Yes, you can download a tool from Microsoft (Dbgview) that displays debug output, but FF7Music will also do it, so maybe that is easier.
Also, version bump!
v0.10: SEE OP for latest download links
Changes:
-Conditional folders take priority over 'fixed' (always active) folders.
-Mods can contain configuration options. Folders (conditional, or fixed) can be set to active based on which config option is selected.
-A mod, plus each configuration option, can have a preview image set against it. Displayed as part of the config screen for that mod.
I think this will need some explanation, so an example is probably good.
Example mod.xml file:
<?xml version="1.0"?>
<ModInfo>
<Author>Iros</Author>
<Version>1.00</Version>
<Description>Testing change models</Description>
<Link>http://forums.qhimm.com/</Link>
<PreviewFile>preview\mod.jpg</PreviewFile>
<Conditional Folder="condbattle" ActiveWhen="battlem = 1">
<RuntimeVar Var="CounterAdv:IrosTestChangeModel:2" Values="1" ApplyTo="battle.lgp\rxaa" />
<RuntimeVar Var="Counter:IrosTestChangeModel:2" Values="1" />
</Conditional>
<ModFolder Folder="HairRed" ActiveWhen="hairc = 2" />
<ConfigOption>
<Type>Bool</Type>
<Default>0</Default>
<ID>battlem</ID>
<Name>Change Battle Model</Name>
<Option Value="0" Name="" PreviewFile="preview\batoff.jpg" />
<Option Value="1" Name="" PreviewFile="preview\baton.jpg" />
</ConfigOption>
<ConfigOption>
<Type>List</Type>
<Default>0</Default>
<ID>hairc</ID>
<Name>Hair Colour</Name>
<Description>This lets you change the colour of the hair in the field model.</Description>
<Option Value="0" Name="Default" PreviewFile="preview\hdef.jpg"/>
<Option Value="1" Name="Black" PreviewFile="preview\hblack.jpg"/>
<Option Value="2" Name="Red" PreviewFile="preview\hred.jpg"/>
<Option Value="3" Name="Brown" PreviewFile="preview\hbrown.jpg" />
</ConfigOption>
</ModInfo>
1) You can put a 'PreviewFile' tag in the mod.xml file which points to an image in the mod folder. Doesn't HAVE to be in a 'preview' subfolder but I think this is a good idea
2) You can have one or more ConfigOption tags. Each option is a separate choice the user can make. Option types are "Bool" (on or off) or "List" (show a list of options to pick one from). You should also set an ID for the option (this is used to turn folders on/off in the mod.xml file), a Name and Description (shown to user). Also a Default value. Then there are some Option tags inside each ConfigOption that set what options the user can choose from.
For a 'Bool' option type, the only option values you should have are 0 and 1. But it is still useful to list them because then you can set an image against each value
No point giving each option a name though.
For a 'List' option type, you absolutely have to list each option the user can pick from. The Name is shown to the user.
(PreviewFile is optional, you can leave it blank if you don't have a preview image for the option).
3) You can list 'ModFolder' tags which are additional folders to activate based on the value of a config option. Above, the folder "HairRed" is active only when config option 'hairc' is equal to 2. I hope this obviously makes sense based on the example config option
4) You can also put 'ActiveWhen' against a conditional folder. In which case the folder is only active if both the config option is set AND the in-game variable matches.
The config GUI is not so pretty right now, but it is a start