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Messages - Template

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1
My question is, if this is the case, could the correct text margins and textures of the minigames, with all the letters visible from the minigame textures of the Spanish Retranslation V2.iro file from the Retraduccion XT project, be integrated into the .iro file of SYW Minigames Textures.iro from 7th Heaven?

This would correct what the older SYW .iro files couldn't fix on their own without having to use Spanish Retranslation V2.iro.
This could be a significant solution for all 7th Heaven users, since the Spanish Retranslation V2 mod also retranslates the entire story and menus, which some users might not want translated. Spanish Retranslation V2.iro, when it translates and fixes the minigames, also translates the entire story and menus of the game, without offering the option to translate only the minigames and not the whole game.
I would like to be able to transfer just the texture corrections for the minigames from Spanish Retranslation V2 to the .iro file. I need the corrected minigame textures from the SYW Minigames Textures .iro file, which is what I'd like to request. This seems to be located within the Retraduccion XT, Remaster HD, and HEXT folders inside the Spanish Retranslation V2.iro file.

What I'm trying to ask is if it's possible to transfer only the minigame textures and margin corrections from the Spanish Retranslation V2.iro mod (part of Retraduccion XT) to the SYW Minigames Textures .iro file. This would correct what the SYW Minigames Textures .iro file couldn't do correctly, and would solve the texture and text margin issues in other languages ​​in 7th Heaven.

Is it possible to make this correction and integrate it into the SYW Minigames Textures .iro file, knowing that the Spanish Retranslation V2.iro file already has the solution integrated?

Sure, absolutely. Might be worth getting on the Tsunamods and Qhimm discord servers and maybe ask around and point to this excellent post as a resource.

For starters, 7th heaven has IRO TOOLS built in that will allow you to unpack and look through all the files that make up individual mods that are compressed into iros. I'd target the specific changes you want to isolate  by going through those directories and files and playing around with moving things to a new mod you build for yourself. As to whether the original developer will take this on in the immediate future, I think it's probably not likely.

2
Releases / Re: [FF7PC] Modern Menu Icons for ESUI
« on: 2026-02-04 23:57:53 »
I swapped to a photorealistic version of the Barret weapon icon.


I've been playing around with some new stylized materia sets and slot frames. Released new materia and frame options as separate config items in 1.01.

3
Designing the mod to run over SYW Unified was a smart decision. It's easy to manage the load order, doesn't disrupt the overall design, and still fixes the most problematic aspects of the original texture.

Thanks so much for the kind words, I really appreciate it.

4
Releases / Re: Final Fantasy 7 - What if...?
« on: 2026-01-21 01:56:18 »

Thank you very much for your comment.

Absolutely. I am really enjoying this mod, I think it is TOP NOTCH, amigo!

I might recommend for future update to add the following lines to your mod.xml and to change the category to Miscellaneous to force What If? to the tippy top of the mod order: 
  <OrderConstraints>
    <Before>50000000-5555-ff75-5775-734000000005</Before>
  </OrderConstraints>

The string there is the mod ID for SYW Unified FMV.

5
Recast Magic Textures
Limit Break/Enemy Skill/Magic casting animation textures


This mini texture mod release is intended to go on top of a full set of spell textures like the SYW Unified mod to restore a few of the most noticeable changes from the stock art. Please let me know if there are any textures that you would like to see updated.

Limit Break:

Stock vs. Recast texture

Magic:

Stock vs Recast texture

Enemy Skill:

Stock (Broken) texture vs Recast alternative texture

Download the mod from GDrive here: https://drive.google.com/file/d/1tIbXaaeh-iyyiTCcxqYje3fjN5NSHkiA/view?usp=drive_link or look for it on the 7th Heaven Mod Catalog.

Cheers,
Temp

6
Releases / Re: Final Fantasy 7 - What if...?
« on: 2026-01-19 01:56:55 »
I've found a potential frequent issue in that the default position for the FMV mods tends to be at the top of the list for some reason, or at least SYW Unified FMV does this because it's listed as miscellaneous mod type. But What If? needs to be ABOVE the FMV mods so that you see the videos that are specific to this mod. Users either need to move the FMV mod below What If? manually, or What If? can have lines of code added to mod.xml to force its position carefully in the mod loading order.

7
Releases / Re: Final Fantasy 7 - What if...?
« on: 2026-01-14 20:41:28 »
Hello!

I'm so excited to playthrough using your mod :) Thanks so much for making it.
I was doing some preliminary testing and found that it doesn't seem compatible with at least some features of Enhanced Stock UI mod (the item icons go to blank). I wondered if it's known what all mod incompatibilities will exist?

Thanks again!

8
Troubleshooting / Re: [FF7] Final Battle bug
« on: 2026-01-06 02:18:55 »
I watched the video... I wasn't 100% sure what the bug I was looking for was. Did it crash?

9
Releases / Re: [FF7PC]Modern ESUI Icons
« on: 2025-12-25 06:20:32 »
Bumped to announce version 0.998 is up on my Gdrive at the link in the OP.

10
Releases / [FF7PC] Modern Menu Icons for ESUI
« on: 2025-12-22 21:14:29 »
















MODERN ESUI ICONS 1.03

This is an add-on pack designed to replace parts of the Enhanced Stock UI mod by Chrysalis et al.
-Weapons, armor, extended items, and status icons.
-2 materia sets w textured slot frames: re-shaded ESUI 'Standard' and new 'Shiny' set.
-Alternate bright Xbox D-pad icons for onscreen directions.
-Upscaled and re-shaded original avatar set.
-Updated Sleep and Silence battle animations.
-Sword cursor option alignment.

Download from my GDrive: https://drive.google.com/file/d/1ZfKA1au47h503xF7VeYDOj4ErTWAOYgN/view?usp=drive_link

**Requires ESUI**
Installation: (Option 1) Paste the Modern ESUI Icons folder into your 7th heaven library directory and use the 7th Heaven option to automatically import mods.
(Option 2) Use the 7th Heaven Import Mod > from folder option and point to the Modern ESUI Icons folder.
(Option 3) After beta period the mod should be added to the Qhimm catalog in 7th Heaven with the 1.0 release.

Credit and thanks to ESUI authors and contributors: Chrysalis, Bonez, EQ2Alyza, DLPB, Kranmer, Covarr, Vertex2995, Trueodin, Fewtch, Ahvia

11
Bumped to v1.3.

12
Thank you Template! Great option to have on 7H catalog.
Quick one: How do you compare this soundtrack to Deet's XG Music mod (Yamaha S-YXG50 SoftSynthesizer)? What are the main differences?
Hey thanks Kuraudo,

Generally, the MU80 mod should be "cleaner". As I understand it, the MU80 hardware synth uses 16-bit uncompressed samples and the S-YXG50 uses 8-bit compressed. It's amazing how well the software synth emulates the MU hardware synthesizers from this era, which all use the same/similar, much higher-quality, wave ROMs. People have tried to rework the S-YXG50 dlls to fit the uncompressed samples in, but I am not sure if anyone has been successful. Yamaha really went out of their way to keep the S-YXG50 in its product category.

I'd point to the differences when A/Bing ob.ogg--the S-YXG50 is essentially emulating the MU80, so, the differences are subtle, but you have this drop in tone quality, some instruments more than others. E.g., on ob.ogg there is this piercing whistle sound about 14 seconds in on the S-YXG50 version and you don't get that kind of hiss from the MU80 soundtrack, the instruments are just processed differently. The most noticeable way this comes through is the deep bass end--MU80 has more digital information in the sub bass region. A few instruments are noticeably different but most are very. very similar and most tracks would be hard to tell the difference without headphones and/or a good ear.

I've normalized the tracks slightly in the current release of MU80, but it needs another try with a softer hammer to really restore the peaks in loudness, so I'm working through all the tracks with Audacity again and making some smarter compromises.

I'm also still working on the opening and this is one area where the 2 mods differ pretty noticeably--the transition from opening_va to ob.ogg. The MU80 current release sacrifices the audio sync when the FF7 title pops up in the opening movie in order to get a very solid sync when Avalanche start exiting the train. I am trying to work out how to adjust the tempo in order to sync both sections of the opening perfectly.

P.S. One more very early example--the deep "bloop" sound effects and the reverb quality on makoro.ogg are much more pronounced and complex sounding from the MU80. Much harder to hear these effects with the S-YXG50 cut--they just don't come off nearly as ominous sounding.

13
I didn't bump the version number because it doesn't really matter, but I ninja updated the file package with newly normalized audio files, figured out how to get the new opening movie sequence process built and synced up right, and I got this sucker published on the 7H Qhimm catalog! I hope even just 1 person gets some enjoyment out of this old soundtrack version--I think the sound is pretty studio fat, lots of warmth and low-end weight, some cool sound effects in some of the tracks that I wouldn't have expected from a purely midi based setup. It's sophisticated, but as quirky and familiar as ever. 

14
Releases / Re: [FF7PC-98/Steam] Deet's XG Pack
« on: 2025-11-11 22:15:21 »
Been puzzled by a graphics slowdown issue on worldmap i've been getting recently--and I think I tracked it down to using HQ ogg music iros in 7th heaven. When I test Deet's XG Pack installed as an iro in 7H I get massive slowdown around Gongaga/Corel Desert area (just as an example). It occurs without any world map mods on even. If I unpack the Deets XG IRO and run the mod through 7th heaven in folder structure instead, slowdown is gone. Can anyone confirm? I never noticed it until I started playing FF7 in 60fps+

Edit: Looks like I'm getting drops down to 30fps with the iro file active--but with the Deet's XG mod auto imported from folder I get 90fps with 2x speed on, which I guess is about the most my system can do on the worldmap.

15
the 16/9 bug was for the full installer only not for the iro, i haven't updated minigames iro for ages, does it bug with 4/3 too ?


It does, I turned off all other mods to just test the minigame iro by itself and it stays as in the screenshot. Also, 4:3 and 16:9 driver setting, the scaling is exactly the same for the fort condor map with black bars on all sides on my 16:9 monitor.


The full Unified installer is perfect on this map, so I pulled the relevant condor files from there and repackaged the iro: https://drive.google.com/file/d/1S1VPLfLRIgPQuyP0BNkbqCSNP4F8WBeD/view?usp=sharing

16
Releases / 7H Package for Yamaha MU80 XG Soundtrack Mod
« on: 2025-10-31 19:52:35 »
Hey all, hope everyone is well.
I was playing around with soundtracks and stumbled across the Yamaha MU80 hardware render of the XG midi files and I really like them.
Since there wasn't an .iro package I could find for it, I decided to build one, you can download it from my google drive:
https://drive.google.com/file/d/1W4LAlsLpTAEPIjgWefkkemwyFv-oa23t/view?usp=sharing
--OR INSTALL VIA 7TH HEAVEN MOD MANAGER--


The original mod page is at Nexus Mods: https://www.nexusmods.com/finalfantasy7/mods/60?tab=description

Edit: After much testing, I decided it's better to install this mod with 7th Heaven without using the iro file compression, which is easy to do, you just set up everything you need to make the iro work and then you just don't compress the folder into an iro and put it in the 7th Heaven library directory raw.

Edit to bump version: Added a line to the mod xml for syncing the audio with ffnx, not sure if it's needed. I guess it's v1.101 now.

17
If you have some 16/9 bugs dans downloaded the pack before 2025-10-22, please download it again, a corrupted file was uploaded at first, sorry

Ohhh, this is maybe why I'm seeing slight artifact in Fort Condor minigame battlefield... but I did reinstall the minigame iro in 7H this evening and still seeing this for the moment:


Will play around with it some more.

Thanks so much for all you do!

18
So that's definitely abnormal. Is there some issue with the file or the server?? I simply can't downoad it. I get speeds like 55 MB/s yet nothing happens. It just keeps hanging/freezing without actually dowloading. Is this a 7th heaven mod manager issue or a mod issue?

Same. Sometimes I see an update for this mod and try to download it. Had good download speed this time tonight, but it failed and then the update disappeared from the catalog.

19
Yah, not using your launcher, using 7th Heaven. To be frank, the advice is to replace those textures in the magic textures you're using because the ones in your pack don't look right. Thanks again.

20
@Satsuki

Thank you again for all the amazing work. I've done some little bit of researches but not been terribly confident in my ability to correctly go about implementing the upscaled original limit break texture without breaking the Unified magic textures in general. I thought maybe at some point you'd consider again the option for it in a future version. I took a short video to showcase both the casting animation texture and the limit break done by Grimmy ages ago. They both look more true to the original and somehow smoother in the way the texture connects to itself when wrapped around in actual gameplay (to me anyway). But these are, so far as I have seen, the only magic textures I would want to swap in.

https://www.youtube.com/embed/qzcA5-oHO-k?si=u7ddbWN9Obkj8Iud



I do also sometimes wonder why, in some places, figures are drawn sporadically shuddering rather than persisting in position as the camera moves, especially in the gold saucer speed coaster minigame. I think this happens at the very start of the game as the train pulls in as well, the Shinra guards sort of shake until the sequence settles to a fixed angle, as if to simulate a handheld camera? Is that a bug or intentional? In the speed minigame it definitely looks like a bug. 

21
Hello. Sorry to ask, I'm new. Is this the same as the Tsunamods Unified Textures? Should I download this and not the Tsunamods? Thanks

Not the same. Yes download this instead it is unbelievably good.

22
Stunning. Being able to zoom in and out is fantastic!
Thanks to everyone

23
Hi Template, you need to first update both 7th Heaven and FFNx in General Settings. Then click on Reset Defaults in General Settings. That should be doing. Oh and of course select Widescreen 16:9 from Game Driver Settings.

Heya, thanks for reply.

Not sure what I did wrong... I don't see an option to update FFNx from General Settings in 7H.

I went to https://github.com/julianxhokaxhiu/FFNx/releases and got 1.17 for both steam and 1998 releases and tried to move the files from the steam release FFNx to my game directory. Now when I go to 7H I get an unhandled exception about a given key not being present when I go to the Game Driver menu.

Edit: Sorry all, think I just needed to download new 7th Heaven as it's been a long time and doesn't seem to be able to update to newest version. Think I'm good to go

24
Hi! This looks amazing!!

I am getting an error when launching that is no doubt related to the widescreen, mesh and reset defaults buttons you are pointing out, but I cannot figure out what I need to do. I don't have a Widescreen or Mesh folders to point to. Do I need to just manually create these empty folders in the game directory and point 7H to them?

Thanks in advance!

25
Supposedly, scaled UI mod is working now

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