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Final Fantasy 7 => Gameplay => Releases => Topic started by: Thestrifeisrife on 2023-12-07 18:40:41

Title: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2023-12-07 18:40:41
(https://i.imgur.com/sLiuh1C.png)

Version 1.317 IRO Download (https://drive.google.com/file/d/1ZL8dYQ7RGSZKLrQNKHnR4Z4Md3LFsH2h/view?usp=drive_link)



About the Mod

This mod for Final Fantasy VII has been created to accomplish two things:

First, it offers a full retranslation of the game's text that fixes mistakes in the original English translation; improves tonal accuracy using idiomatic language; and conforms to the localization choices of the Compilation and Remake trilogy where applicable to ensure continuity through the Final Fantasy VII series. The goal of this retranslation is to give English players a narrative experience and foundation of lore that is as close as possible to that of Japanese-speaking players.

Second, and optionally, this mod restores numerous events, maps, animations, puzzles, and lines of dialogue that were cut from the final release. In 99 cases out of 100, this content has been mined from the original game files themselves. Only when absolutely necessary have the authors of this mod supplied the minimum amount of additional assets to ensure the functionality of the official scrapped elements. A full spreadsheet of this mod's script is available on Google drive (https://docs.google.com/spreadsheets/d/1gV0egr-cpvBdL0aCX-qke5LhuNfqcB75S_CG7-vG1jM/), with unofficial dialogue clearly demarcated.

This mod requires the 7th Heaven mod loader to be used.

Custom facial expression system only works with vanilla models and Ninostyle models (with the facial animation fix mod).



Example Images of Contents [CONTAINS SPOILERS]

Main Contents

Fully Retranslated Script
Spoiler: show

(https://i.imgur.com/mTFarbx.png)          (https://i.imgur.com/4MLMmIU.png)

(https://i.imgur.com/N0G0oK7.png)          (https://i.imgur.com/hmy5DnL.png)

(https://i.imgur.com/oTH3oPV.png)          (https://i.imgur.com/5jjk0Rw.png)

(https://i.imgur.com/pBfUNTW.png)          (https://i.imgur.com/Avo5cGh.png)

(https://i.imgur.com/5qodh0o.png)          (https://i.imgur.com/fBv4CQj.png)

(https://i.imgur.com/jhiKoGx.png)



Parity With Compilation of FFVII, Remake and Rebirth Localizations
Spoiler: show

As mentioned, in spots where the Japanese is the same or partially the same between the original FFVII and Remake / Rebirth, we have opted to use the official localization of those lines to create a sense of cohesion akin to what the Japanese side of things has. This also extends to the other Compilation entries, but Remake—as the most recent FFVII entry—gets priority.

(https://i.imgur.com/2ekODlx.png)          (https://i.imgur.com/UHHLwI7.png)

(https://i.imgur.com/j8lDUVq.png)          (https://i.imgur.com/B6IB4bc.png)

(https://i.imgur.com/Yy91MUB.png)          (https://i.imgur.com/YoRn7tw.png)

(https://i.imgur.com/bY253jf.png)          (https://i.imgur.com/4fvYLD3.png)

(https://i.imgur.com/PzO92kQ.png)          (https://i.imgur.com/WKxPRIi.png)

(https://i.imgur.com/59YUvpE.png)          (https://i.imgur.com/ffupbfv.png)

(https://i.imgur.com/zxpswzv.png)          (https://i.imgur.com/r6yH060.png)

(https://i.imgur.com/0mOk2So.png)          (https://i.imgur.com/yNkU4YG.png)

(https://i.imgur.com/UL3Vped.png)          (https://i.imgur.com/dQw8Hpa.png)

(https://i.imgur.com/3FrkpfW.png)          (https://i.imgur.com/0OrCnhy.png)

(https://i.imgur.com/UXKE678.png)          (https://i.imgur.com/jhxg5qP.png)

(https://i.imgur.com/THUz3yl.png)          (https://i.imgur.com/LiPswGX.png)

(https://i.imgur.com/WKkDMaF.png)          (https://i.imgur.com/TYe56iu.png)

(https://i.imgur.com/5j46cQo.png)          (https://i.imgur.com/7aS4QTa.png)

(https://i.imgur.com/4Zn7qJu.png)          (https://i.imgur.com/fYCwLOY.png)

(https://i.imgur.com/xGcb8mF.png)          (https://i.imgur.com/EHlnnYP.png)

(https://i.imgur.com/sf1hAWk.png)          (https://i.imgur.com/ynuP3WG.png)

(https://i.imgur.com/Nvi9RaV.png)          (https://i.imgur.com/0MteBlV.png)




Restored Unused Scenes
Spoiler: show

(https://i.imgur.com/Xb16Kl2.png)          (https://i.imgur.com/5VpPrBV.png)

(https://i.imgur.com/hd5qYMy.png)          (https://i.imgur.com/VIRR8r2.png)

(https://i.imgur.com/AEfQWI3.png)          (https://i.imgur.com/Jf6IBWu.png)

(https://i.imgur.com/FwkuBJM.png)          (https://i.imgur.com/dj6q5V5.png)

(https://i.imgur.com/JglPmRq.png)          (https://i.imgur.com/c1aibWo.png)

(https://i.imgur.com/rOzSoNx.png)          (https://i.imgur.com/vaTPSFi.png)

(https://i.imgur.com/YrhRTx0.png)          (https://i.imgur.com/yj9jC7A.png)

(https://i.imgur.com/xVXe6hL.png)


Restored Unused Puzzles
Spoiler: show

(https://i.imgur.com/H46ZxPK.png)          (https://i.imgur.com/u5A3sU9.png)

(https://i.imgur.com/sijntmM.png)


Restored Facial Expression System
Spoiler: show

This system existed in the PSX version but was almost never used. It was unfinished in the PC version but has been restored by TrueOdin in recent FFNx canary builds, and I took the liberty of porting over the textures and incorporating new expressions into scenes on top of what few were already in the game. A full list of scenes affected can be found in the iro. Eyes work perfectly but custom mouths are a bit of a work in progress.

(https://i.imgur.com/SEvmYIB.png)          (https://i.imgur.com/gRC5LlR.png)

(https://i.imgur.com/t1pEGGv.png)          (https://i.imgur.com/ZPq3k6d.png)

(https://i.imgur.com/0iU7LNt.png)          (https://i.imgur.com/LrhyJxL.png)

(https://i.imgur.com/4bBZ5w3.png)          (https://i.imgur.com/KzXZwTl.png)

(https://i.imgur.com/DO7kl5M.png)



Bonus Features

FMV Options
Spoiler: show

Several FMVs got changes during development, and these options allow those earlier renditions to be used.

(https://i.imgur.com/cCF5tko.png)         (https://i.imgur.com/BSdfEfc.png)

(https://i.imgur.com/yPV074w.png)         (https://i.imgur.com/XxhxWAl.png)


Beta-style Menu Icons
Spoiler: show

Early in FFVII's development, the characters had pixel art portraits reminiscent of prior entries in the series. The textures for Cloud, Aerith, and Barret's portraits remained in the Tobal No.1 FFVII sampler demo, and with this option you can use them in the final game. Additionally, the incredibly talented pixel artist Prism (https://x.com/GFLK_pik) has provided stylistically-consistent custom sprite portraits for the remaining members so this mode can affect the whole party.

(https://i.imgur.com/H5XFNaX.png)         (https://i.imgur.com/aYMxDBN.png)

(https://i.imgur.com/Zwyv0z2.png)         (https://i.imgur.com/wjRWtYd.png)


Red Yuffie Costume
Spoiler: show

In the planning stage of FFVII, Yuffie's outfit was red and white rather than green and orange. This option allows you to use a costume for Yuffie based on that original design, with a battle model provided by the incredible UpRisen (https://x.com/UpRiisen).

(https://i.imgur.com/vhX4CHZ.png)         (https://i.imgur.com/jY6LU4r.png)

(https://i.imgur.com/0K6zaAU.png)         (https://i.imgur.com/UURrkTm.png)


Option to Restore JORG Backgrounds
Spoiler: show

The original Japanese release (JORG) of FFVII had a handful of prerendered backgrounds that got revised for the international release, generally to make it clearer where the player needs to go. This option restores the original versions.

JORG                                                                                                Post-JORG
(https://i.imgur.com/iIxbdIJ.png)         (https://i.imgur.com/33S0XRn.png)

(https://i.imgur.com/wM93lgt.png)         (https://i.imgur.com/Nqx0EXi.png)

(https://i.imgur.com/2btts2T.png)         (https://i.imgur.com/606T9ls.png)

(https://i.imgur.com/oe6Iu82.png)         (https://i.imgur.com/1NJvsEH.png)



Mod Credits

This mod is a production of the Shinra Archaeology Department (https://shinraarchaeology.com/), an FFVII fan group dedicated to translating Japanese interviews and guidebooks and making them available to English-speaking audiences.

Restoration, Implementation, and Logo Graphics: Odysseus (TheStrifeIsRife) (https://twitter.com/TheStrifeisRife)

Translation and Localization Continuity: TurquoiseHammer (https://twitter.com/TurquoiseHammer)

Data Mining, Organization, and Annotation: Shademp (https://twitter.com/Shademp88)

Original Script Mining: Herman1134 (Jason Maltz)

Cait Sith Regional Dialect: M. J. Gallagher (FFVIINovels) (https://x.com/FFVIINovels)

Custom Sprite Portraits: Prism (https://twitter.com/GFLK_pik)

Red Yuffie Battle Model: UpRisen (https://x.com/UpRiisen)


Acknowledgements

NPC blink animation fixes provided by Orichalcon.

Unused custom eye and mouth texture system restored by TrueOdin.

The tile set for the TRAP field was decoded by BrutalAl.


Tools used

Makou Reactor (https://forums.qhimm.com/index.php?topic=9658.0) and Vincent Tim (https://forums.qhimm.com/index.php?topic=15404.0): myst6re

WallMarket (https://forums.qhimm.com/index.php?topic=7928.0) and ProudClod (https://forums.qhimm.com/index.php?topic=8481.0): nfitc1

Black Chocobo (http://www.blackchocobo.com/): sithlord48

KimeraCS (https://github.com/LaZar00/KimeraCS): LaZar00

Scarlet (https://github.com/petfriendamy/ff7-scarlet): petfriendamy



Title: Re: FFVII: Shinra Archaeology Cut
Post by: markul on 2023-12-08 08:27:39
Cool project, hope you been able to finish it. People need more gameplay mods :D . Restore some cut content of the game it will require big changes, so keep motivation high  :) .
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2023-12-08 14:32:30
Thanks!

Thankfully most of the hard stuff is out of the way. Midgar is by far the highest density area for elaborate unused content.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Salk on 2023-12-08 19:30:11
An interesting modification, to be sure.

I have a question: it's released as a Demo but it seems some part, if not all, are complete? If that's the case, it's called Demo because it's not been properly tested?

Thanks!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2023-12-09 01:07:17
It's called a demo because the retranslation stops at the end of Midgar and that's the main feature. The restored cut content also hasn't been thoroughly tested past Midgar yet either.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Salk on 2023-12-09 03:46:39
Oh okay, thanks.

Good luck with the rest of the work and thanks again for sharing.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Kuraudo. on 2023-12-11 12:37:04
Congratulations on the first release and many to come!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-01-13 01:16:58
Version 0.14 now available!

Mostly some small fixes and minor new cut-content additions. The retranslation still stops at Midgar for now.

Big new thing in this mod are custom facial expressions in certain scenes. The characters all actually had unique textures for a full range of emotions in the PSX version, but it was almost never used, probably owing to the low resolution and far back camera making them near impossible to see. The system was not implemented in the PC version, but thanks to the efforts of TrueOdin, the latest canary builds of FFNx are capable of implementing it. I've ported over all the textures for use, and have added new expressions to several scenes that I feel benefit from them. Yuffie in the logo is an example of it in use lol.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Salk on 2024-01-15 13:12:05
Congratulations on the small update!

Looking forward to more translation.  ;)
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-01-17 18:31:05
Up to now I was using a heavily modified version of the True Honeybee Inn mod by Cloudiar as a base for my own restoration, specifically for the modifications done by L@Zar0 to the fields to get around the faulty tile layering that resulted from the PSX to PC conversion of the background images. The issue was that certain parts of the prerendered backgrounds were rendering all the way in the foreground—such as the tables in the center of ONNA_3 and 6—so that even if Cloud was in front of them, their tiles would still layer over him. To fix that, certain parts of the walk-meshes were disabled and NPCs were moved in a way that hid the issue. Yesterday, though, Myst6re helped me figure out how to use Makou Reactor to go in and fix the depth of those tiles and get it to where it is supposed to be, so the maps ONNA_1, 3, and 6 are now more or less 1-to-1 with their original PSX counterparts.

Spoiler: show

(https://i.imgur.com/a4yM6Uv.png)

(https://i.imgur.com/kCXimtD.png)

(https://i.imgur.com/2jG1s7O.png)

(these fields are all compatible with the Cosmos Limit Break widescreen mod btw)

ALSO I should probably mention, you are now able to download the mod straight from 7th Heaven's mod catalog!

(https://i.imgur.com/49tfNHB.png)

I will still maintain the google drive link in the OP as a backup option, but it's probably better to get it from the catalog.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Manny70 on 2024-01-18 03:21:37
Great work.  Just curious on the facial expressions, do they work with only the default models or can you use the Ninostyle Chibi's?  I don't know how the models and faces are connected.

Thanks
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-01-18 17:44:46
Great work.  Just curious on the facial expressions, do they work with only the default models or can you use the Ninostyle Chibi's?  I don't know how the models and faces are connected.

Thanks

The textures have to be added by the mod manually since they don't exist in the PC version (I ported them from the PSX version myself) so if they do work with Ninostyles, it'll still be the OG art style. Ninostyle would need to update with new textures to match.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-02-10 03:02:18
Mod has been updated to version 0.2, which includes a full retranslation of the Nibelheim flashback (with parity with the FFVII Rebirth demo where possible) and Kalm as well as a number of new restored unused scenes.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Phiido on 2024-03-04 16:00:34
Just wanted to come on here to report some issues that I've stumbled on. But firstmost I must say that I've been enjoying this mod immensely as nuances in the language are much better than the original!

The Wall market sequence I found out in the readme after been struggling a bit, though I'm not sure whether the options for the dress sequence is in opposite order, when choosing the soft and shiny, it yields the cotton dress. When disabling the mod, I saw the option texts were the opposite of the mod.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-03-10 22:57:02
Just wanted to come on here to report some issues that I've stumbled on. But firstmost I must say that I've been enjoying this mod immensely as nuances in the language are much better than the original!

The Wall market sequence I found out in the readme after been struggling a bit, though I'm not sure whether the options for the dress sequence is in opposite order, when choosing the soft and shiny, it yields the cotton dress. When disabling the mod, I saw the option texts were the opposite of the mod.

It's not that they were reversed as much as it is we just translated them differently. But yeah just going by the idea that soft and shiny give the desired result, it does seem reversed lol.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Volcannon on 2024-04-09 16:06:26
Can someone help me with the Wall Market section please, cause I can't seem to figure out which people to talk to so I proceed with the Tifa section. I am at my wits end here.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Joxsund on 2024-04-23 20:53:42
Can someone help me with the Wall Market section please, cause I can't seem to figure out which people to talk to so I proceed with the Tifa section. I am at my wits end here.

Talk to the guy on the left of the lobby until he tells you Tifa isn't there.
Leave and tell Aerith that Tifa wasn't there
Make your way to Don's mansion and talk to the guard and the cutscene with Aerith sugessting Cloud dresses up as a girl will play out.
Talk to the large bearded man at the bottom of the main wall market screen (next to the transition to outside the honeybee) and he will give you a membership card.

I did the last step after aqcuiring the dress and wig but I don't know if that matters.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-05-17 19:44:35
Version 0.3 is now available!

With this update, the translation now goes through Junon and the Cargo Ship, and I added Sephiroth to the facial expression system and drew custom expressions for him.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: ShizunaRem on 2024-07-08 03:43:38
I'm just here to say thank you for your work on the mod! I absolutely loved what I played through in Midgar, and I'm waiting (with patience) for the mod to be completed before I continue my playthrough!
I'm sure you know this, but you're doing really important work. The absolute quality of this translation was sorely needed, and it is really, deeply appreciated!
So, thank you, and good luck with your work on the rest of it!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-07-12 00:26:38
I'm just here to say thank you for your work on the mod! I absolutely loved what I played through in Midgar, and I'm waiting (with patience) for the mod to be completed before I continue my playthrough!
I'm sure you know this, but you're doing really important work. The absolute quality of this translation was sorely needed, and it is really, deeply appreciated!
So, thank you, and good luck with your work on the rest of it!
Appreciate it! It'll be a while till it's fully complete but we're working hard.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-07-21 06:52:22
Version 0.35 of the mod is now available! This is probably the biggest single-update since the initial public release. We've retranslated the Gold Saucer (outside of the date scene events) and all of Corel Prison, restored a number of unused bits of text and scenes, and several new bonus features have been added as well (details have been added to the OP).

I know many people are waiting for this to be totally done before trying it out, but all the same, I hope you enjoy.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-08-06 06:59:43
Version 0.4 is up now. With this update, the retranslation goes through Cosmo Canyon, and fixes a bunch of little errors throughout the preceding areas.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-08-10 17:56:29
And now 0.41 is out, which adds present-day Nibelheim to the retranslation as well.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-08-22 03:48:18
Aaaand now 0.42 with Rocket Town. Boy we're really cruising lately.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Salk on 2024-09-01 05:36:15
Great to see this project not losing any steam!

Thanks for all your work!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-09-02 21:15:34
Great to see this project not losing any steam!

Thanks for all your work!
Good timing, we just released version 0.43 lol. Gonna hot the end of disc 1 before we know it.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-09-08 00:32:37
Considering how frequent progress is getting, i probably don't need to update the thread every time, but version 0.44 is out now lol. This update has the date scene retranslated.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: manwithamachinegun on 2024-09-08 23:54:21
I have to say, really looking forward to being able to play the whole game with this retranslation. I loved watching Tim Rogers "Let's Mosey" series about a lot of the missing meaning from the English script, but I applaud the team for keeping the iconic English lines. The spirit of the original game is there in the Shinra Archaeology Cut, and some of the new lines had me rolling laughing.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-09-13 19:22:45
Version 0.5 is out now, bringing us all the way to the end of Disc 1. I'd say that puts us at about 70% of the way there, since most NPC text for Disc 2 has already been translated as well.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Marchombre on 2024-09-20 17:59:12
Could anyone help me with the new puzzle from the mayor in the Shinra building ? I must be stupid, I don't see how the strategy from looking at displaced archives and the numbers given to them actually gives clues the password.... I get unuseful letters, I'm doing something wrong here...
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-09-21 23:42:12
Could anyone help me with the new puzzle from the mayor in the Shinra building ? I must be stupid, I don't see how the strategy from looking at displaced archives and the numbers given to them actually gives clues the password.... I get unuseful letters, I'm doing something wrong here...

We changed the way the puzzle works a bit compared with the original English version. Instead of looking at the letter the number points to, you should be looking at the word it points to.

i.e., if you find the document titled "7   Private Proposal from Heidegger for Special Shinra Public Security Act", the word it's pointing to is "Shinra." Once you've found all four words, you can make a password phrase out of the word options domino gives you, such as "Shinra Company the worst."

Title: Re: FFVII: Shinra Archaeology Cut
Post by: Marchombre on 2024-09-23 18:04:32
A Big thank you ! I must have tried every combination except this one  :-[
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-09-24 03:45:37
A Big thank you ! I must have tried every combination except this one  :-[
One of the shortcomings of our implementation is that anyone with English grammar sense would want it to be "Shinra is the worst," but the Japanese equivalent has a different character as the second letter than the one we chose to make "is," so we had to opt for "company" instead.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-10-20 16:51:53
I am happy to say the Shinra Archaeology Cut is now complete! The game is retranslated front to back, only missing some menu text stored in the EXE and the debug rooms, and I've restored just about as much cut content as can be.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Kuraudo. on 2024-10-21 10:42:56
Congratulations on the official 1.0 stable release! Final Fantasy VII full retranslation now available!

Great job guys.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: sekuza009 on 2024-10-26 03:03:52
This mod is great, do you think you'll be able to make a version that has controller icons/ESUI support? I know the way Final Fantasy 7 works translation wise is janky but it would be great if it was supported since this IMO is the best and most accurate translation mod.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Bonez on 2024-10-26 03:18:27
This mod is great, do you think you'll be able to make a version that has controller icons/ESUI support? I know the way Final Fantasy 7 works translation wise is janky but it would be great if it was supported since this IMO is the best and most accurate translation mod.

There will be esui icon support
Title: Re: FFVII: Shinra Archaeology Cut
Post by: forkst on 2024-10-27 07:31:42
just curious, is this mod now playable from start to end now?
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-10-27 15:56:23
just curious, is this mod now playable from start to end now?
As of a week ago, yes. All the story text has been retranslated from start to end. The only things left to do are some of the text in the menu and the debug rooms, but those don't matter much to most players.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: sekuza009 on 2024-10-28 08:36:05
There will be esui icon support

Sweet, the only other compatibility request I have is for the 60 fps gameplay mod as at the full 60 fps mode it requires a script edit patch that's included but only works with vanilla FF7s English script by default.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Gazibaldi on 2024-12-01 21:55:32
There will be esui icon support

Is the button icon support a feature that's still to be implemented or should it be in there now? I have the following mods in 7th Heaven (ordering in priority top to bottom):

Finishing Touch
Enhanced Stock UI
Shinra Archaeology Cut

Script changes are working but controller icons aren't (just says [Cancel] in Barret's opening chat) unless I disable Archaeology. Field Avatars on dialogue also don't work, but I can live without those. I've tired switching the order so Archaeology is above the UI mods but still getting the same result.

Cheers
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Bonez on 2024-12-03 21:38:51
Is the button icon support a feature that's still to be implemented or should it be in there now? I have the following mods in 7th Heaven (ordering in priority top to bottom):

Finishing Touch
Enhanced Stock UI
Shinra Archaeology Cut

Script changes are working but controller icons aren't (just says [Cancel] in Barret's opening chat) unless I disable Archaeology. Field Avatars on dialogue also don't work, but I can live without those. I've tired switching the order so Archaeology is above the UI mods but still getting the same result.

Cheers

Still will be. My dad recently died and dealing with estate stuff and everything that comes along with that takes up a lot of my free time right now, so I haven't had a chance to mess with ff7 for awhile.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-12-04 19:44:05
Version 1.1 is out now. Here's the notable changes:


Also, sorry to hear about your father, Bonez.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Gazibaldi on 2024-12-05 15:17:52
Still will be. My dad recently died and dealing with estate stuff and everything that comes along with that takes up a lot of my free time right now, so I haven't had a chance to mess with ff7 for awhile.

Sorry to hear about your dad. All the best.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Gazibaldi on 2024-12-07 14:20:25
I'm getting a crash when initially entering the sector 7 slums straight after the save point after the mako 1 reactor bombing. When Barret kicks Johnny and the rest out of 7th Heaven. It blows up before the field map is shown. Disabling the mod fixes the issue. Latest version
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-12-08 19:07:14
I'm getting a crash when initially entering the sector 7 slums straight after the save point after the mako 1 reactor bombing. When Barret kicks Johnny and the rest out of 7th Heaven. It blows up before the field map is shown. Disabling the mod fixes the issue. Latest version

A recent update to FFNx accidentally broke mods that overwrite field files like SAC, New Threat, and Echo-S. The newest stable version fixes it, so please update to that if you haven't.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Barachiel on 2024-12-24 01:58:02
I'm having an issue, and I think its with this mod.

I can't get the Wall Market questline to proceed.  I get there, and I can't get the guy in the red vest out in front of the Honeybee Inn to tell me that Tifa's been taken to Corneo's manor.  I can't advance or trigger anything until he does.  I went inside to talk to people inside the inn, and there's one guy who *almost* does, but they only mention she's not at the Inn at the moment, but no one will finger Corneo. I ran up to the Don's place to see if I'd triggered it anyone, and the guy just turns me away without acknowledging Aeris.  WTF is going on?  What am I missing?

EDIT:  I figured it out.  I got the questions out of order and didn't talk to the guy an additional time. 
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Greenhero on 2024-12-28 04:21:32
Been attempting to use this alongside ESUI and Finishing touch. But it seems like it overrides the different submenus (equip = Equipment for example) regardless of the order I put it in. Due to several words being longer it clips a bit outside the menu border. Not sure if this is a compatibility issue or I'm just doing something wrong.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2024-12-30 21:20:12
Been attempting to use this alongside ESUI and Finishing touch. But it seems like it overrides the different submenus (equip = Equipment for example) regardless of the order I put it in. Due to several words being longer it clips a bit outside the menu border. Not sure if this is a compatibility issue or I'm just doing something wrong.

Latest update fixes this. ESUI has a setting for a wider menu window, but it's off by default. In the new update I made SACforce that option to be on while SAC is active.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Salk on 2025-01-02 04:52:41
Thanks for the new upload here!

(Love the new logo)
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Greenhero on 2025-01-08 20:40:21
Latest update fixes this. ESUI has a setting for a wider menu window, but it's off by default. In the new update I made SACforce that option to be on while SAC is active.

Awesome, thank you so much!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-01-26 18:21:10
With the release of htp314's new "Advanced Facial Animation Fix" mod for Ninostyle models, you can now use Ninostyle with SAC's Advanced facial animation feature without issue. No more blinking heads. Please enjoy a more immersive experience.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: sekuza009 on 2025-01-27 01:13:44
I appreciate you guys fixing the controller icons, and I can confirm it does seem to work: https://i.imgur.com/XUgEI5g.png

But I'm noticing when I have the mod active and ESUI at the same time the To Next Level exp bar becomes misspelled: https://i.imgur.com/pwsZS8W.png

I don't think my load order has any issues because it seems like if I move the mod above ESUI it becomes fixed, but this is what it looks like currently: https://i.imgur.com/TEvHL5i.png. Let me know if there's something I can fix on my end or if it's something that needs to be fixed on this mods or ESUI's side though. Thanks for everything you guys do!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-01-30 11:44:24
I appreciate you guys fixing the controller icons, and I can confirm it does seem to work: https://i.imgur.com/XUgEI5g.png

But I'm noticing when I have the mod active and ESUI at the same time the To Next Level exp bar becomes misspelled: https://i.imgur.com/pwsZS8W.png

I don't think my load order has any issues because it seems like if I move the mod above ESUI it becomes fixed, but this is what it looks like currently: https://i.imgur.com/TEvHL5i.png. Let me know if there's something I can fix on my end or if it's something that needs to be fixed on this mods or ESUI's side though. Thanks for everything you guys do!

You're not the first person to bring this up, but I still don't know what causes it.

Should you have SYW Unified UI and ESUI active at the same time?
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Gazibaldi on 2025-01-30 12:47:49
With the release of htp314's new "Advanced Facial Animation Fix" mod for Ninostyle models, you can now use Ninostyle with SAC's Advanced facial animation feature without issue. No more blinking heads. Please enjoy a more immersive experience.

I get the following when I try to install htp314's mod:

13:57:43|INFO|AppUI.ViewModels.MainWindowViewModel|Starting download using URL: https://docs.google.com/uc?id=1OWI3izRUHURyV1nVU04BgF-uRyTJ-hVs&export=download
13:57:45|INFO|AppUI.ViewModels.MainWindowViewModel|Error installing Advanced Facial Animation Fix - The mod is queued for install.
13:57:45|ERROR|AppUI.ViewModels.MainWindowViewModel|System.InvalidOperationException: Cannot determine compressed stream type. Supported Archive Formats: Zip, Rar, 7Zip, GZip, Tar

EDIT: Ended up just downloading it manually from the googledrive and popping it in the mod folder and restarting 7th Heaven. It seems to have an issue with he Soilder 1st Ninostyle mod though. Never mind.

Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-01-31 17:14:25
EDIT: Ended up just downloading it manually from the googledrive and popping it in the mod folder and restarting 7th Heaven. It seems to have an issue with he Soilder 1st Ninostyle mod though. Never mind.

Sooner or later all of these Ninostyle supplement mods are going to be folded into the main mod so this is less of a pain in the ass for everyone. When that happens it'll work with that Cloud model too. Till then though yeah it doesn't work with that.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: sekuza009 on 2025-02-02 03:52:34
You're not the first person to bring this up, but I still don't know what causes it.

Should you have SYW Unified UI and ESUI active at the same time?

I believe it's compatible, the only thing it changes is the background elements. I don't have the HD fonts enabled. Like I said the thing I've noticed is moving Shinra Archaeology Cut on top fixes it but breaks other icons. Seems like ESUI expects it to say Next Level and inserts the N there.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-03 14:20:13
I believe it's compatible, the only thing it changes is the background elements. I don't have the HD fonts enabled. Like I said the thing I've noticed is moving Shinra Archaeology Cut on top fixes it but breaks other icons. Seems like ESUI expects it to say Next Level and inserts the N there.

I tried replicating the issue, but when I use the UI mods you're using the text just completely reverts to "Next Level."
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-03 17:56:40
Version 1.2 is out now. It should hopefully be the final big grammar fix for the script (this time almost exclusively adding or removing hyphens and commas lmao, only two or three real typos were fixed).

To make it a little more worthwhile, I also added a new bonus feature setting that restores a certain unused scene (in archaeology mode only) that lets a certain character live who usually dies.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: sekuza009 on 2025-02-03 18:29:45
Okay yeah, the new update from either this or ESUI fixed it, now it just says Next Level. Works for me! Are you considering adding support for the 60 fps gameplay mod to this? There's some field mode glitches that happen without a specific fix enabled.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Salk on 2025-02-04 17:01:22
Wonderful job!

Is the link in the OT updated?

Thanks!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-05 23:05:56
Oops. Updated now.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Tanoshii on 2025-02-10 01:22:12
To make it a little more worthwhile, I also added a new bonus feature setting that restores a certain unused scene (in archaeology mode only) that lets a certain character live who usually dies.
If this is who I think it is, I don't think it works.  I had this enabled before seeing the scene where she dies, but she still died and is still dead after leaving that place.  Unless she comes back further down the line?
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Vehek on 2025-02-11 23:40:44
I haven't played FF7 in years, so I haven't tried this mod yet, but I think you've guessed wrong.
Spoiler: show
There's an NPC with an implied death - Bugenhagen

So maybe it's this scene that got re-inserted:
https://www.youtube.com/watch?v=DOn0pkz0UyU&pp (Bugenhagen's Alternate Final Scene - FFVII Unlocked)
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Tanoshii on 2025-02-12 00:15:14
Wow, if that's all it was why even be so secretive about it in the options lol.

Thanks though.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-13 04:10:48
If this is who I think it is, I don't think it works.  I had this enabled before seeing the scene where she dies, but she still died and is still dead after leaving that place.  Unless she comes back further down the line?
Rather than assuming the option doesn't work, you should instead contemplate if your pre-conceived notions have led you astray on what the option actually does.

Spoiler: show
Vehek is right, it restores the Bugenhagen scene. My greatest character flaw is being intentionally misleading for my own amusement.


Anyway,

Version 1.21 is out now (yes even on the google drive). Thanks to the OpenFF7R discord we got ahold of a proper script dump for Rebirth, and meticulously compared it with OG's for overlap. SAC's been updated accordingly, as well as adding some overlap with Remake we missed the first time. This should be the final major revision to the script until Remake part 3 comes around, so SAC is now for all intents and purposes "complete" (not that it wasn't already more or less in a complete since 1.0).

Updates from here will be the usual bug fixes, and pursuing a few extras I haven't yet been able to add.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Tanoshii on 2025-02-14 00:12:00
Rather than assuming the option doesn't work, you should instead contemplate if your pre-conceived notions have led you astray on what the option actually does.

Spoiler: show
Vehek is right, it restores the Bugenhagen scene. My greatest character flaw is being intentionally misleading for my own amusement.


Anyway,

Version 1.21 is out now (yes even on the google drive). Thanks to the OpenFF7R discord we got ahold of a proper script dump for Rebirth, and meticulously compared it with OG's for overlap. SAC's been updated accordingly, as well as adding some overlap with Remake we missed the first time. This should be the final major revision to the script until Remake part 3 comes around, so SAC is now for all intents and purposes "complete" (not that it wasn't already more or less in a complete since 1.0).

Updates from here will be the usual bug fixes, and pursuing a few extras I haven't yet been able to add.

I mean, I literally said if it's who I thought it was, then it wasn't working.  So because it wasn't about who I thought it was thanks to the poorly worded explanation, my notions were fine.

I will say though that the re-translation has huge misses.  The Caith Sith talking like a Canadian is dumb even if you were trying to go for some Kansai dialect.  The excessive amount of cursing is also dumb.

It's too bad really.  Besides that, it's pretty nice.  Can't recommend it as it currently is though.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Bonez on 2025-02-14 00:31:59
I think most users are going to be confused by the death scene option especially given the way it's worded with "famously". This definitely isn't going to be the last time someone says it's not working correctly. So be ready for that lol.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-14 01:51:45
I will say though that the re-translation has huge misses.  The Caith Sith talking like a Canadian is dumb even if you were trying to go for some Kansai dialect.  The excessive amount of cursing is also dumb.

It's too bad really.  Besides that, it's pretty nice.  Can't recommend it as it currently is though.

We got actual Scottish historian and FFVII aficionado M. J. Gallagher to vet all of Cait's line, so if he sounds Canadian to you I don't really know what to say. And we were well aware having "fuck" in the script (five times) was gonna be contentious, but when we asked our twitter followers if we should remove them via poll the overwhelming majority was "keep them." I'd say the level of cursing otherwise is more or less on par with Remake.

I think most users are going to be confused by the death scene option especially given the way it's worded with "famously". This definitely isn't going to be the last time someone says it's not working correctly. So be ready for that lol.

Next update I'll add "(no not her)" to the description lol.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Kirgo on 2025-02-15 15:46:54
Hi,
quick question: Are you guys still working on optimizing the mod?
I'm getting major slowdowns with the advanced facial animations enabled and in combination with the ninostyle chibi-models.
Scrolling visuals like the ones in the restored Honey-bee Inn also cause these slowdowns.
Overall love what you've done with it though, especially since we now have an actual alternative to Beacause.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-15 21:22:00
Hi,
quick question: Are you guys still working on optimizing the mod?
I'm getting major slowdowns with the advanced facial animations enabled and in combination with the ninostyle chibi-models.
Scrolling visuals like the ones in the restored Honey-bee Inn also cause these slowdowns.
Overall love what you've done with it though, especially since we now have an actual alternative to Beacause.
I've heard that the advanced facial animation fix causes slowdown for some people, especially on Steam Deck. not sure why that's the case though. The Honeybee Inn Lobby with Cosmos Limit Break is also pretty laggy. I should establish that I'm not responsible for the Advanced Facial Animation Fix for nino, that would be htp314 (who i don't know if he's an the forum or not). I just advertised it a lot because it was a longstanding issue with SAC that got fixed by it.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: CL0UDBUST3R on 2025-02-16 21:33:26
Talk to the guy on the left of the lobby until he tells you Tifa isn't there.
Leave and tell Aerith that Tifa wasn't there
Make your way to Don's mansion and talk to the guard and the cutscene with Aerith sugessting Cloud dresses up as a girl will play out.
Talk to the large bearded man at the bottom of the main wall market screen (next to the transition to outside the honeybee) and he will give you a membership card.

I did the last step after aqcuiring the dress and wig but I don't know if that matters.

for some reason, the cut-scene where Aerith suggests Cloud cross-dressing doesnt happen for me. i'm assuming maybe one of the 7th heaven mods that im using is affecting this?
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Kuraudo. on 2025-02-17 10:30:38
for some reason, the cut-scene where Aerith suggests Cloud cross-dressing doesnt happen for me. i'm assuming maybe one of the 7th heaven mods that im using is affecting this?

Could you share screenshot of your mod list?
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-17 17:58:19
for some reason, the cut-scene where Aerith suggests Cloud cross-dressing doesnt happen for me. i'm assuming maybe one of the 7th heaven mods that im using is affecting this?
If you're playing Archaeology mode, it's because you haven't met the conditions for Cloud to even know Tifa is at Corneo's mansion yet so the scene doesn't happen. Talk to to guys in the Honeybee Inn until you've exhausted their dialogue, one of them tells you.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: CL0UDBUST3R on 2025-02-18 00:49:30
If you're playing Archaeology mode, it's because you haven't met the conditions for Cloud to even know Tifa is at Corneo's mansion yet so the scene doesn't happen. Talk to to guys in the Honeybee Inn until you've exhausted their dialogue, one of them tells you.

unfortunately i did that too, i talked to each person about a dozen times. different things happened at different points, like the people in line at honeybee thineed out so i could talk to the guy at the desk. but still i could not trigger the 'make cloud cute' quest. i had to find a save game online and play from that point.

my new bug, is that the pillar has just fallen and crushed sector 7. i need to go back to sector 5 to see aeris mother who has marlene. but on the map south of the playground, the beam that used to be lowered to the ground is back in the air again and i cannot get down to the ground level to go to sector 5.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-18 22:51:58
unfortunately i did that too, i talked to each person about a dozen times. different things happened at different points, like the people in line at honeybee thineed out so i could talk to the guy at the desk. but still i could not trigger the 'make cloud cute' quest. i had to find a save game online and play from that point.
You didn't see all the dialogue then. You needed to talk to the guy on the left side of the lobby, picking the first of the two choices he offers, then talk to him again a couple times.

I've noticed the people who get stuck here are the people already familiar with the game because they're quicker to assume something is broken lol. Admittedly it is unintuitive but short of locking Cloud in the room until you see the right dialogue I'm not sure what else to do. I already broke the fourth wall to tell the player to talk to people multiple times.

unfortunately i did that too, i talked to each person about a dozen times. different things happened at different points, like the people in line at honeybee thineed out so i could talk to the guy at the desk. but still i could not trigger the 'make cloud cute' quest. i had to find a save game online and play from that point.

my new bug, is that the pillar has just fallen and crushed sector 7. i need to go back to sector 5 to see aeris mother who has marlene. but on the map south of the playground, the beam that used to be lowered to the ground is back in the air again and i cannot get down to the ground level to go to sector 5.
If that's the case, then you only started using SAC part way through. You wouldn't have been able to progress to Wall Market without doing that puzzle first otherwise. Turn off SAC, go to the other side, save, then turn SAC back on and lower the beam from the correct side.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: CL0UDBUST3R on 2025-02-20 02:11:59
If that's the case, then you only started using SAC part way through. You wouldn't have been able to progress to Wall Market without doing that puzzle first otherwise. Turn off SAC, go to the other side, save, then turn SAC back on and lower the beam from the correct side.

no, i started a new game after installing 7th heaven and SAC and my other mods. my save point is in wall market, so i turned off SAC, loaded the game, went down to the next screen and got this:(https://i.ibb.co/zTrzHBQ4/4554.png)
Title: Re: FFVII: Shinra Archaeology Cut
Post by: CL0UDBUST3R on 2025-02-20 02:21:16
ok i tried it again, and this time it worked. i might just uninstall SAC because it seems to have caused many problems since i started playing.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Bonez on 2025-02-20 04:57:50
no, i started a new game after installing 7th heaven and SAC and my other mods. my save point is in wall market, so i turned off SAC, loaded the game, went down to the next screen and got this:(https://i.ibb.co/zTrzHBQ4/4554.png)

To be fair, that could have been anything. Not necessarily SAC.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-20 09:55:16
They said they turned off SAC, then went down and got the crash, so it seems something is a lot more wrong on their end than just SAC.

What other mods are you using?
Title: sac
Post by: wxcwxc on 2025-02-20 23:31:59
Hi guys, I'm using the Ninostyle Chibi mod, along with SAC and the Advanced Facial Animation Fix. I'm not sure if there is a dedicated page for the Fix mod, so I'm just going to list the places where I noticed issues. I only started using SAC and the Fix starting from
Spoiler: show
Costa Del Sol
.

Spoiler: show
When reaching the Costa Del Sol area, and Aerith goes on the bed and says leave me alone, her left eye is flickering

Spoiler: show
The old man that talks to Dyne and Barret, his head is missing but eyes are there

Spoiler: show
In Cosmo Canyon, the weapons shop lady has a flickering eye


If there is an update for the Fix or anything else I need to install, please let me know. Other wise I just wanted to post the issues I found, in case any one needs it for fixing or something. I installed most of the main mods mentioned in the must install section by Kuraudo. Don't have the Universal blink fix installed because it says that the mod cannot work with SAC.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: CL0UDBUST3R on 2025-02-21 10:28:06
They said they turned off SAC, then went down and got the crash, so it seems something is a lot more wrong on their end than just SAC.

What other mods are you using?

only time i have ever seen that little pop-up is when i was disabling/enabling SAC.
Title: Re: sac
Post by: Thestrifeisrife on 2025-02-21 12:07:13
Hi guys, I'm using the Ninostyle Chibi mod, along with SAC and the Advanced Facial Animation Fix. I'm not sure if there is a dedicated page for the Fix mod, so I'm just going to list the places where I noticed issues. I only started using SAC and the Fix starting from
Spoiler: show
Costa Del Sol
.

Spoiler: show
When reaching the Costa Del Sol area, and Aerith goes on the bed and says leave me alone, her left eye is flickering

Spoiler: show
The old man that talks to Dyne and Barret, his head is missing but eyes are there

Spoiler: show
In Cosmo Canyon, the weapons shop lady has a flickering eye


If there is an update for the Fix or anything else I need to install, please let me know. Other wise I just wanted to post the issues I found, in case any one needs it for fixing or something. I installed most of the main mods mentioned in the must install section by Kuraudo. Don't have the Universal blink fix installed because it says that the mod cannot work with SAC.

I reported it and htp314 fixed it in an update. Thanks for letting me know.

only time i have ever seen that little pop-up is when i was disabling/enabling SAC.
Other people playing SAC haven't reported such issues and I have not experienced them myself, so I am not sure what to tell you. It seems to me that something else is wrong.

If you go into where you have FF7 installed, you can find the FFNx log file. That will contain the crash report. If you could attach that, it could give us a clue.
Title: Re: sac
Post by: CL0UDBUST3R on 2025-02-21 16:08:43
I reported it and htp314 fixed it in an update. Thanks for letting me know.
Other people playing SAC haven't reported such issues and I have not experienced them myself, so I am not sure what to tell you. It seems to me that something else is wrong.

If you go into where you have FF7 installed, you can find the FFNx log file. That will contain the crash report. If you could attach that, it could give us a clue.

i looked in my installation folder(s) and could not find the FFNx log file. there is an APP.LOG text file but it is blank

now my game is crashing at the part where you go to Aeris' mothers house to get Marlene. it crashes when it tries to show the flashback scenes. i have tried it with and without SAC enabled and same crash happens. so i guess my game is fudged. thankfully i downloaded a .RAR with a hundred different save states as they progress through the game, and i'll just load up a save state that happens after Aeris house.
Title: Re: sac
Post by: Thestrifeisrife on 2025-02-21 16:22:50
i looked in my installation folder(s) and could not find the FFNx log file. there is an APP.LOG text file but it is blank

now my game is crashing at the part where you go to Aeris' mothers house to get Marlene. it crashes when it tries to show the flashback scenes. i have tried it with and without SAC enabled and same crash happens. so i guess my game is fudged. thankfully i downloaded a .RAR with a hundred different save states as they progress through the game, and i'll just load up a save state that happens after Aeris house.
You might want to get on the Qhimm or Tsunamods Discord servers and seek help there. Response time is better and those guys know what they're talking about more than I do.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: wxcwxc on 2025-02-27 05:29:05
I finished the game for the first time. I did find a few more spots where there were issues with the animation fix.

Animation Fix Mod -
Spoiler: show

  • In Wutai, during the first cutscene with Don Corneo, the ninjas that hold Yuffie and Elena, have no heads and eyes.
  • The News reporter Cait Sith disguises as, has no head and eyes.
  • During the cutscene where Bugenhagen is laying on the bed as he gives the Limited Moon to Red XIII, his head is missing and only flashes every few seconds.


I also found few text bugs, not sure if it was part of SAC, but I'm listing it.
Text -
Spoiler: show

  • In the submarine, Barret says something, and then says Deja Vu, but instead of the 'a' in Deja, the gun icon for vincent's weapon appears.
  • Mystile bangle, when picked up, the text shows "Mysté  r"


Also wanted to say thanks for the mod, and thanks to htp314 for the anim fix.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-02-28 05:11:35
I finished the game for the first time. I did find a few more spots where there were issues with the animation fix.

Animation Fix Mod -
Spoiler: show

  • In Wutai, during the first cutscene with Don Corneo, the ninjas that hold Yuffie and Elena, have no heads and eyes.
  • The News reporter Cait Sith disguises as, has no head and eyes.
  • During the cutscene where Bugenhagen is laying on the bed as he gives the Limited Moon to Red XIII, his head is missing and only flashes every few seconds.


I also found few text bugs, not sure if it was part of SAC, but I'm listing it.
Text -
Spoiler: show

  • In the submarine, Barret says something, and then says Deja Vu, but instead of the 'a' in Deja, the gun icon for vincent's weapon appears.
  • Mystile bangle, when picked up, the text shows "Mysté  r"


Also wanted to say thanks for the mod, and thanks to htp314 for the anim fix.

Thanks for the reports. I let htp314 know about the issues with animation fix.

The other two issues you mentioned are caused by ESUI. Since it replaces accented characters to do the stock icons, the couple places we used them in the script are messed up. Is what it is.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Giever on 2025-03-03 21:43:08
This is great, though there's something I'm wondering about. I tried turning it off and on to make sure it was the SAC that's doing this - it seems various equipment lists different effects from the original. Four Slots gives Magic + 30, Protect Vest gives Vitality + 50 (instead of 10), Talisman gives Spirit + 50 (instead of 10)... but none of these changes are actually reflected in the stats screen. Four Slots gives no Magic, Protect Vest and Talisman give only 10 of their respective stats. I also tested it in battle with Four Slots and did effectively the same damage despite supposedly an effective doubling of my base Magic stat. Could someone explain these to me?

Also it's been a bit odd sometimes picking up "Magnify" Materia only for it to still be listed as "All" in the actual menu. Same with "Assess" turning back into "Sense".

EDIT: Apologies, using *just* SAC seems to not show all of this - I'm curious what is causing different stats to show up, bizarrely, in conjunction with SAC. Like I said, with only SAC off it was showing the original stat bonuses. I guess it's ESUI somehow, though I don't really get  it!
Title: Re: FFVII: Shinra Archaeology Cut
Post by: damiano on 2025-03-06 09:51:58
This mod is amazing, thank you so much!  ;D

I am new to the forum, so if I am posting in the wrong place, please tell me... So, I just played through a scene in Sector 7 slums where you try to leave (right after the promise scene), and Johnny and two other people stop you. Johnny asks (about Tifa):
"Just what are you to her, anyway?"
"Fess up!"

And you get to choose between:
- "We're just childhood friends."
- "Mind your own business."

Using Black Chocobo I saw that the second choice added 5 affection points to Tifa.

So my question is: Are there more scenes that change affection points in this mod? How do I find them?  :)
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-03-08 05:46:54
This mod is amazing, thank you so much!  ;D

I am new to the forum, so if I am posting in the wrong place, please tell me... So, I just played through a scene in Sector 7 slums where you try to leave (right after the promise scene), and Johnny and two other people stop you. Johnny asks (about Tifa):
"Just what are you to her, anyway?"
"Fess up!"

And you get to choose between:
- "We're just childhood friends."
- "Mind your own business."

Using Black Chocobo I saw that the second choice added 5 affection points to Tifa.

So my question is: Are there more scenes that change affection points in this mod? How do I find them?  :)

I never made a list for that sort of thing. Let's do that now.

BIG LIST OF LOVE POINT AFFECTING CHOICES NEW TO SAC

On the train:

Jessie
“Hey, thanks for saving me back there at the reactor.”

Cloud
“Oh…”
- Don't mention it. (-3 Tifa) [The player hasn't even met her yet lmao]
- Not lookin' for thanks. (Nothing)

Sector 7:

Outside bar:

Cloud
“Huh?”
- How could you say that!? (+5 Tifa) [Same as normal game but this is on a different map]
- …Sorry. (Nothing)

Johnny
“My sweet little Tifa… Just what are you to her, anyway? Fess up!”
- We're just childhood friends. (Nothing)
- Mind your own business. (+5 Tifa)

Inside Seventh Heaven:

Tifa
“But you’ll help us fight them, won’t you Cloud?”
- A promise is a promise. (Nothing)
- Barret isn't worth it. (-2 Barret) [Interaction can be repeated three times for a total loss of six. Doesn't matter though in SAC because Barret starts with zero points and you can only see this scene if he's still at zero [[i.e. didn't give Marlene the flower]]]

Outside Honeybee Inn:

(These are pretty brutal if you do them all. Good way to not date Aerith if you want someone else lol. There's also a scene inside the Inn that changes if she's lower than 45.)

Aerith
“Cloud… You CAN'T be serious.”
- I can check this place on my own. (-5 Aerith)
- Tifa's in here. I'm sure of it. (Nothing)

Aerith
“That was fast! How'd it go? Get lucky?”
- You could say that. (-5 Aerith)
- Tifa wasn't inside. (Nothing)

Aerith
“Wow, you smell great, Cloud! How'd it go?”
- It was fun. (Proceed to next choice)
- Don't worry about it. (-5 Aerith)

Aerith
“More fun than being with me?”
- A little. (-5 Aerith)
- Sorry… (Nothing)

Aerith
“Oh!… Finished already?”
- Yep. (Nothing)
- Not yet… (-5 Aerith)

Honeybee Inn Guest Lounge:

(This has to do with getting the "Dubious Panties" key item. To get this you need to use the member's card to get upstairs, and then not get any key items up there, which you can do by picking the top left door and not talking to the Honeygirl after Cloud gets out of the bed. After that, go to the guest lounge and talk to the guy on the couch on the right side of the room)

Guy lounging on couch
“Don't let it get to you. Here, I got somethin' that'll cheer you up.”
- Not interested. (Nothing)
- Let's see what you've got. (+5 Tifa)

Shinra Building Elevator:

Tifa
“Aerith… She sure has been through a lot.”
- Yeah. (+5 Aerith)
- So have you. (+5 Tifa)

Big bridge leading to North Corel:

- Not a choice, but if you have Yuffie with you the scene that plays out with her gains her +1 point.

Cloud
“Don't worry.”
- I'd catch you. (+1 Tifa)
- It'd take more than a fall to kill you. (-1 Tifa)

Cloud
“Don't worry.”
- I'd catch you. (+1 Aerith)
- It's nothing compared to being around me. (-1 Aerith)

Path to Gongaga:

(To see this, you need to have Barret in your party on your first visit, see the scene where Cloud looks up at the reactor, and hear a story from at least one villager.)

{BARRET}
“…Hey, {CLOUD}. You're gonna keep fightin' with us, ain't ya? We need you, man.”
- Count on it. (+3 Barret)
- Not interested. (-8 Barret) [Biggest single point drop in the game, and deserved]

(also, not a point gain or loss, but the scenes with Aerith and Tifa after meeting Zack's parents have additional dialogue that is locked behind an impossibly high point total [110] in the vanilla game [barring the Shinra Building exploit for Tifa's]. In SAC the total was lowered to 70, which is easily possible.)





That's all I remember right now but there could be more.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-03-15 21:04:05
Version 1.3 is out now.

Changes:

New high quality sound effects were added, courtesy of Bonez. They're closer to the quality of the PSX version, and are processed through FFNx's external sound layer, which has the added benefit of fixing some issues the base SFX have with volume and looping.

New Bonus toggle to restore the Elden Forest (Ancient Forest) to its beta location accessed through Bone Village starting after the Junon Escape rather than on the world map near Cosmo Canyon. See this quality Youtube video for more of an explanation there: https://youtu.be/EX3Tl7NY8kg?si=vFtD-RWO8mwuLo7o (feature not 100% finished but good enough for now).

New to Archaeology Mode, I've restored the originally intended mechanic of the Fort Condor sub quest where failing the minigame a certain number of times will cause the Fort to be taken over by Shinra, and all of the villagers dying (a fail state normally only seen by failing the minigame during the Magnus Materia event). You get seven losses before it's game over. If you have a file where you already started the quest, though, you'll be in instant death mode because the memory address for how many chances you have is only set when you first start the quest and otherwise defaults to zero, so losing the minigame at all is an instant fail state. People save scum this anyway so i don't think it matters that much. This will also bar you from getting the Magnus Materia at that point in the plot, as the game will treat it as though that has already happened.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Salk on 2025-03-17 05:06:03
Very nice update. I appreciate the restored mechanic for the Fort Condor sub quest. It becomes more poignant and interesting like that.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-03-27 15:23:38
Version 1.31 out now.

Changes:
- Fixed bug where two different items received from a black cloaked man in Nibelheim shared a bit assignment. (Archaeology Mode only)
- Fixed bug where magic stat changes from equipment wouldn't display properly in menu (Thank you Postscriptthree).
- Fixed one (1) typo.
- Added new bonus options to restore content from the FFVII Sampler Disc demo (textures, music, and one field map).
- Added new option for opening FMV to use text from FFVII Sampler Disc demo.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: damiano on 2025-04-03 06:11:20
I am playing through and noticed something I believe might be an error:
In the menu it says Ancient Forest instead of Elden Forest in the cave at the end of it.

Another thing that might be dialectal:
If you go to Icicle Village when playing as Tifa, there is a man who says:
“It's gotta be that dome of light up north what caused the temperature to drop like this…”
is it supposed to be "what" or "that" here?
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-04-13 15:12:25
I am playing through and noticed something I believe might be an error:
In the menu it says Ancient Forest instead of Elden Forest in the cave at the end of it.
Oops. Will fix.

I am playing through and noticed something I believe might be an error:
In the menu it says Ancient Forest instead of Elden Forest in the cave at the end of it.

Another thing that might be dialectal:
If you go to Icicle Village when playing as Tifa, there is a man who says:
“It's gotta be that dome of light up north what caused the temperature to drop like this…”
is it supposed to be "what" or "that" here?
That's a sort of rural dialect thing. Might not be too well known outside of certain parts of America.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: OLKv3 on 2025-04-18 07:14:24
Enabled XXXXXXX lives!
Was confused when the scene happened
Came here and read through to realize I fell for some funny trolling. Kudos lol


Edit: Got a infuriating crash just now after giving the traveler wife's the letter and returning to Gongaga. The moment I entered Gongaga, I got a crash. Hadn't saved in awhile so I'm a bit upset, but yeah. The mods I have are PostScripts, Gameplay tweaks(only Tifa YEAH! Always turned on), the Cosmo mods, and the High Detailed World Map mod
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-04-19 01:08:48
Enabled XXXXXXX lives!
Was confused when the scene happened
Came here and read through to realize I fell for some funny trolling. Kudos lol


Edit: Got a infuriating crash just now after giving the traveler wife's the letter and returning to Gongaga. The moment I entered Gongaga, I got a crash. Hadn't saved in awhile so I'm a bit upset, but yeah. The mods I have are PostScripts, Gameplay tweaks(only Tifa YEAH! Always turned on), the Cosmo mods, and the High Detailed World Map mod

Sorry about the crash. I tried to replicate but it didn't happen when I did it. May have been a freak occurrence. Anyway, you don't need to go back to Gongaga after delivering the letter, he won't be there anymore.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: OLKv3 on 2025-04-20 20:14:23
Sorry about the crash. I tried to replicate but it didn't happen when I did it. May have been a freak occurrence. Anyway, you don't need to go back to Gongaga after delivering the letter, he won't be there anymore.

Yeah, I couldn't replicate either. So it probably was one of those random occurences.
But I did just run into a new bug.
After finishing Rocket Town's Huge Materia mission, when on the Highwind during the break in the next cutscene, if you try to leave the screen instead of talking to Red XIII, when he talks to trigger the next scene, Cloud tries to run into position and gets stuck on Cait Sith or the Highwind Pilot (depending on where you tried to exit) and it leads to a soft lock. It's a glitch most people won't run into since they'll talk to Red instead of leaving, but I wanted to see if you'd be allowed to leave lol.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-04-21 03:53:38
Yeah, I couldn't replicate either. So it probably was one of those random occurences.
But I did just run into a new bug.
After finishing Rocket Town's Huge Materia mission, when on the Highwind during the break in the next cutscene, if you try to leave the screen instead of talking to Red XIII, when he talks to trigger the next scene, Cloud tries to run into position and gets stuck on Cait Sith or the Highwind Pilot (depending on where you tried to exit) and it leads to a soft lock. It's a glitch most people won't run into since they'll talk to Red instead of leaving, but I wanted to see if you'd be allowed to leave lol.
I always exit the map from the bottom so I never encountered this lmao. I've released a new version that fixes the issue.

You're not supposed to be able to progress the scene by talking to red though. Did you?
Title: Re: FFVII: Shinra Archaeology Cut
Post by: OLKv3 on 2025-04-22 19:03:43
I always exit the map from the bottom so I never encountered this lmao. I've released a new version that fixes the issue.

You're not supposed to be able to progress the scene by talking to red though. Did you?

No I didn't, I just assumed it because he's the next to trigger the plot.  I walked to the bottom of the screen and he triggered, so it's working as intended
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-05-03 03:27:37
There's hasn't been any one big update in a while, but I've released a bunch of micro updates over the past month that I've neglected to mention.

Added some content from the FFVII Sampler demo from March 1996, spruced up some textboxes a little (mostly adding spaces after ellipses or adding new commas), and I fixed a bug with the base PC port of FFVII in the big scene in the Northern Cavity where you're supposed to see Sephiroth flicker on screen briefly but his model isn't placed in a spot where you can see him.
Title: Re: FFVII: Shinra Archaeology Cut
Post by: Thestrifeisrife on 2025-05-19 15:25:35
Updated to version 1.315

Changes: