Author Topic: FFVII: Shinra Archaeology Cut  (Read 22953 times)

Greenhero

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Re: FFVII: Shinra Archaeology Cut
« Reply #50 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!

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #51 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.

sekuza009

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Re: FFVII: Shinra Archaeology Cut
« Reply #52 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!

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #53 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?

Gazibaldi

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Re: FFVII: Shinra Archaeology Cut
« Reply #54 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.

« Last Edit: 2025-01-31 08:01:29 by Gazibaldi »

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #55 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.

sekuza009

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Re: FFVII: Shinra Archaeology Cut
« Reply #56 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.

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #57 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."

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #58 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.

sekuza009

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Re: FFVII: Shinra Archaeology Cut
« Reply #59 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.
« Last Edit: 2025-02-03 19:10:15 by sekuza009 »

Salk

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Re: FFVII: Shinra Archaeology Cut
« Reply #60 on: 2025-02-04 17:01:22 »
Wonderful job!

Is the link in the OT updated?

Thanks!

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #61 on: 2025-02-05 23:05:56 »
Oops. Updated now.

Tanoshii

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Re: FFVII: Shinra Archaeology Cut
« Reply #62 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?
« Last Edit: 2025-02-11 01:27:51 by Tanoshii »

Vehek

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Re: FFVII: Shinra Archaeology Cut
« Reply #63 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)

Tanoshii

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Re: FFVII: Shinra Archaeology Cut
« Reply #64 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.

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #65 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.
« Last Edit: 2025-02-13 08:12:37 by Thestrifeisrife »

Tanoshii

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Re: FFVII: Shinra Archaeology Cut
« Reply #66 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.

Bonez

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Re: FFVII: Shinra Archaeology Cut
« Reply #67 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.

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #68 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.

Kirgo

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Re: FFVII: Shinra Archaeology Cut
« Reply #69 on: Yesterday at 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.

Thestrifeisrife

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Re: FFVII: Shinra Archaeology Cut
« Reply #70 on: Yesterday at 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.