[PC] Mod manager - 7thHeaven (v1.54)

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:evil: LOLLllllz I read that part about the folders being NAMED xxx.lgp like 5 times to memorize it. Seemed like the kind of thing I'd get stuck on.
 
Yeah, something as simple as .lpg vs .lgp is the perfect example of how I usually screw things up. I do it all the time lol
 
Yeah, I made it.   8)
The first mode which use your Mode Manager: here
It's exactly what I ever wanted, an easy way to install all the models. Plus, I can now (finally) swap the battle models.
Thanks man it's really a great tool! I hope more people will make use of it.
 
This no longer belongs in General Discussion at all and should be truncated where Iros stepped in and developed 7thWrapper. This deserves a proper [WIP] or [REL] heading. Someone will have to make a tutorial because this is big. How about someone other than Alyza help out with that? I'm working on a [TUT] for uLGP which will apparently be soon outdated.
 
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How does the mod manager address compatibility issues between mods?
For instance, if two mods happen to contain files with the same name or replace the same model or texture, how does the manager determine priority during the install and uninstall?
 
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Do I have to pack those 4 into one .iro, or does it matter?

Once I've done this, will the mod stay without running the wrapper? Or is 7thwrapper launch the way to go now?

This is like copy protection for mods lol. How do I unpack an iro?
 
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Do I have to pack those 4 into one .iro, or does it matter?
Doesn't matter. Probably best to leave them as separate files so it is easier to update one of them or untick one of them if you need to.

Once I've done this, will the mod stay without running the wrapper? Or is 7thwrapper launch the way to go now?
You need to run the wrapper. Because the original game files are not changed, if you run the game without the wrapper, it goes back to the original files with no mods applied (unless you applied some mods directly without using the wrapper of course!).

This is like copy protection for mods lol. How do I unpack an iro?
Haven't put an unpack option in yet but it would be easy to do I guess...


How does the mod manager address compatibility issues between mods?
For instance, if two mods happen to contain files with the same name or replace the same model or texture, how does the manager determine priority during the install and uninstall?
https://www.ff7catalog.com/posts/177694/

He goes into some detail on compatibility there.
Yes, what I said in that post is still true.

Because 'installing' a mod doesn't actually edit any game files, there isn't really an 'uninstall'. If you run the game without the wrapper, then the mods don't get applied.

The wrapper GUI lets you move mods up/down the list. Mods at the top of the list take priority, so if two mods edit the same model/texture, the one you put at the top will take effect.
 
Hey I figured out the issues I was having and apparently the 7thwrapper does use the mods in the ff7/mods/bootleg file. I haven't gotten to actually test it since though but since that seems to be the case I'm sold. I had a couple of questions though for functionality and possible features. I agree with Template, being able to unpack an iro would be a really cool feature. I tend to make changes or fixes to things to suit me personally so being able to alter the iro and repack it would be a good feature. I also heard that the reason it hasn't worked for me is I need to mount the iso in the mountdisk file to drive D. As of now bootloader has been using drive F, and making registry changes really isn't a good idea. I can use virtual clone drive to mount it as D, but I also have several other drives set up, so leaving it mounted would kind of get in the way. Having to remount it myself each time, and unmounting it after turn the game off would get old too though. So I was wondering if it was possible to add an auto mounting feature so all you have to do is hit launch, and if it was also possible to have it unmount the iso when the game is off.
 
I also heard that the reason it hasn't worked for me is I need to mount the iso in the mountdisk file to drive D. As of now bootloader has been using drive F, and making registry changes really isn't a good idea. I can use virtual clone drive to mount it as D, but I also have several other drives set up, so leaving it mounted would kind of get in the way. Having to remount it myself each time, and unmounting it after turn the game off would get old too though. So I was wondering if it was possible to add an auto mounting feature so all you have to do is hit launch, and if it was also possible to have it unmount the iso when the game is off.
Game Converter has a different setup for disc check, if you would like to mess with that (I bet you don't because reinstalling game is a pain). I think 7thwrapper should stay away from disc check issues, if for no other reason than well, it's a grey area.

Here's a better suggestion (I think): Allow 7thwrapper to use Bootleg's "Run FFVII-Bootleg.bat" file for the ff7.exe, which is what pressing the "Play FF7" button does in Bootloader. If Iros can make that change (I don't know if it's possible but he seems to be able to do most anything) then you can run the bootloader batch process from the 7thwrapper launch button.
 
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That could work I guess. I'm not sure what you mean about reinstalling, but yeah that would probably be a pain. I also don't use the usual file path, I install everything on a separate drive in my computer so the C drive is basically the os and main programs files. So I don't know how that would effect things. Basically a feature that allows us to just hit launch without having an iso mounted all the time would be really helpful.
 
I plan to add an option so that when you run the game, you can choose to also run another file automatically.

This would be good for starting FF7Music, but it would also work to do anything else (like run a .bat file to mount the ISO?).

In order for the file substitution to work, the manager HAS to launch FF7.exe itself, but it's no problem making it run other things as well.
 
Sounds good to me. Adding FF7Music is a great feature too. That'll save a lot of questions and troubleshooting for anyone who doesn't know how to launch this stuff outside of bootloader. When it's ready I'll try it out and see how it works with the .bat file. Mine currently wont work without mounting it myself so it'll be a good test to see if that works.
 
For now, use C:\Games\FFVII\FF7Music\launchff7.exe as the 7thwrapper ff7 exe and deal with the disc mount issue however you need to, there's buncha ways. Not our fault the rerelease didn't come with discs to insert, but we do have to learn how to deal with it.
 
Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.
 
Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.
Your solution of just mounting the iso as D: and using the ff7.exe in the game folder sounded pretty good for now. Wow how many exe does this thing have lol. I'll try the ff7music\launchff7.exe if that doesn't work.

I thought the first thing had been done with Cloud. The only sword I saw that wasn't included in the field is the CC one I think (dark black looking one, think it was the last option maybe). I made a field model with that sword, I could send you the .p and tex file for it if you'd like to add it.

For Barret and Tifa do you mean changing their appearance based on their equipped weapons? That would be a cool feature to include but I don't know how noticeable that'll be for Tifa, and I actually alter my kernel so Barrets weapon id match his default weapon. I don't really like the others, I actually do the same with cloud too.

The cross dressing idea is awesome. Like showing a difference if you either get the nice wig or the one out of the guys jockstrap.
 
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Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
This, for those of us that use say Millenia's battle sword models, could have each one available for field model as well, and they swap in field depending on what you have equipped. But also make it so that the Cloud model with no sword is loaded in field scenes where he is sleeping or doing something that would be awkward with a sword
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
/jawdrop. This is a cool idea. WallMarket is a whole game in and of itself.
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.
DLPB and Iros should have a race to see who can make this tool faster. Nvm! Dan keep doing what you're working on lol  :-P
 
Do you mean Buster sword wise or all of his other weapons? I sent Kaldarasha a field version of the CC sword that was missing which maybe the last Buster sword variation. Otherwise I can do what evers left. The others like the nail bat and Ultima weapon are doable, and mostly use the same texture too I think, just a lot of converting. Let me know and I'll add them to the list.

I do have a question though, with that option in place will it read the weapon id in the kernel at all? I personally alter mine so I just use the buster word as the other weapons.Probably not, otherwise I'll just fix it in a char file for the wrapper.
 
Do you mean Buster sword wise or all of his other weapons?
ALL of them! :evil:
Cloud with nailbat in field. Yes. I think I want that. But the trick is: if you equip buster instead, it will change to buster wielding Cloud in the field on the fly! (This isn't possible... yet)

Is it necessary to ask peoples' permission to pack their mods for 7thWrapper and redistribute? That sounds stupid now that I read it back... probably we will but it's going to be annoying and reduce the number of mods available for it.
 
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I'm not sure, that's a tricky one. If we were altering the mod then releasing it as our own definitely, but in this case we're just converting them for the 7thwrapper and adding them to the field. A pm to the author as a courtesy isn't a bad idea though.

lol that does sound awesome. I'll get on that, I'll use the ones in the unwrapped package I have so their straight from the battle model. I'll also do the original carry "blade down" and twisted carry "blade up" options. I think thats.....20 weapons total? Awesome, I'll post pictures after I get a few done and get these to Kaldarasha so he can make adjustments to them.
 
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