Author Topic: Weapon Models  (Read 2469 times)

MatrixOne

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Weapon Models
« on: 2019-06-20 16:46:32 »
Hi , i currently have the problem that i want to replace some weapon textures with older i used in bootleg. So when i encode the respective lgps and start the game with original exe it worked fine but without all other mods from 7th heaven exe.
When i start the game with that 7th exe my weapons look again like original from game, even without having the weapon mod installed form 7th heaven. Are their other mods that relate to battle lgp and make my changes unhappen?

demanson

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Re: Weapon Models
« Reply #1 on: 2019-06-20 21:07:22 »
Hi , i currently have the problem that i want to replace some weapon textures with older i used in bootleg. So when i encode the respective lgps and start the game with original exe it worked fine but without all other mods from 7th heaven exe.
When i start the game with that 7th exe my weapons look again like original from game, even without having the weapon mod installed form 7th heaven. Are their other mods that relate to battle lgp and make my changes unhappen?

7th heaven bypasses old lgp's when you use a mod like weapons, etc, did you open the game from within 7th heaven or did you open the game with the .exe file directly?  Did you make the lgp change before you used the 7th heaven game converter?  What's your load order look like?

MatrixOne

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Re: Weapon Models
« Reply #2 on: 2019-06-21 19:16:24 »
7th heaven bypasses old lgp's when you use a mod like weapons, etc, did you open the game from within 7th heaven or did you open the game with the .exe file directly?  Did you make the lgp change before you used the 7th heaven game converter?  What's your load order look like?
Hi, first i started it via 7th exe, there i saw that the programm bypasses my modded lgps. So i tried the games original exe, there my modded weapons worked, but not the chars(as i didnt mod them seperate from 7th) so i tried to boot  via 7th exe but leaving the weapon mods from the catalogue either on status deactive or active but with no change, both times the game still bypassed my files. Load order was as described in tutorial and suggested already in other topics in this forum.
In the end i figured it out in some way:
 I had to decompile the IRO for the battle chars in a seperate folder, then decompile the battle lgp, move along all the folderfiles i wanted but leaving the character specific skeleton files apart(for cloud "rtaa" and "sick" for example. Then recompile battlelgp. Afterwards in 7th exe i left the mods active but with no change and then i got it to work like intended.
 The battle chars were the source of my problem not the weapons itself.
...took me about 3hrs of decompiling and recompiling in a trial and error manner to figure it out since im new to modding and unfortunately i cant get kimera to work on my PC...
Now i have to find out how to get the IRO of other stuff like field characters and maps aso to get them pasted direct in the coresponding folders so i could either bypass the 7th setup or do the combination like i did with the weapons. For battlechars for example i have the problem if i extract the IRO i only get folders for Aerith, Red13, Barret and Cloud but Tifa and the rest are missing..., strange.

demanson

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Re: Weapon Models
« Reply #3 on: 2019-06-22 18:23:27 »
Use this to unpack the .iro files.  There's a bug in 7th heaven related to file size it's being worked on.

http://forums.qhimm.com/index.php?topic=18653.0

demanson

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Re: Weapon Models
« Reply #4 on: 2019-06-22 18:24:53 »
The issue is described here: https://github.com/TurBoss/7h/issues/27

It's a memory issue.

MatrixOne

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Re: Weapon Models
« Reply #5 on: 2019-06-29 09:14:13 »
thank you