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Releases / Re: [FF7PC] [7H] Enhanced Stock UI (1.0)
« on: 2019-11-23 23:38:24 »Not too happy about this exchange here. Jairus didn't phrase it as a demand, it was a suggestion and he gave his reasoning for making that suggestion; it seemed polite too. I feel the response from the two of you was too heavy-handed.
The White Chocobo tool is currently the only one that modifies shop inventories + buy/sell prices that I'm aware of, and it is horribly deprecated and prone to failure when opening a file; it is, however, definitely preferable to tracking down and modifying offsets manually.
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What you should be aiming to do as you progress your project is to have a full set of 'permanent' files that contain all your changes; that includes an .exe with all your changes in it. That means feel free to continue using tools like White Choco and Libre as they're currently still the best way to modify their respective .exe data.
When time comes to make an IRO, what you'll do is put your modified .exe with all the changes and an unmodified .exe into the HextCompare part of the HextTools suite. This'll produce a hext document that will represent your .exe changes when the IRO is run through 7th Heaven.
However, these addresses are for a 'dormant' exe and not one that's currently running which is what we'll need for a 7th Heaven IRO. The values tend to go up by either 400C00 or 401400 depending on where they are in the .exe; I'll PM that info after posting this.
One issue is dependencies. You mentioned that your mod uses MO; that's a dependency it probably shouldn't have, as it's best to keep other mods separate from yours at all costs. The benefits of doing that are manifold; your project won't be sunk if the dependency no longer receives support (Nightmare7 died because of that), it lets players choose whether to use MO or not, and leading on from that it makes your mod more compatible.
If you can, try to separate MO or other mods from your current project. As tempting as it can be to try and package it all up together, it only causes problems in the long run.
One thing, editing things like shops, limits, etc. should be fine for compatibility with almost anything because these are affecting static parameters and not functions. Text as well occupies a static size; even if the string gets smaller, it's still the same size just padded.
Thanks, Sega Chief, I'll do that when I'm ready to start putting my demo IRO together soon. But the reason my mod uses MO is because I've edited several of the character sheets to add in the PS/Xbox buttons as well as other slight modifications, but they won't show up without MO. I use special characters to signify the buttons and other things I've added, but without MO they'll just show as their normal characters and not as the buttons. The mod itself technically can be used without MO, it's just that the buttons and such won't display without it. I've tried modifying the original character sheets from the game, but they never showed right in-game, they were always gray and never reflected any color changes, which my mod makes frequent use of. I wasn't planning on including MO in the mod package, though. I was just going to let people know to have it installed/loaded first before using my mod.