[FF7PC] ChaOS -Character Overhaul Seven

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When you run 7thwrap with base models unchecked are the guards the original vanilla?

If that's the case is it possible to reorganize it so the base models are solidly just the original npcs and stuff, like what you'd get from a bootleg install, and put everything that's new into the unshaded option?
Yes and yes but I'm not ready to start organizing .iro sets yet lol. Haven't learned.

Edit: Actually, No, I musta run ff7 without the wrapper that time... I'm making a lot of incorrect posts today so I'm gonna take a break from trying to use my brain for the rest of the evening.
 
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lol true there is a learning curve. There's time anyway since we have all the weapons to convert for the field, I'm psyched to see that.
 
Nail bat is ready for testing. This only took five minutes so I'll do one more and they're ready to test. Also, does that not look painful as hell to carry on your back?

Ok and now the Apocalypse is ready for testing.
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When I first wrote "Nail bat on field model" I thought, that's gonna look silly. It actually doesn't look that silly... This is gonna be a really cool add-on feature.
 
Yeah it looks pretty bad ass. Kaldarasha mentioned it looked a little off though. I think it may be the position and angle. That and no one really wears baseball bats on their backs lol. I'll try readjusting it. Otherwise he mentioned maybe having an option of carrying it on his hip like a regular sword. I'll play around with it and find something that makes it really fit.
 
Are you going to also change the weapon for Cloud's other models?
He also carries the sword on models BRIB, BHFF and on the world map.
 
Iros is still working out how to refresh the screen so it changes when you exit the menu after changing weapons but I think that's the idea though. I was planning to convert a version for each weapon for his field and world models at least.
 
Are you going to also change the weapon for Cloud's other models?
He also carries the sword on models BRIB, BHFF and on the world map.
That's the plan.
The High minigame with the Hardedge...
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A preview of the field weapons, with original and twisted positions for those that aren't double sided. This is a draft, they still need to be adjusted to get them placed just right. Some of these may also be placed on Clouds left hip like a regular sword depending on how they fit on his back. I'll leave that to Kaldarasha. The only one not done yet is the Ultimate Weapon.

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   Preview pictures didn't turn out as expected, well you get the idea at least.
 
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First release of the Dynamic Weapon (sub)Project.
1Dynamik-Weapons-Project.7z

This first release is not compatible with other Cloud versions.
This is more a proof of concept and it use only the textured weapons cmh175 has send me.
If some one wants to work on it, you are welcome. I haven't packed it, so it's easy to modify (haha, totally forget to use Iros newer release, which has an unpack feature.).
 
As soon as I saw the save point from FFX I turned off the base field models with the config option, I left the game (minigame) models and world models from the base set checked :P
I coulda sworn this happened. I had a ffx save point after I installed the wrapped mod the first time... I've redone this just now and good old TA save point is back, so it doesn't look like the base set even includes a save point model. It should only be PRP + Squallff8 + Unshaded NPCs. Nearly 16,000 files... and so much smaller in .iro form. very cool.
 
I checked the npcs in the 1.61 file against the unshaded char file in the unwrapped file and they're all included. So yeah, you'll only need the base models if you don't use bootleg, otherwise you can uncheck base model in the wrapper and you wont miss anything.
 
Kaldarasha: Template reported a possible problem with 7thWrapper to me, but I have tested, and I think maybe it's not a wrapper problem.

If you install the 3rd unshaded models archive (3Unshaded Models.iro) and start a new game, Aali's driver complains about a zero count in a P file. It happens if I unpack the archive and drop the files into Aali's direct folder (and run the game without 7thWrapper) so I guess this is an issue with one of the P files in the mod.

I think it must be one of the models on the 1st map, not sure which one though...
 
I totally forgot about Barret. He mentioned this to me many days ago and I forgot. I think it's a harmless error anyway. Basically I think the FF7 game engine is offended by Barret's tattoo.  :wink:
 
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I totally forgot about Barret. He mentioned this to me many days ago and I forgot. I think it's a harmless error anyway. Basically I think the FF7 game engine is offended by Barret's tattoo.  :wink:
For the most part this can be a harmless error. If you play with debug on it can come up quite a bit for different reasons. It can occasionally crash the game, although that could also be due to the GL error, and it was just the last thing recorded.
 
The problem is, that I used parts from the HQ models. In kimera I can't prohibit a bone part to use a texture. I think the game
search for a texture, but can't find it, because I haven't set one to the bone. It's harmless, but think it affects a bit the loading of battle scenes. If Borde is updating Kimera once more, I will work on the main Characters once more, too and kill these texture channels or what ever it is with p-Creator.

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Hello everybody ! I've been following this topic for quite a moment. You guys work is amazing.
I finally decided to ask you a question.
Do you have a stable version of your mod ? I mean could you do an easy step by step tutorial on how to install it ? I'm not very good at modding and stuff.
I really like all your character re-designed and how your background is smother without aliasing.
Could you help me out ?
Thanks a lot in advance for everything you guys can do.
Q.
 
I think we've gone far enough off topic for me to repost this without getting perma banned:  :evil:

It's done!

UM-ModelOverhaul.7z

You need the mod manager from iros.
Make a back up of your flevel.lgp (best is, you dump the text with Tough script before) and replace it with my flevel.lgp (and encode the dumped text to it).
Don't use the flevel. It needs some adjustments.

Edit: Mods Installed with 7thWrapper (click photos for larger res, if avail):
8089d2f6-53eb-4e33-a41a-d45a3e0912f3_zpsbefb3979.jpg

UMCcfg_zps5287a354.png

NewUMC2_zps31a60124.png

In this scene, Vincent's cape is blowing around like crazy and it looks absolutely stunning.
Ok so a series of pictures (only 1 of which is really helpful) is not exactly a step-by-step tutorial. Do you have any idea how fun making animations is? It's like doing surgery on yourself in the mirror. Well, making tutorials is slightly worse. But don't worry! Iros mod-manager is really really easy to set up. Just follow my screenshot. Put the stuff where I did basically. Anyway, we have good media on this thread but so much of what you see in the last screenshot comes from Omzy's field pack(backgrounds), which is in turn part of another giant package of customizable mods called Bootleg40. If I come back and you are still having trouble, I'll do some more screenshots tomorrow, I have spammed the forum enough for tonight.
 
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I'll add to this since I had some trouble getting this to work.

I got errors if I launch the wrapper normally so you'll need to set it to run as administrator. Set up 7thwrapper as you see in Templates pictures. That parts pretty easy. Add FF7music.exe to Also Launch, it's in the ff7 music folder. Then just select what options you want. For this mod you'll need the first three options, the base models are optional and not necessary if you use bootleg. You can also add other mods by just adding an extra file in the wrapped folder, and putting in files with matching game file names. So like if you want to use different field animation files you'd put them in wrapper\extra folder\char.lgp. You'll do the same with Bloodshots new Motorball model, it's already set up this way so just drag in the file inside of the 7thwrapper folder. When you open 7thwrapper your extra folder will be listed, just check it too. 

The harder part can be making the game actually open when you hit launch. The game needs to mounted to the D\. So first go into the ff7 game file (games\final fantasy\ff7). Inside you'll see an ff7_cd.exe. Click that and you'll see a command prompt come up. This will allow you to tell bootloader where to mount the game. Type in D and hit enter. Now open bootloader and hit the mount button. If it says it went to the D\ then you're all set. If not you need to open windows Disk Manager. Hit start menu and type Disk Manager, you want the option that says create and edit hard drive partitions. When it opens see if anything else is listed as D. It may currently be your dvd drive. Right click it and select "change drive letter and paths". Hit "change" on the following window. In the drop down menu on the right it'll show the current drive letter. Change it to what ever you like. It'll show a warning when you hit ok. This is only important if you're changing a drive with drive path dependent programs installed. Hit ok and close it out. Now do the same for the games drive and change it to D. The game could work now, but restart your computer first. Now reopen bootloader. Set the drive so it says D. If it's not available hit mount, and check again. Sometimes it'll only show D as an option after it's mounted. Reset it to D and hit mount again. Now reopen 7thwrapper and hit launch. It should work now, if not you may have something else set up incorrectly. You'll need to post your settings in bootloader, and the error 7thwrapper gives you. Always check the drive the game's mounted to first though, if that's incorrect nothing else will help.

Also, you can change the games settings in bootloader. The only option I've found that doesn't seem to work with 7thwrapper is turning on "direct" mode. Also if you plug in a thumb drive or external hard drive that uses the D you'll need to change that too. 

Anyway, we have good media on this thread but so much of what you see in the last screenshot comes from Omzy's field pack(backgrounds), which is in turn part of another giant package of customizable mods called Bootleg40.
This is the Facepalmer background option in Bootleg. I've tried all of them and this is the one I'd recommend. If you haven't used Bootleg yet I'd start there, it automatically installs several mods for you and allows you to select other game changing options. https://www.ff7catalog.com/threads/8848/ The Improved and Unshaded mod with 7thwrapper works outside of bootleg, so the models you select for the main characters in bootleg are irrelevant as they wont be used when you start the game.
 
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