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Topics - Jairus

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7th Heaven / How to call variables in an IRO's .xml file?
« on: 2021-06-20 17:38:15 »
Hi, all. Been working on a mod for a while now - graphics and gameplay, that sort of thing - and for part of I want the player to able to switch at times between two different elements that use the same files. To be more specific, part of the mod involves making Jessie playable the same way it was done in the mod that adds her to the Reactor 1 mission - overriding Tifa's name, avatar, and battle model with Jessie's. Now, during the Midgar portion of the game, I know PPV would be fine since it wouldn't make sense to be able to switch between them at that point. However, Jessie will survive the plate collapse (along with Biggs and Wedge) and later on join the group. It's at that point that I'd like the player to, through certain dialogue options (and variables being set/unset), be able to switch between Tifa and Jessie. I think I've figured out how to do most of it, but I'm not sure how to call out a specific variable in the mod's .xml file to tell the game when to use which set of files for Tifa/Jessie (aside from PPV, which I've seen done in the Jessie mod's file). How are other variables referenced in the .xml file? Because it doesn't seem to be the same as in Makou Reactor. Thanks for your help.

7th Heaven / 7H 2.2 runs FF7 with ChaOs mod but 2.3 won't.
« on: 2021-05-28 00:12:30 »
Just what the title says. I upgraded 7H from 2.2 to 2.3 today, and whenever I try to run FF7 with Kalderasha's ChaOs mod active, I get this message:

Everything works fine with 7H 2.2, but 2.3 just keeps crashing FF7 even if ChaOs is the only active mod. I don't know what's going on. Can anyone help?

I'm trying to arrange something for my mod, part of which involves laying out a large amount of text in certain areas. I've been using the dialogue boxes to do this, but for some reason it'll only show up to 4 at once - I have the frames set to invisible since they'll be on a black background, but it would be helpful if I was able to use more boxes than what it seems to be letting me. Is there a maximum limit on how many dialogue boxes can be displayed at the same time? And if so, what is it?

How do you switch between cameras in a field in Makou Reactor? The field I'm working with has two - the original one and a second one that I added for a different view. But I don't know how to tell the game to switch from one camera to the other. I can't find anything under the "Fades and Camera" options in the dropdown for adding stuff to scripts, but maybe I'm missing something.

Also, when doing a map jump back to a normal field from one of the blackbg fields, the game's timing seems messed up because the game doesn't play certain scenes when it should after such a jump. For example, I have a jump set from the Sector 7 pillar base to a blackbg screen (for a mod I'm working on) before you enter Sector 7 for the first time. Going in normally, everything works fine - the trio running in, Barret scaring the patrons out, that sort of thing. But when I try it after jumping back from the blackbg screen, the scene doesn't play. The trio's gone, Barret's just standing there, and Johhny's mom also just stands there and doesn't go into her house like she should. How do I fix this?

General Discussion / Remove FF7 black bar with Reshade!
« on: 2020-01-22 23:36:51 »
I was thinking about the old black bar issue in FF7 recently and had an idea for a different approach to the problem. Instead of trying to mod FF7 itself to get rid of the bar, couldn't one use Reshade to do it using a magnify filter? I've done it myself for FF8 Remastered so I know it works. It's just that for FF7, the bar is only in certain places, so a static magnify would cut off parts of the screen where the bar isn't present. However, is there a way to tell Reshade to only use the magnify filter on the field and fmv screens? There's a way to set a hotkey to manually activate/deactivate reshade so it seems like one could set that up, at least, and just hit the key whenever the screen type changes. But it would be nice if Reshade could do it automatically somehow. Is that possible?

Hi, wasn't sure where this should go so feel free to move it to a more appropriate place if need be. I was just wondering how to adjust the question/answer dialogs in FF7. Not the text, I know  how to do that, but moving where the selection cursor goes when picking an answer. For example, say there's a box with 4 lines of text normally, and the cursor position for the answers is set for a box with that number of lines. If I wanted to add another line to the box, how would I shift the cursor position of the choice selections downward to account for that? I haven't been able to figure out which tool to use for that. Thanks for any help you guys can give.

Troubleshooting / FF7 timer cut off on bottom
« on: 2019-07-05 07:12:50 »
Hi all, was hoping to get some help with an issue I'm having. I'm using the Menu Overhaul with some other mods as follows:

Remako Field Backgrounds
Reunion Models
Various HD textures
Miscellaneous tweaks (save anywhere, increase sense limit, etc.)

Also been working on my own script revision using TouphScript. Got it working fine since I got rid of Beacause, so I don't know that it would be contributing to the issue. Anyway, I've noticed that the timer in the game (such when escaping from Reactor 1) is cut off along the bottom so you only see the top 2/3 of it when you're in the field. But when in battle, it displays just fine. Also, on the save/load game screen, in the top right where it shows Game 01, etc. it's wider than it should be and stretches off the screen (I'm running the game from ff7_bc.exe, btw). But all the other text displays just fine. And I know TouphScript has something to do with it because that part was fine too before I first started making changes with TS. Any idea how to fix these issues? Thanks!

Hi all, I started recently on a project to revise the Beacause translation a bit since I noticed that many things were not given the option of being reverted in the installer, such as Shin-Ra to Shinra or Esto to Ester, and some item names weren't really translated at all. There's more, but those are a just a few things I saw. While I've got the hang of editing field text with Loveless and Touphscript, I can't seem to change any of the in-battle text (such as fixing Cloud's infamous mistake of telling Barret to attack the scorpion with it's tail up, which I noticed that Beacause didn't fix either) or menu text (wanted to substitute the [OK], [ASSIST], etc. listings with button icons since I've already added them to the font sheet. I've tried using TouphScript to do these things, but my changes don't get reflected in the game even after I encode them back in. Anyone know how to do this? I'd really appreciate it. Thanks!

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