I took a short video to showcase both the casting animation texture and the limit break done by Grimmy ages ago....As said i won't do that, my AIO pack is make to be as simple as possible to the final user.
I do also sometimes wonder why, in some places, figures are drawn sporadically shuddering rather than persisting in position as the camera moves, especially in the gold saucer speed coaster minigame. I think this happens at the very start of the game as the train pulls in as well, the Shinra guards sort of shake until the sequence settles to a fixed angle, as if to simulate a handheld camera? Is that a bug or intentional? In the speed minigame it definitely looks like a bug.shake of fmv's model is because of 30fps fmv as the camera data needed to be interpolated, it's like to film a video, if you film in 24fps, the camera shake is way less noticable that if you film it in 60 fps, it's the same here.
Yah, not using your launcher, using 7th Heaven. To be frank, the advice is to replace those textures in the magic textures you're using because the ones in your pack don't look right. Thanks again.don't looks right for you ! not for everyone, if so i'would have lots of complain about it, it's not the case.
pack included "after_1_00.dds", but iro not included "after_1_00.dds"I'll look at this iro file
After the first boss battle, the countdown has no transparent color.
(The left is the original version and the right is UI Remastered.)
(https://i.imgur.com/6gJJlGY.jpeg)
Ok i managed to get it work with my AIO pack
Is something like this is ok with you (i need to check the speling but if you want another description, i can add it instead) ?
Thanks for all your hard work satsuki. I just installed SYW Unified.you can't ATM
Question, without using 7th Heaven, how would I add the Tsunamods Echo-S 7 for voices audio to SYW Unified?
To install them manualy it's amost as easy as using a ".iro" file :
-Download the .7z file
-Extract it (with 7zip for exemple)
-In 7th use the "Import Mod" button, then "From Folder" and select the folder where you have extracted the mod (do it for each mod you want to import).
@fuzzmustard
server is saturated ATM, need to way or try one of the direct's link mirror
@psaez
i won't release a portable version, it's not the goal of the pack, if some antivirus see false positive, i can't do anything about it
1/68 for update and 3/68 for main installer ins't that bad as it's only suspicion and from no realy quality antivirus... if you don't trust me just don't use my work ^^
ps: the pack main exe is also seen as 1/68 false positive so a portable version won't change that ...
I'm getting an error when booting the game one Steam Deck. After I hit play and when the boot gets to 'Generate FFNx Configuration' I get an error message that followsCode: [Select]See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Length cannot be less than zero. (Parameter 'length')
at System.String.Substring(Int32 startIndex, Int32 length)
at FF7_SYW_Unified.FF7U.ffnxTomlGenerate() in D:\Docs\Programation\Csharp\Sources\FF7Unified\FF7_SYW_Unified\src\FFNx.cs:line 321
at FF7_SYW_Unified.FF7U.menuLaunchGame_Click(Object sender, EventArgs e) in D:\Docs\Programation\Csharp\Sources\FF7Unified\FF7_SYW_Unified\src\FF7U.cs:line 136
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Label.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, WM msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
System.Private.CoreLib
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
FF7_SYW_Unified
Assembly Version: 1.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Runtime
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Windows.Forms
Assembly Version: 6.0.2.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.ComponentModel.Primitives
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Windows.Forms.Primitives
Assembly Version: 6.0.2.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Runtime.InteropServices
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Drawing.Primitives
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Collections.Specialized
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Threading
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Diagnostics.TraceSource
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Collections
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Drawing.Common
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
Microsoft.Win32.Primitives
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.ComponentModel.EventBasedAsync
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Threading.Thread
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.ComponentModel.TypeConverter
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Numerics.Vectors
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
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System.Memory
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Diagnostics.FileVersionInfo
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Resources.Extensions
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Drawing
Assembly Version: 6.0.2.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.ObjectModel
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Linq
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
Microsoft.Win32.SystemEvents
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.ComponentModel
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Collections.NonGeneric
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Private.Uri
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Xml.ReaderWriter
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Private.Xml
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Text.Encoding.Extensions
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Text.Encoding.CodePages
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Management
Assembly Version: 4.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
Microsoft.Win32.Registry
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Runtime.Loader
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Diagnostics.StackTrace
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Reflection.Metadata
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Collections.Immutable
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.IO.MemoryMappedFiles
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Runtime.CompilerServices.Unsafe
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Diagnostics.Process
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
System.Threading.Thrhttp://forums.qhimm.com/Smileys/akyhne/cry.gifeadPool
Assembly Version: 6.0.0.0
Win32 Version: n/a
CodeBase:
----------------------------------------
************** JIT Debugging **************
After that it just hangs on that stage of startup.
Hi everyone!play the game on desktop mode and not game mode and it'll solve that ^^
Satsuki: I cannot begin to express how amazing your project is, and how grateful I am to be playing FF7 in this manner. For me, this is the definitive way to experience the game in 2024. Thank you!!
I have just got this up and running on my Steam Deck OLED (1TB, with the etched screen) and I'm thrilled. I'm running SYW Unified 1.04.
I'm experiencing one graphical issue for which I'm wondering if there's a fix:
I am able to see the lines where some polys meet on characters and some areas of backgrounds. I can reduce this by turning supersampling and AA to x8, but doesn't solve completely. This occurs at any display type or size, and with all 3d model options. Doesn't happen in any other game, so I don't think it's the screen.
(https://i.postimg.cc/pmKrD543/20240220124728-1.jpg) (https://postimg.cc/pmKrD543)
(https://i.postimg.cc/wtHvFTdM/20240220125211-1.jpg) (https://postimg.cc/wtHvFTdM)
Could anyone provide advice, please?
play the game on desktop mode and not game mode and it'll solve that ^^
could you try on a computer, if it's working then it'steam's deck related, you can try to change de rendering, d3d11, vulkan ... as i own no deck for testing i can solve that on my side
Thanks. You are very kind to answer. So let me ask you another question: where are the game saves placed?
Thanks again.
PS:
However, the problem above is not really serious, it is unbearable. If you can't, or it complicates things for you, forget it, that's fine.
I found the problem. Let me explain. I installed 7th Heaven to try to load the game that way, without any mods, and it worked. I then ran SYW Settings, selected the features I wanted and clicked 'Play' and that also worked. Turns out, while installing 7th Heaven, that installer downloads and installs 'vcredist2022' and 'dotnet80desktop' runtime packages, both x86 and x64, so four packages in total. Without one or a combination of those packages, SYW 1.05 will not work properly, for me at least. I can only assume other people already have sufficient runtime packages installed before they use SYW 1.05 and it works fine for them.It's not related to that at all because :
Thanks for continuing to improve and support this mod.
Ahi! Error.could you try without italilian translation if you're using it ?
https://ibb.co/7RDNTcB
(https://i.ibb.co/MGH5jTK/IMG-1678.jpg) (https://ibb.co/7RDNTcB)
I have various translations into Italian, maybe we can find one that doesn't cause any trouble, and now we have the opportunity to try. Can I send them to you? could you try? be gentle. I'll take care of testing everything.send information by MP and i'll try to make a modpack so you can test all and we keep the better one
Have tried modding FF7 many times over the years and have largely been frustrated by its opaque and obtuse nature. Glad to see a project like this that makes life extremely simple with clear cut explanations of how everything functions and what it will look like.Reunion is a mostly closed project and his author... well... logn story short i won't include it in any way to my AIO pack
I'm curious as to whether there's any way to use the Beacause translation with this? My understanding is it's exclusive to The Reunion but I was wondering if it was possible to use both, and if so, how might one go about doing this?
Thanks!
Hello Satsuki.it's not menu dependant, it's only a couple of hext lines from FFNx's hext folder witch can be appliyed to any mod.
Recently I noticed that your mod has a transparency option for the menu:
(https://i.imgur.com/WgGRv0D.png)
Right now I using 7th and I didn´t find an option or mod that applies this for the classic menu style. Do you have this menu in a Iro? Could you share it, please?
Version 1.06 update (dl links page 1):
-Updated FFNx version 1.18.1.40
-Updated Como Memory version 1.14
-Updated Black Chocobo version 1.15.0.4.1
-Updated New Threat mod version 2.0.99994
-Fixed "Always run" patches causing crashes if used simultaneously with footstep sounds
-Fixed "True wait" patches causing crashes in combat (French versions only)
-Fixed the mog game screen in the Gold Saucer in 16:9
-Fixed cutscenes having incorrect audio tracks when using Cosmo Memory (except intro)
-Fixed crash in Gi Cave with the French version of the New Threat mod
-Fixed missing '@' in Aavock's UI
-Optimised alignments in menus with the 30,000 HP/MP option
-Added a button (in the "Help" section) to create a debug archive you can provide in case of bug report
Helloit's not a 7th support thread but in this case refresh the catalogs in 7th, it's often due to an updated link
SYW Unified FMV package won't finish the download using 7th Heaven app, all mods work as intended btw
here's the error log
05:42:01|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Starting download using URL: http://82.64.79.124:30271/share/DJyOmNARTbQ52oBk/%5BTsunamods%5D.SYW.Unified.FMV.V1.04.iro
05:42:02|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error installing [Tsunamods] SYW Unified FMV - The mod is queued for install.
05:42:02|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.InvalidOperationException: Cannot determine compressed stream type. Supported Archive Formats: Zip, Rar, 7Zip, GZip, Tar
edit: nvm, fixed it by manually installing the iro
HelloYou mean with 7th or in my AIO pack ?
I would like to install the iro file for Chinese Traditional version in Taiwan,
and try many time to install it with showing garbled characters.... :(
Could you please teach me how to install it ?
Much appreciated. :)
CHT iro file link:
https://mega.nz/file/Y0xh2ITB#31p2cOdnl6YfGEpS71cYVUSO2NjJYW71arU-wVOd8dQ
You mean with 7th or in my AIO pack ?
How do I get the game to show the PSX controller icons? I have my DS4 connected and it works fine, but it still shows the PC icons (SWITCH) and such instead.You can't with this AIO pack
I'm still somewhat new to this mod, but how do I access 'Battle test' in Gameplay mods? I have it enabled, but I'm not sure how to actually activate it in game? Is there a secret NPC somewhere or a button combo? Any help is appreciated!just read the help ^^' :
Battle test:
Add a new NPC to the "las02" field.
Talking to the NPC will allow you to select and start a specific battle.
Useful if you are a modder and want to test a specific battle without playing the full game.
Hello Satsuki.No problem with me but you'll need to ask Aavock's too , we worked both on them (https://forums.qhimm.com/index.php?topic=20331.0)
Right now I´m working on avatars, I would like to edit yours HD avatars, do I have your permission?, obviously I´ll give you credits.
Managed to install the mod on my Steam Deck OLED by following the instructions, and it's great so far. There seems to be a graphical error with the Vulkan driver however. Attached some photos, but it looks like you can see the wire mesh on the 3D models (particularly pronounced on lighter colours, like Cloud's hair or Tifa's top). I'm using the OLED preset but after messing around with the graphical drivers, it seems the Vulkan driver is the culprit (the others are very light, which I assume is the colour issue mentioned in the instructions). Not sure if this is a known bug or if there was a setting I could tweak to fix it, but couldn't find any information on it.try to play in desktop mode instead of game mode
Link to some images: https://imgur.com/a/szPJrSS (https://imgur.com/a/szPJrSS)
Update 1.09 (page 1):
-Updated FFNx to version 1.19.1.0 (fixes launch issues with Shadow systems).
-Fixed a bug with certain windows and display zoom exceeding 175%, which made the pack unusable.
-Fixed a bug with Cloud's ChaOs combat models at 30/60 fps.
-Fixed some NinoStyle models for eyes.
-Fixed a bug at chocobo farm if NT mod + lighting was enabled at the same time.
-Fixed screens in real 16/9 mode (chorace, chorace2, nivl_b1, nivl_b12, trnad_51, hyou9, kuro7, mds5_3, loslake2).
-Optimized screens in real 16/9 mode (anfrst_1 and anfrst_2).
-Optimized dynamic swords in Cloud's past sequences.
-Removed the patch to hide pyramids in combat, as it no longer functions and the mod author has not provided a fix at this time.
You're doing a monstrous job. Compliments.Voices to FF7 AKA echo-s is a realy complex mod, it'll be almost impossible to port it to other langs and it's not compatible with most other mods and patch (appart textures ones), and as the goal of my pack is to provide compatibility between included mod/lang as much as possible, it's not relevent to add echo-s to it
But I must tell you that as a final step, one day you won't be able to miss adding the mod that gives voice to the characters. I'm sorry but I think so. This mega patch of yours (AIO) will have a completely different value.
.
Have you thought that you could add it anyway and that it would automatically deactivate incompatible mods? It's a half/solution, why not?because it's not the goal of my AIO pack, if you want Echo-S, you can get it work easily with 7th as my pack won't have a real advantage vs 7th for this specific case
I've had my say. I think you're doing it wrong (terrible wrong) ...after everything you've entered. It seems like the definitive version of a real remastered and customizable FF7. Anyway, a Good Sunday everyone anyway! You too ^_^My pack is opensource, you can use it to do your own.
Yes, but what if I commissioned you to do this? I know it sounds strange but, why not? After all, at least you already have it at hand. Don't feel like spending some time on it? That's right, you have your reasons. However, if you could, I'll offer you a donation of €100. Let me know.Money won't change my mind about it, the pack allow the make of trid party mods so you can add echo-s yourself if you realy want it.
Money won't change my mind about it, the pack allow the make of trid party mods so you can add echo-s yourself if you realy want it.
I don't insist and I respect you. You will have your reasons, that's right.I think that most FF7's modders already don't have enought free time to do all le modding they want to, so i don't think any capable modder will loose time to port a mod like Echo-S witch is perfectly integrated in 7th.
Could you just point me to someone capable? I don't know how to do it, I can only give directions. Someone or a group.
Thanks! ^_^