Author Topic: [PC] Mod manager - 7thHeaven (v1.54)  (Read 498511 times)

Iros

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Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« Reply #675 on: 2015-02-03 17:27:52 »
Dbgview logs would certainly be useful; also maybe a save, resting at an inn did not crash for me, but maybe it depends on the inn - although that would surprise me.

EQ2Alyza

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Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« Reply #676 on: 2015-02-04 05:03:33 »
http://www.mediafire.com/download/fmgptg8z7u4w009/1.44_Crashes.7z

Save 1, Slot 2 is outside Junon.
Save 2, Slot 2 is outside the Chocobo Ranch.

Iros

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Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« Reply #677 on: 2015-02-04 19:04:39 »
Hm, annoying - still does not crash for me using your saves :/

Can you try running in debug mode (right click on the launch button)? Since this logs a lot, I suggest disabling most of your mods first. Also since a crash may prevent it writing everything to the log file on disk, have dbgview running - it should capture all the log messages.

RedManMark86

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Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« Reply #678 on: 2015-02-04 19:46:18 »
Hey Iros,

Are you running EQ2Elyza music and sounds mod? The crash will only happen if that mod is active with any of the music selections (no change will mean no music plays and so no crash will happen). All the other mods don't cause the crash to happen, just that particular at those particular times.

Iros

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Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« Reply #679 on: 2015-02-04 19:48:55 »
Ah, no. I did try making a test mod to change the music for the chocobo event and that worked, but it must be something specifically to do with that mod. I will download it.

RedManMark86

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Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« Reply #680 on: 2015-02-04 20:02:56 »
no problem, if there is anyway I can help let me know :)

Iros

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Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« Reply #681 on: 2015-02-04 21:07:02 »
Update v1.45: https://mega.co.nz/#!yAFkRaRJ!RrvfgGlxr_d7JOxOzFDMMu5Epso87xRnOHwCIUoGI-E

Fixes crashes with some vgmstream files

Not sure why the crash only with the mod from the catalog, perhaps the .oggs in it are corrupt in some way ... but of course it should not cause the game to crash. Should be fixed now.

RedManMark86

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #682 on: 2015-02-05 00:23:25 »
Thanks Iros, you are the best!

IcedHulk

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #683 on: 2015-02-11 00:08:48 »
« Last Edit: 2015-02-11 17:15:46 by IcedHulk »

Iros

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #684 on: 2015-02-11 17:08:48 »
You are probably best posting in the catalog topic - http://forums.qhimm.com/index.php?topic=15520.0 - since it is unlikely this is a bug in 7H itself. Either some of the mods conflict, or you have somehow managed to alter the actual game files.

IcedHulk

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #685 on: 2015-02-11 17:16:22 »
Thank you for the suggestion.  I have moved the question!

theonyxphoenix

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #686 on: 2015-02-18 20:25:20 »
I had everything working fine with the mod manager and I hadn't played it for a few weeks.  I tried to load up the game like I had done before, but it appeared to load with a black square appearing in the upper right corner of the screen, and then it ctd.   I hadn't made any changes to the manager. I tried to update but still had the same problem.  I even deactivated mods and still had the same problem.  I hadn't done anything different but perhaps update my graphics card driver. 

Any suggestions on a fix?  Will I have to uninstall/reinstall?

masamunex

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #687 on: 2015-02-27 13:36:35 »
7th Heaven not working help pls!

System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: path1
   bei System.IO.Path.Combine(String path1, String path2)
   bei Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:Zeile 48.
   bei System.String.Join(String separator, IEnumerable`1 values)
   bei Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 120.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

FF7 game converter worked fine but when i clicked on 7th Heaven exe with admin this error message came
also its the steam version and i have steam and the game installed on D if thats important
and is it possible that i need to first run the game onece for it to work if yes is it before or after i used the FF7 game converter?
i got the game from german steam store but updated its language to english will it count as english version?
after installing the latest version its working now but kaldarashas character overhaul wont download for some reason
« Last Edit: 2015-02-27 15:30:36 by masamunex »

Kaldarasha

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #688 on: 2015-03-04 10:11:23 »
I don't want to hunt down at all pages until I found an answer:
I used the mod generator to make my own catalog, pasted the output on paste.bin and used the Raw data for the subscription. I assume that this is the wrong way, because it doesn't work and the code of the catalog EQ2Alyza had send to me looks a bit different. My problem is that I don't want to write down my catalog by hand (of course I will use EQ2Alyza catalog as template but that's not the point) and a catalog generator would be more as welcome to me.
I plan to make a basic tutorial for 7th Heaven because the current documentation isn't well sorted at all and makes the tool less accessible for new moders.

Btw. what does the Mega link generator do? Found out how it works.

Edit:
Well I found out my self a bit more. You really should change the mod generator to produce a catalog code (Atm line one and two are conflicting code in the catalog).
Like:
Code: [Select]
<?xml version="1.0"?>
<Catalog xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <Mods>

<Mod>
  <ID></ID>
  <Author></Author>
  <Link></Link>
  <LatestVersion>
    <DownloadSize></DownloadSize>
    <Link></Link>
    <ExtractSubFolder />
    <ExtractInto />
    <Version></Version>
    <ReleaseDate></ReleaseDate>
    <CompatibleGameVersions>All</CompatibleGameVersions>
    <PreviewImage></PreviewImage>
  </LatestVersion>
  <MetaVersion></MetaVersion>
  <Name></Name>
  <Description></Description>
  <Tags>
    <string></string>
  </Tags>
</Mod>

</Mods>
</Catalog>
Maybe an 'add mod' button which open a window with the settings of the current mod generator would be good to add multiple mods to the catalog. Also a list of predefined Tags might be useful as well.

7H has problems to load more than one subscription at the start and only displays the mods of the last subscription. After letting it check all the subscriptions it loads all mods of the subscriptions in the catalog.
« Last Edit: 2015-03-04 11:53:49 by Kaldarasha »

Hellbringer616

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #689 on: 2015-03-11 14:12:48 »
About to give this thing a whirl for the first time and i had a quick question.
Is this compatible with Reunion? I couldn't imagine that it's not. But better safe than sorry eh?

Sega Chief

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #690 on: 2015-03-14 17:31:14 »
I plan to make a basic tutorial for 7th Heaven because the current documentation isn't well sorted at all and makes the tool less accessible for new moders.

That'd be handy; I'm a bit lost with how 7H works these days.

Kaldarasha

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #691 on: 2015-03-14 17:58:19 »
I have written down my notes here:
http://forums.qhimm.com/index.php?topic=15985.0

The next thing is to write how to make a catalog. After that I will go more into detail how to make a mod from the start.

genesis063

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #692 on: 2015-04-05 15:32:40 »
Just got this error:
Code: [Select]
System.IO.FileNotFoundException: Could not find file 'C:\games\FF7\7thHeaven\cd1050af-170a-4391-9633-b0754cb043d3_Battle_Models___Enemies_1.0.iro'.
File name: 'C:\games\FF7\7thHeaven\cd1050af-170a-4391-9633-b0754cb043d3_Battle_Models___Enemies_1.0.iro'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 300
   at Iros._7th.Workshop.ProfileItem.GetRuntime(LoaderContext context) in c:\Iros\7thWorkshop\Profile.cs:line 65
   at Iros._7th.Workshop.fLibrary.<Launch>b__7e(ProfileItem i) in c:\Iros\7thWorkshop\fLibrary.cs:line 841
   at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
   at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   at Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:line 836
   at Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 782
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.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, Int32 msg, IntPtr wparam, IntPtr lparam)

Yuffie1983

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #693 on: 2015-04-06 14:19:00 »
Hello I tried to run 7th heaven mod but I am coming up with this error every time I do not know what to do thank you in advanced


System.ArgumentNullException: Value cannot be null.
Parameter name: path1
   at System.IO.Path.Combine(String path1, String path2)
   at Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:line 48
   at System.String.Join(String separator, IEnumerable`1 values)
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 120
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.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, Int32 msg, IntPtr wparam, IntPtr lparam)

EQ2Alyza

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #694 on: 2015-04-06 14:28:37 »
You need to setup Workshop -> Settings. It can't be left blank. Here is a guide for 7th Heaven: http://forums.qhimm.com/index.php?topic=15520.0

Yuffie1983

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #695 on: 2015-04-06 15:11:50 »
You need to setup Workshop -> Settings. It can't be left blank. Here is a guide for 7th Heaven: http://forums.qhimm.com/index.php?topic=15520.0

But when ever I double click the 7th heaven EXE it just crashes with that message I posted above.

EQ2Alyza

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #696 on: 2015-04-06 15:44:03 »
Go to that thread I linked and scroll down to the Troubleshooting and FAQ section. Read what to do there for your crash.

genesis063

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #697 on: 2015-04-17 04:40:50 »
I'm getting a little pissed of right now.  Even when I put the compat and admin settings the launcher just plain refuses to load after like a week or two.  Anybody got windows 10 to see if everything works better on there?  Because I may need to switch to it.

edit: I think I may have fixed it for now.
« Last Edit: 2015-04-17 04:49:09 by genesis063 »

Iros

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #698 on: 2015-06-27 16:10:15 »
New version 1.49: https://mega.co.nz/#!eVEVDSoI!FsepAhS-GoTdPH-jkQiC5CaVglrGp6e4bwpPBDxOe2I

I have not put this on the auto-update, because the new feature is probably not useful until mod / catalog authors have updated the mods, this version is really for the authors to test using the new feature and see if it works properly.

There is a new tag you can put in your mod.xml file, Compatibility. With this you can:

-Require another mod (so if your mod is turned on, you say another mod must also be turned on)
-Forbid another mod (so if your mod is turned on, you say another mod must be turned OFF - e.g. the two mods are not compatible)
-Restrict settings on a mod (e.g. if I turn the music option on for this mod, you can still turn on another mod but the music option for that mod must be turned off).


The first two options are simple:

Code: [Select]
  <Compatibility>
    <Require ModID="bc6f1dec-022f-4f16-934e-4959aca1ea53">Test mod 2</Require>
    <Forbid ModID="bc6f1dec-033f-4f16-934e-4959aca1ea53">Test mod 3</Forbid>
  </Compatibility>

This says, when my mod is turned on, Test mod 2 MUST be turned on, and Test mod 3 MUST be turned off. The ModID is the important part, the text is a description that is useful to work out which mod we are talking about (e.g. you REQUIRE a mod that is not installed, the mod name could be useful so the user can work out what mod they need to find and install.)

The tag for a setting is a bit more complication:

Code: [Select]
  <Compatibility>
    <Setting>
      <MyID>MusicOpt</MyID>
      <MyValue>1</MyValue>
      <ModID>bc6f1dec-022f-4f16-934e-4959aca1ea53</ModID>
      <TheirID>Music</TheirID>
      <Require>2</Require>
    </Setting>
  </Compatibility>

What this says is, when MY option "MusicOpt" is set to value 1, then in the other mod, THAT mods option "Music" must be set to 2.

Another option is, instead of saying "the other option must be set to this" you can say "it must not be set to this":

Code: [Select]
  <Compatibility>
    <Setting>
      <MyID>MusicOpt</MyID>
      <MyValue>1</MyValue>
      <ModID>bc6f1dec-022f-4f16-934e-4959aca1ea53</ModID>
      <TheirID>Music</TheirID>
      <Forbid>1</Forbid>
      <Forbid>3</Forbid>
    </Setting>
  </Compatibility>

This is saying, when my option "MusicOpt" is set to 1, in the other mod, you cannot select options 1 or 3. But any other option is OK.

Also, you can leave MyID and MyValue out. Then you are saying, whenever this mod is active - does not matter what my settings are - then restrict the other mods setting.

This feature is a bit complicated, so any questions about what to put in your mod.xml, ask me :)

Kaldarasha

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Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« Reply #699 on: 2015-06-27 16:56:47 »
 Has some used a Pheonix down?  :-P

Welcome back.
V1.45 has a minor problem with more then one catalog. Rigth now after I start 7H I have to check the supscription now to use all catalogs.


So now we can only do a Karma action once a day? ???