[FF7 PC] Mod Manager - 7th Heaven (v2.2.3.522 Release) Outdated

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Hello new to this thing about modding, using 7th heaven, but some mods like new threat and lvl1 party mods won't finish downloading is this normal or is there something I'm unaware of? the no mouth mod did download and install though.
 
Hi,

I'm not sure if I should make the question here, but I have some doubts with the new localization features that 2.2 BETA has.

a.) This features include translations (somehow, like hext format) of the english ff7.exe that comes with 7H? I ask this because when using localized ff7.exe (spanish for example), it is overwritten by the one that comes with 7H, and I have in-game menus in english again. Using FF7 1998 with update 1.02.

a1.) How can I know which menu_?? is using the game? I have menu_us.lgp and menu_sp.lgp, but I assume that is using the english one.

b.) Will there be any improvement to make localizations an easy task in mods like Gameplay 3.0 (which I like a lot) to permit KERNEL.bin, flevel.lgp and another places to get external strings? Again, if a mod is updated or has a bunch of this files, make the translation of them would be a headache for the translators.

For now these are my questions, I know that this is very relative to have as features because 7H is focused for English versions, but well, you are doing an amazing work.

Thanks in advance.
 
a.) This features include translations (somehow, like hext format) of the english ff7.exe that comes with 7H? I ask this because when using localized ff7.exe (spanish for example), it is overwritten by the one that comes with 7H, and I have in-game menus in english again. Using FF7 1998 with update 1.02.

a1.) How can I know which menu_?? is using the game? I have menu_us.lgp and menu_sp.lgp, but I assume that is using the english one.

b.) Will there be any improvement to make localizations an easy task in mods like Gameplay 3.0 (which I like a lot) to permit KERNEL.bin, flevel.lgp and another places to get external strings? Again, if a mod is updated or has a bunch of this files, make the translation of them would be a headache for the translators.
The EXE remains in English and should always be ff7.exe (this exe is customized as well--for Large Address Aware support and Windows DEP support which can improve stability and mod support--do not replace it). You can use your own custom alternate-language EXE if you wish, just name it something like mycustom.exe and select it in your 7H>General Settings. But also know that mods may not work at all or won't work correctly because offsets are different between the EXEs. Most mods, and everything in the catalog, target the English EXE. FFNx and 7H both support hext, so if you want to drop a translation hext under your ff7\hext\ folder for FFNx or drop one in a \hext\ folder inside of an IRO for 7H, you're welcome to. If using an English EXE, of course the files it looks for will also be the English versions (like flevel.lgp). Different hexts for other languages may or may not be something that could be added in a future update.

Hello new to this thing about modding, using 7th heaven, but some mods like new threat and lvl1 party mods won't finish downloading is this normal or is there something I'm unaware of? the no mouth mod did download and install though.
If anything fails to download, you can see why in the log. Easiest way to bring that up is to click the status/info bar at the bottom of the main 7H window. My guess is a 404 error (file not found) or a quota exceeded error. The mod authors are in control of their own catalogs and must maintain them Reach out to the author of the mod that is not downloading to see if they can fix it or offer an alternate download link. http://7thheaven.rocks/help/troubleshooting.html#dltrouble
 
The EXE remains in English and should always be ff7.exe (this exe is customized as well--for Large Address Aware support and Windows DEP support which can improve stability and mod support--do not replace it). You can use your own custom alternate-language EXE if you wish, just name it something like mycustom.exe and select it in your 7H>General Settings. But also know that mods may not work at all or won't work correctly because offsets are different between the EXEs. Most mods, and everything in the catalog, target the English EXE. FFNx and 7H both support hext, so if you want to drop a translation hext under your ff7\hext\ folder for FFNx or drop one in a \hext\ folder inside of an IRO for 7H, you're welcome to. If using an English EXE, of course the files it looks for will also be the English versions (like flevel.lgp). Different hexts for other languages may or may not be something that could be added in a future update.
You've said what I was thinking. So, the people only has the option to play with its localized version using a generic/global hext file with the translation for its language. I understand it, because some changes that are being doing in some mods to the EXE file touch the offsets (which will not work in localized EXEs). But then, ¿why there is the option of "\hext\ff7\en" or "\hext\ff7\es" or "\hext\ff7\it"...? I said this because if I do (in fact I'm doing) the hext file with the translated lines of the English EXE, I must put the hext text file inside the "\en" folder (not the "\es" folder as supposed), if not, it does not works.

I'm doing the spanish translation in hext format for the English EXE that comes with 7th and I'm using the menu_us.lgp (which it seems to have the font and characters for spanish). I'm not sure what will happen with the remaining special chars of the fonts in other languages. There is not either an option to choose the fonts, must be used mandatory the english ones.

This would be the main menu (I have by far more lines, of course, but I have not finished it yet). I have to do this at hand checking the EXE in hexa because the hext tools are not available... :( I'm not sure if there is a method more easy to use...


############################################################
################      MAIN MENU SECTION      ################
############################################################
# 0x5192C0

# /BJETO
91A8C0 = 2F 42 4A 45 54 4F FF

# -AGIA
91A8D4 = 2D 41 47 49 41 FF

# -ATERIA
91A8E8 = 2D 41 54 45 52 49 41 FF

# %QUIPO
91A8FC = 25 51 55 49 50 4F FF

# %STADO
91A910 = 25 53 54 41 44 4F FF

# /RDEN
91A924 = 2F 52 44 45 4E FF

# ,IMITE
91A938 = 2C 72 4D 49 54 45 FF

# #ONFIG (Not needed in SPA)
# 91A94E = 23 4F 4E 46 49 47 FF

# 'UARDAR
91A974 = 27 55 41 52 44 41 52 FF

# 3ALIR
91A988 = 33 41 4C 49 52 FF
 
But then, ¿why there is the option of "\hext\ff7\en" or "\hext\ff7\es" or "\hext\ff7\it"...? I said this because if I do (in fact I'm doing) the hext file with the translated lines of the English EXE, I must put the hext text file inside the "\en" folder (not the "\es" folder as supposed), if not, it does not works.

I'm doing the spanish translation in hext format for the English EXE that comes with 7th and I'm using the menu_us.lgp (which it seems to have the font and characters for spanish). I'm not sure what will happen with the remaining special chars of the fonts in other languages. There is not either an option to choose the fonts, must be used mandatory the english ones.
As far as 7H is concerned, there is not an option for \hext\ff7\es (or any other language) by default. There is only \en\ because 7H uses the English EXE. The other subfolders for other languages are part of FFNx, but they are not included w/ 7H because they are intended for vanilla versions of other language game installs. That is because you can use FFNx as your game driver even without 7H, with other language EXEs and even for Steam. But if you do that, you miss out on the 7H features. But again, as far as 7H is concerned, running the game w/ 7H is only going to run the English exe (unless you specify a different one as explained in my last post) so only the \en folder is relevant. FFNx will detect what exe you're running on game launch, so if you're using an ES exe, it will load the hext under the \es\ folder.
 
This would be the main menu (I have by far more lines, of course, but I have not finished it yet). I have to do this at hand checking the EXE in hexa because the hext tools are not available... :( I'm not sure if there is a method more easy to use...


############################################################
################      MAIN MENU SECTION      ################
############################################################
# 0x5192C0

# /BJETO
91A8C0 = 2F 42 4A 45 54 4F FF

# -AGIA
91A8D4 = 2D 41 47 49 41 FF

# -ATERIA
91A8E8 = 2D 41 54 45 52 49 41 FF

# %QUIPO
91A8FC = 25 51 55 49 50 4F FF

# %STADO
91A910 = 25 53 54 41 44 4F FF

# /RDEN
91A924 = 2F 52 44 45 4E FF

# ,IMITE
91A938 = 2C 72 4D 49 54 45 FF

# #ONFIG (Not needed in SPA)
# 91A94E = 23 4F 4E 46 49 47 FF

# 'UARDAR
91A974 = 27 55 41 52 44 41 52 FF

# 3ALIR
91A988 = 33 41 4C 49 52 FF
You could translate the 7th heaven ff7.exe to spanish with TouphScript, then use HexCompare to check the changes between your ff7.exe and the original ff7.exe, finally you could make a little program script to read the file from hexCompare and modify the Hext address of every line to adapt it to 7th heaven .Thats the way of how i did it and didnt take too much time.
Oh ,now i see why did you say that the tools are not available ,sorry O_o
 
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You could translate the 7th heaven ff7.exe to spanish with TouphScript, then use HexCompare to check the changes between your ff7.exe and the original ff7.exe, finally you could make a little program script to read the file from hexCompare and modify the Hext address of every line to adapt it to 7th heaven .Thats the way of how i did it and didnt take too much time.
Oh ,now i see why did you say that the tools are not available ,sorry O_o
Well, this was another option I had. I downloaded the touphScript source code (the original compiled did not work well for me) and compiled it with MSVC 2015 (which at the beginning it was not possible because of the old functions/procedures used). But after some updating I have the x64 touphScript version for Win10, it reconizes also the WoW6432 registry entry of FFVII and I could dump the English ff7.exe which comes with 7H.

But I like more the idea of using hext format (although it is a bit more harder to transcribe) because I don't like much to change original files if possible. Apart of this, if 7H replaces de exe every time you run it, I should make changes in the 7H method of work, and I think it is not a good idea.

But this is only my first part of the issues. The second part (change KERNEL, flevel, etc...) for each mod seems to be far more complicated than it seems. 7H permits somehow "override" (I have not clear the use of the override folder) ONLY the files that will be translated?

Apart, I've been looking the WallMarket tool (for KERNEL/KERNEL2/etc...) and makou reactor/lgptools (for flevel.lgp and others), but I'm not sure if I can export the texts and import them again in another KERNEL.bin/*.lgp file... but this is out of this topic I think.
 
DLPB's hext tools are available on his web site's download page at http://ff7.live .

Edit: Also, you don't need to change the flevel, kernels, etc. Those are already translated if you install a different language of the game. 7H 2.2 BETA supports the other languages and renames the files for you for use w/ 7H's English exe. The only thing you should need to worry about is hext for the exe. The font map textures are editable as well.
 
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Thanks for the link to the tools. The older link does not seem to work. Let's see if they will be of help. :)

About KERNEL, flevel.lgp, etc..., I was not referring to the original/updated localized versions of the game. I was referring to the ones included in the mods. Like Gameplay 3.0, it uses its own KERNEL/flevel/etc... files. I assume that for some modding there are changes in this files, aren't they? But they have the texts in English... so, this should be translated.

If not, then there is no need to worry about KERNEL/*.lgp files... and I will dedicate the time to translate the .EXE in hext. If the other things are not translatable in easy manner... well... I have not the time for doing all the translation... xD
 
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That would be a huge undertaking and I'm not sure there's much demand for it. You'd need to work with EQ2Alyza on updating/integrating all of that into the Qhimm 3.0 Catalog mods.
 
Very new here, so I am sorry if this is the wrong way to ask.

But is it possible to add an option that merges the SYW V4 and DrLilo FMVs?
So that only the Chibi FMVs are replaced with DrLilo's work and all the others are replaced with the SYW V4 versions?

I am definitely willing to donate if that will make this a reality. :)

I truly adore this mod manager, thank you everyone for your hard work.
 
Very new here, so I am sorry if this is the wrong way to ask.

But is it possible to add an option that merges the SYW V4 and DrLilo FMVs?
So that only the Chibi FMVs are replaced with DrLilo's work and all the others are replaced with the SYW V4 versions?
That's more of a mod thing, vs. mod manager thing. This is easily accomplished by:
1. Open 7th Heaven, go to Settings>General Settings. Make sure the option "Context Menu in Explorer" is turned ON. Click Save.
2. Right-click on your My Mods tab to bring up the folder that contains your mods.
3. Right-click on the IRO file that contains Satsuki's movies and choose "Unpack IRO". Do the same for the DrLilo IRO. You will now have 2 folders that contain movie files.
4. Create a new folder that will store your custom movie mod. Copy the movie file you want from each respective pack into your new custom movie mod folder. If it's a movie without chibi replacements, copy it from the folder that contains Satsuki's movies. If it's one with a replacement chibi movie you want, copy it from the DrLilo folder to your custom movie mod.
5. When you have all the movies you want in your custom movie mod folder, right-click on the folder and choose "Pack into IRO". Now you can delete your 3 temporary folders (your custom one, Satsuki's, and DrLilo's) leaving only your custom movies.iro file.
6. Refresh your library in 7H and you should be able to activate your mod. It's not required, but if you're feeling adventurous you can include a mod.xml and preview image for your new mod (just put the mod.xml and the preview image in the root of your mod folder before you pack it into an IRO). You can use the Tools>Catalog/Mod Creation Tool to help you generate a basic mod.xml file. Or, just take a peek at the mod.xml files that come with other mods or look at the Help>Creating Mods section to better understand how mod.xml works if you want to customize further.
 
Incredible!

Thank you ever so much.

I love this community!

Thank you again.

Will make my custom movie pack now :)
 
I've been having some issues with getting 2.0 to run and one of the key problems that I've been encountering is that I get an unhandled exception whenever I try to run the program. Here's the text that appears in the popup:

Could not find a part of the path 'D:\Games\steamapps\common\FINAL FANTASY VII\mods\7th Heaven'.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, Object dirSecurityObj, Boolean checkHost)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.Settings.LogAndCreateFolderIfNotExists(String pathToFolder)
   at Iros._7th.Workshop.Settings.SetPathsFromInstallationPath(String pathToFf7Install)
   at SeventhHeaven.ViewModels.GeneralSettingsViewModel.AutoDetectSystemPaths(Settings settings)
   at SeventhHeavenUI.ViewModels.MainWindowViewModel.InitViewModel()
   at SeventhHeavenUI.MainWindow.Window_Loaded(Object sender, RoutedEventArgs e)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.BroadcastEventHelper.BroadcastEvent(DependencyObject root, RoutedEvent routedEvent)
   at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(Object root)
   at MS.Internal.LoadedOrUnloadedOperation.DoWork()
   at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
   at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
   at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.RenderMessageHandler(Object resizedCompositionTarget)
   at System.Windows.Media.MediaContext.Resize(ICompositionTarget resizedCompositionTarget)
   at System.Windows.Interop.HwndTarget.OnResize()
   at System.Windows.Interop.HwndTarget.HandleMessage(WindowMessage msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Interop.HwndSource.HwndTargetFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
 
"Could not find a part of the path 'D:\Games\steamapps\common\FINAL FANTASY VII\mods\7th Heaven'."

You've mangled your game installation paths or registry. Clean them up, or install 2.2 which detects this situation and prompts you to fix your paths.
 
Hi,

FYI:

I am testing the hext I'm doing for Spanish translation using FF7.exe that comes with 7H. I'm testing the minigames also, which some graphics needs to be modded. Testing the minigames, I've found that condor minigame has a little issue.

In Spanish original version, condor.lgp has a file called shelp_1.tim. The Game Converter (I assume) that comes with 7H changes well all the filenames except this, because in english is ehelp1.tim. So, somehow, the filename resultant in condor.lgp after the conversion is called (ehelp_1.tim), but the English FF7.exe has not this reference. So, the minigame of condor, does not work well, and begins with black screen.

I've put ehelp1.tim in \direct\minigames\condor (the original was shelp_1.tim) and then seems to work well the minigame.

... but when pressing help button in the minigame, there is no image (black screen). Pressing again help buttong, returns to the minigame and works well. I think this is a known bug of original FF7.

I hope this helps to you.

Thanks a lot.
 
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First of all I wish to say: Hello and thank you for the amazing effort and the awesome community that you have created!

Now, in regards to the mod; I have downloaded the 2.0 version as I thought it would be nice to use the 60 fps animations. I found a bug however and I am not sure if it has been mentioned by other people already. Whenever I try to install certain mod packs that are less than 100 mb, I get the usual downloading bar but when it gets filled nothing happens and I don't get an asterisk next to the mod pack, indicating that it has been successfully installed! I tried double clikcing, using the button but nothing! Is there a solution for this? As it stands, I can't downoload Qhimm's community gameplay (New Threat), minigames and several other mods!

SOLVED: Just had to manually download the .ro files!
 
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Hey guys, I have question to ask: Is it possible to install 7th heaven, mod as u please, start a save game, open that save game with steam, apply the booster staff to a character, save it and then load it again with 7th heaven and continue playing with the new boosts/cheats? Basically the question is if I can modify a 7th heaven save with the boosters from steam and re-use it with 7th heaven (disclaimer: not using any difficulty mods like NT). I would appreciate it if anyone could help me with this!
 
Hey guys, I have question to ask: Is it possible to install 7th heaven, mod as u please, start a save game, open that save game with steam, apply the booster staff to a character, save it and then load it again with 7th heaven and continue playing with the new boosts/cheats? Basically the question is if I can modify a 7th heaven save with the boosters from steam and re-use it with 7th heaven (disclaimer: not using any difficulty mods like NT). I would appreciate it if anyone could help me with this!
That's a little OT, but wouldn't it be far simplier to just modify the save with the Black Chocobo save editor and skip using it with steam altogether?
 
That's a little OT, but wouldn't it be far simplier to just modify the save with the Black Chocobo save editor and skip using it with steam altogether?
Are you kidding that's fucking brilliant! It's even better and it looks that it is compatible with the saves from 7th Heaven 2.0. Thanks mate, 1 million thank yous !!!
 
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