[FF7PC] Red Werewolf

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Libre makes changes to the exe. Basically you need to track down the offset values were different code is present. So you will write in the text file for the Hext_Launcher the offset(s) and the hex code which it should replace there.
If we can get the offset values to you would you have any free time to write the text file?
 
So leet made an awesome point. Why don't I just use my animations for red werewolf and keep the original limits.
The scripts that RedXIII uses for all 7 of his Limits is only 4 animations.
Lvl 1 -
-sled fange - run on all 4's (got it)
- lunatic high - howl w/ sound (got it and might be able to look at this for understanding how to make him howl on all howl animations)

Lvl 2 -
-blood fang - run on all 4's (got it)
- stardust ray - howl (got it)

Lvl 3 -
-howling moon - jump howl (minor tweak)
- earth rave - 5 attacks (could just use the regular attack)

Lvl 4 -
-Cosmo memory - howl (got it)
 
I'm pretty sure the Galian Beast's skeleton structure isn't going to like using Red XIII's limit breaks.
 
I'm pretty sure the Galian Beast's skeleton structure isn't going to like using Red XIII's limit breaks.
Exactly. Ok, so I can alter the ff7.exe to do the limits, and we have a nice long list of compatible ones, but I'll need help exporting them. I either need documentation on how to do this (even just something put together really quick) or I can pm the new .exe to someone who knows how to do it and volunteers.
 
I got the limits done with Libre but I cant save the changes. I made a copy of ff7.exe to my desktop and opened that with the tool. I replaced the limits breaks not compatible with the new skeletons, and then hit patch ff7.exe in the file options. It doesn't do anything. How do I save my settings?

~Ok so apprently it wont save to a back up of the .exe, but it will save to the one in my game install. So it maybe done, I'll test the changed limits. Question though, what does this effect when I hit save? I have a back up of my ff7.exe, but does it alter anything else for the pc game? Can I just replace my .exe with the backup, or am I going to need to reinstall my game after this?
 
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I tested the limit breaks and found a few issues. First the model's size is way off. He is shoulder height with Cloud, and almost half of Vincents height. I did resize bones, but not nearly enough for that and the pieces were within the same size as the originals. I even enlarged the model 15% already. Does the model need to be enlarged again or can something else effect the models size in game? Secondly the animations need more work. I didn't check all of them but in the idle it looks like he's floating, his feet keep rising of the ground, and in the running he's about a foot of the ground. So those all need a quick look through for adjustments. The worst of it though is my altered ff7.exe crashed the game. I finally built up his limit break to test the replaced sled fang (I swapped it for Berserker Dance) and the game froze when I used it. Now if it matters, when I altered the limits I changed the animation id, and the camera options too. I figured they should match the limit being used right? I didn't test the other limit I swapped for Live Wire yet, but Berserker Dance should have worked since it belongs with the Galian Beast.
 
This is just driving me nuts. I tried what I could figure out. It didn't work on my end either. I know that there are people in this forum that knows how to help us get this figured out. I think I'm going to take a break and do some other modeling and come back to this when someone can give us a direct method to fix this final issue. Tweaks I can handle no problem but this is seriously the final hurdle and we just can't figure it out. If anyone can please just throw together a tut well do all the work. Just need guidance.
 
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Thats why i said " use only projectile limits break "

Like beast flare, liveware, nightmare etc,

You must know when red13 use sled fang, his animation is unique, just like the fire effect around him when he run very fast, it mean if you use the runing animation of galian beast the fire effect WONT follow the galian beast but the red 13' original speed animation, to summarize , its uncompatible.

Why use berserk dance in the first place as a limits break? berserk dance is his " attack" animation, if you want to give him this as a limits break its no sense, its will just be the same as his physical attack, so just try with  beast flare for begin with. I used this for my mod and its works perfectly, i would say thats the easiest part of a mod, changing the limits break, because everything is automatic with the libre.exe

Just copy every values, ( exept the camera ) into sled fang and patch it. I never tested it for PC but this program works fine on PSX. The crash occurs when you use the limits break or at the begining of the battle?
 
Crash happens when using limit breaks. Here's the big question Jeet. After getting the limits setup, how do we share this mod. We have all 26 character files rw** and we have the avatar. Once the limits are correctly configured how do we share that aspect with the community in the easiest way possible. Keep in mind I don't want to interfere with other mod installations.
 
We'll need to figure out the hex file for the ff7.exe. Then it wont conflict with other mods. Otherwise sharing will be easy. For the simplest installation I'll put together an iro for 7thHeaven, so using the mod wont be difficult at all. Otherwise those who prefer direct installation with lgps will know how to install the model. 

Thought Berserker Dance would work fine since it used the Galian Beast skeleton, I didn't realize it was the same as his attack animation. I'll set it to something else than. So that should be fine and I can fix this within five minutes. I need an idea of how we put together the hex file though.

Also can the rwab file effect the models size by any chance? I have no idea why he's shorter than Cloud, the model shouldn't be much shorter than the original.

~Just did a size comparison in kimera, the Werewolf is quite bigger than the original Galian Beast.
 
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Unfortunally i cant help you about this, like i said before modding limits break for PSX seems to be easier ( look like its the only aspect more simple than for PC)

For example on playstation you only need to edit one file ,and insert it, just like you did with sjab etc. I dunno what they modify on the ff7.exe

About the size > gallian beast is a small character ( i talk about the original) i think he is even smaller than vincent human form. So thats maybe why your model is so small? Why do you need to have him having the same size than cloud for limits break since he dont use his animation? Or maybbe its because his idle animation? ( i noticed too that he was like " floating" , probably the werewolf feets are smaller than gallian beast original feets?)
 
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Something happened with the animation. I tried replacing it with the original one though and he still does that, just leaned over now. I have no idea why...

Really? Well damn that's probably why I guess. I guess I'll try another 50% increase than. A Werewolf shorter than Cloud isn't very imposing.
 
I'm fairly certain the only way the **ab file would affect height is in the case of bombs where they are told to grow.
 
The model has been enlarged to near prehistorical proportions so it'll now be about Vincents height or so, and I fixed the animations so the wolf doesn't seem to float and his feet no longer stick through the ground. The limits will be completed this evening so an official release will be ready very soon. Kuroda what's the status on the field model files? Did you say they're done or are you putting them together now? When they're ready can you send them over please? That's the last real piece needed for an official release, which we'd like to do this evening if possible.
 
I'm fairly certain the only way the **ab file would affect height is in the case of bombs where they are told to grow.
It's actually their AI that tells them to grow.
 
Update to show new model size. He towers over Cloud now, he's about the same height as Vincent but is as thick and muscular looking as Barret. It's pretty badass.

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Limits are all working and patched. All I have to do is extract the code into a hex. All is almost done but the good ol field models.
 
It's looking unlikely we'll be able to make a hex file for an altered ff7.exe so manual installation will probably be required. I'm planning to go back to the idea of using Wallmarket and creating a kernel patch with the new limits. For compatibility it would be ideal to make an option for each gameplay and story mod, but there's quite a few and honestly I'm burnt out from this project. By any chance is there a tool that can automatically patch kernel.bin files? Otherwise installation will require Wallmarket to apply the patch. It's an easy enough process and directions will be provided, that's probably the best that can be done.
 
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