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

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;D
Yeah, I want ask you if it would possible to swap a model in general.
Some people like Cloud with the sword on his back and some not. It would be pretty cool to have the ability as in bootleg to chose a model with a preview pic, if the mod support it. Maybe an image folder with in the mod for the pics.
 
;D
Yeah, I want ask you if it would possible to swap a model in general.
Some people like Cloud with the sword on his back and some not. It would be pretty cool to have the ability as in bootleg to chose a model with a preview pic, if the mod support it. Maybe an image folder with in the mod for the pics.
A picture in the mod folder / archive would be easy to do I suppose. But do you mean you could also have a single mod, that had different versions of the model in it, and you choose in the launcher which one to use?

I had thought that perhaps you would create two mods for that - but maybe this is not a good way to do it, especially if it is only 1 or 2 parts of the model are different. So OK, I will look at adding this option :)
 
I had thought that perhaps you would create two mods for that - but maybe this is not a good way to do it, especially if it is only 1 or 2 parts of the model are different. So OK, I will look at adding this option :)
Yah, it gets really specific like... a ribbon missing  :cry:

Can I have a pony, too? Seriously, though, this thing is revolutionary.
 
The point is I have made many versions of Cloud (original style, Crisis Core style, plus a different styles of his sword)
The folder looks a bit messy and everybody is asking me, what he needs to install.
In the end, yes, it would be good to have choose option, because it would help to keep the mod folder as small as possible.

But every thing is working and I'm happy. Except the Pack mod function is a bit buggy. If I browse save archive to, it open a subfolder when I click on safe.
 
But every thing is working and I'm happy. Except the Pack mod function is a bit buggy. If I browse save archive to, it open a subfolder when I click on safe.
Hmm, open a subfolder? You should just tell it what filename to save the packed mod to?
 
I click on browse symbol "..." write the name and then I chose save and then it open a subfolder.
Well, I wrote the name in 'Save archive to:' with the ending .iro. It has created the file in the 7thWrapper folder, I took it and put it in the wrapped folder. After this I activated it in the mod loader, launched the game without any problems, but it didn't change anything.

Here is the file:
2UM.7z
 
Well, a packed mod shouldn't change how anything works. It should just load a bit faster (although probably we can't tell unless the mod is thousands of files!) and is maybe easier to distribute.
 
I think Kaldarasha is correct, but to make it clear:

Code: [Select]
Code:
Wrapped    <-- This is the folder you point the launcher at |-----YourModFolder   <-- Name it anything you want, this is what it will be called in the launcher         |--------battle.lgp   <-- NOT an LGP file - a folder called this                    |------ rxaa                    |------ rxac                    |------ rxad                    etc....
Yes, you will need to unpack the LGP files and create subfolders inside your mod folder called battle.lgp, char.lgp, etc. containing ONLY your modified files.

If you want to pack them up for distribution / speed, use the 'pack' option in the launcher once you have got it working, but always start by creating the folders like above to make sure it works correctly :)

I hope it works, tell me if there is a problem making it work. The variable names you can use are in the '7thLauncher.var' file, so far just 'PPV' and 'FieldID' but I will add others as we find useful ones.
This is what I tried, but I have yet to get it to work. It has to be an error on my part, but being such a simple setup, I don't know where I've gone wrong. I'll fiddle around with it more tonight.
 
If you still have problems, please post the debug output from when you run the game, it may help me find out what has gone wrong.
 
I think he said FF7Music records debug output but the wrapper itself does not.
 
Yes, you can download a tool from Microsoft (Dbgview) that displays debug output, but FF7Music will also do it, so maybe that is easier.

Also, version bump!

v0.10: SEE OP for latest download links

Changes:

-Conditional folders take priority over 'fixed' (always active) folders.
-Mods can contain configuration options. Folders (conditional, or fixed) can be set to active based on which config option is selected.
-A mod, plus each configuration option, can have a preview image set against it. Displayed as part of the config screen for that mod.

I think this will need some explanation, so an example is probably good.

Example mod.xml file:

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Code:
<?xml version="1.0"?><ModInfo>  <Author>Iros</Author>  <Version>1.00</Version>  <Description>Testing change models</Description>  <Link>http://forums.qhimm.com/</Link>  <PreviewFile>preview\mod.jpg</PreviewFile>    <Conditional Folder="condbattle" ActiveWhen="battlem = 1">    <RuntimeVar Var="CounterAdv:IrosTestChangeModel:2" Values="1" ApplyTo="battle.lgp\rxaa" />    <RuntimeVar Var="Counter:IrosTestChangeModel:2" Values="1" />  </Conditional>  <ModFolder Folder="HairRed" ActiveWhen="hairc = 2" />  <ConfigOption>    <Type>Bool</Type>    <Default>0</Default>    <ID>battlem</ID>    <Name>Change Battle Model</Name>    <Option Value="0" Name="" PreviewFile="preview\batoff.jpg" />    <Option Value="1" Name="" PreviewFile="preview\baton.jpg" />  </ConfigOption>  <ConfigOption>    <Type>List</Type>    <Default>0</Default>    <ID>hairc</ID>    <Name>Hair Colour</Name>    <Description>This lets you change the colour of the hair in the field model.</Description>    <Option Value="0" Name="Default" PreviewFile="preview\hdef.jpg"/>    <Option Value="1" Name="Black" PreviewFile="preview\hblack.jpg"/>    <Option Value="2" Name="Red" PreviewFile="preview\hred.jpg"/>    <Option Value="3" Name="Brown" PreviewFile="preview\hbrown.jpg" />  </ConfigOption></ModInfo>
1) You can put a 'PreviewFile' tag in the mod.xml file which points to an image in the mod folder. Doesn't HAVE to be in a 'preview' subfolder but I think this is a good idea :)

2) You can have one or more ConfigOption tags. Each option is a separate choice the user can make. Option types are "Bool" (on or off) or "List" (show a list of options to pick one from). You should also set an ID for the option (this is used to turn folders on/off in the mod.xml file), a Name and Description (shown to user). Also a Default value. Then there are some Option tags inside each ConfigOption that set what options the user can choose from.

For a 'Bool' option type, the only option values you should have are 0 and 1. But it is still useful to list them because then you can set an image against each value :) No point giving each option a name though.

For a 'List' option type, you absolutely have to list each option the user can pick from. The Name is shown to the user.

(PreviewFile is optional, you can leave it blank if you don't have a preview image for the option).

3) You can list 'ModFolder' tags which are additional folders to activate based on the value of a config option. Above, the folder "HairRed" is active only when config option 'hairc' is equal to 2. I hope this obviously makes sense based on the example config option :)

4) You can also put 'ActiveWhen' against a conditional folder. In which case the folder is only active if both the config option is set AND the in-game variable matches.

The config GUI is not so pretty right now, but it is a start :)
 
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What is the size limit for a Pic?
The list function works pretty well, but I don't understand how your example for the bool function works.
 
Size limit: No exact size limit, but there is no point displaying an image bigger than the config screen will show. Currently, mod image is about 270x130, and the 'option' images about 270x300. Maybe we will change the screen layout though, it is just a first version I made and perhaps doesn't look very good yet.

Config options: For 'list' config options, you HAVE to give some <Option> tags to say what choices the user has, otherwise the config screen doesn't know what to display.

For a 'bool' option, the screen display a tickbox. So there are always two values (ticked = 1, unticked = 0), and you don't have to put any <Option> tags. This would work fine:

Code: [Select]
Code:
  <ConfigOption>    <Type>Bool</Type>    <Default>0</Default>    <ID>battlem</ID>    <Name>Change Battle Model</Name>  </ConfigOption>
The screen shows a tickbox, name is 'Change Battle Model', and the 'battlem' variable is set to 0 or 1 if user puts it as unticked or ticked.

If you want to, you CAN put the <Option> tags in. The only effect is that you can set a PreviewFile that is displayed:

Code: [Select]
Code:
  <ConfigOption>    <Type>Bool</Type>    <Default>0</Default>    <ID>battlem</ID>    <Name>Change Battle Model</Name>    <Option Value="0" Name="" PreviewFile="preview\batoff.jpg" />    <Option Value="1" Name="" PreviewFile="preview\baton.jpg" />  </ConfigOption>
Then if the user ticks it, they see 'baton.jpg', and if it is unticked, they see 'batoff.jpg'. But this is optional.[/code]
 
No luck so far  :(

I am loading from the first save point and entering battle with the Guard Scorpion. I'm testing Kaldarasha's UMC and TA's Guard Scorpion for mods.

[gamedir]---wrapped---HQ Models Cloud Play---battle.lpg, char.lpg, high-us.lpg, world_us.lpg (all folders)---xxxx (all files)
[gamedir]---wrapped---TA Guardia Scorpion---battle.lpg (folder)---xxxx (files)

I've also tried putting the wrapped folder inside [gamedir]\mods, but to no avail either.

This is my debug output using Microsoft Dbgview. I could not get a debug output with FF7Music because it's having problems installing on my laptop.

Code: [Select]
Code:
00000001 0.00000000 [68140] Wrap created  00000002 0.00353872 [68140] Wrap run... Host: 59760  PID: 68140  TID: 68024   Path: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped  Data: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\data  00000003 0.00356288 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\HQ Models Cloud Play has 0 conditionals  00000004 0.00381724 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\TA Guard Scorpion has 0 conditionals  00000005 1.02025175 [68140] WM_ACTIVATEAPP  00000006 1.02935565 [68140] INITIALIZE DD/D3D START  00000007 1.19524944 [3220] In IsDCProcessingDone = true 00000008 1.19555032 [3220]  00000009 1.19555032 [3220]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started  00000010 1.19591904 [3220] SetTimer for WM_DISPLAYCHANGE Started 00000011 1.19603145 [3220] ATTACHED to desktop  00000012 1.19622672 [3220] Intel Driver is Active 00000013 1.19648337 [3220] ATTACHED to desktop  00000014 1.19673145 [3220] ATTACHED to desktop  00000015 1.19702530 [3220] ATTACHED to desktop  00000016 1.19731808 [3220] ATTACHED to desktop  00000017 1.19760895 [3220] ATTACHED to desktop  00000018 1.19768429 [3220] ATTACHED to desktop  00000019 1.27540219 [3220]  00000020 1.27540219 [3220]  Inside ApplyCSCCoefficients   00000021 1.53198326 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\menu\menu_us.lgp under 1548  00000022 1.54512322 [68140] LGPWrapper: no overrides for menu_us.lgp, early out  00000023 1.54577112 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\battle\battle.lgp under 1552  00000024 1.54627025 [68140] LGPWrapper: no overrides for battle.lgp, early out  00000025 1.55223083 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\battle\magic.lgp under 1556  00000026 1.55248749 [68140] LGPWrapper: no overrides for magic.lgp, early out  00000027 1.55677021 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\field\char.lgp under 1560  00000028 1.55713296 [68140] LGPWrapper: no overrides for char.lgp, early out  00000029 1.56304801 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\field\flevel.lgp under 1564  00000030 1.56336796 [68140] LGPWrapper: no overrides for flevel.lgp, early out  00000031 1.56435311 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\minigame\chocobo.lgp under 1568  00000032 1.56465769 [68140] LGPWrapper: no overrides for chocobo.lgp, early out  00000033 1.56560683 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\minigame\condor.lgp under 1572  00000034 1.56590688 [68140] LGPWrapper: no overrides for condor.lgp, early out  00000035 1.56679547 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\wm\world_us.lgp under 1576  00000036 1.56711340 [68140] LGPWrapper: no overrides for world_us.lgp, early out  00000037 1.56810582 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\cd\moviecam.lgp under 1580  00000038 1.56840861 [68140] LGPWrapper: no overrides for moviecam.lgp, early out  00000039 1.58642066 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\cd\cr_us.lgp under 1584  00000040 1.58674073 [68140] LGPWrapper: no overrides for cr_us.lgp, early out  00000041 1.67058671 [68140] reading midi file: PRE.mid 00000042 1.68023455 [3220] Inside ProcessDisplayChange 00000043 1.68026590 [3220] ProcessDisplayChange KillTimer(0, 26802). 00000044 1.68031442 [3220] RetVal = 1, LastError = 0. 00000045 1.68039620 [3220] ERROR: Couldn't read regsitry TMMOffForTVStdChangeWA in ProcessDisplayChange File: persistence.cpp  00000046 1.68046439 [3220] Inside IsModifyRotCapsForDC 00000047 1.68050826 [3220] IsModifyRotCapsForDC returned SUCCESS 00000048 1.68057752 [3220]  00000049 1.68057752 [3220] imukherj: Enter ProcessDRRSModeSetOnDispChange 00000050 1.68062139 [3220]  00000051 1.68062139 [3220] imukherj: 00000052 1.68158662 [3220]  00000053 1.68158662 [3220] imukherj: Get Power API Pass 00000054 1.68162513 [3220]  00000055 1.68162513 [3220] imukherj: GetBackLightSettings 00000056 1.68320024 [3220]  00000057 1.68320024 [3220] imukherj: GetBackLightSettings call pass 00000058 6.37706852 [68140] MIDI set volume trans: 127->0; step=60 00000059 7.43668747 [68140] MIDI stop 00000060 12.68468571 [68140] reading midi file: MAKORO.mid 00000061 59.15602875 [68140] reading midi file: OB.mid 00000062 66.08438873 [68140] MIDI stop 00000063 66.08509827 [68140] END UNINITIALIZE DD  00000064 66.26530457 [68140] WM_ACTIVATEAPP  00000065 66.52762604 [3220] In IsDCProcessingDone = true 00000066 66.54458618 [3220]  00000067 66.54458618 [3220]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started  00000068 66.56015015 [3220] SetTimer for WM_DISPLAYCHANGE Started 00000069 66.56414032 [3220] ATTACHED to desktop  00000070 66.56587982 [3220] Intel Driver is Active 00000071 66.57073975 [3220] ATTACHED to desktop  00000072 66.57213593 [3220] ATTACHED to desktop  00000073 66.57357025 [3220] ATTACHED to desktop  00000074 66.57508850 [3220] ATTACHED to desktop  00000075 66.57660675 [3220] ATTACHED to desktop  00000076 66.57804871 [3220] ATTACHED to desktop  00000077 66.59183502 [3220]  00000078 66.59183502 [3220]  Inside ApplyCSCCoefficients   00000079 66.99821472 [3220] Inside ProcessDisplayChange 00000080 67.00826263 [3220] ProcessDisplayChange KillTimer(0, 26786). 00000081 67.01595306 [3220] RetVal = 1, LastError = 0. 00000082 67.02024078 [3220] ERROR: Couldn't read regsitry TMMOffForTVStdChangeWA in ProcessDisplayChange File: persistence.cpp  00000083 67.02995300 [3220] Inside IsModifyRotCapsForDC 00000084 67.03630829 [3220] IsModifyRotCapsForDC returned SUCCESS 00000085 67.04149628 [3220]  00000086 67.04149628 [3220] imukherj: Enter ProcessDRRSModeSetOnDispChange 00000087 67.05329895 [3220]  00000088 67.05329895 [3220] imukherj: 00000089 67.05716705 [3220]  00000090 67.05716705 [3220] imukherj: Get Power API Pass 00000091 67.06299591 [3220]  00000092 67.06299591 [3220] imukherj: GetBackLightSettings 00000093 67.06554413 [3220]  00000094 67.06554413 [3220] imukherj: GetBackLightSettings call pass
I see that it doesn't read any conditionals inside the folders I am directing it to, but I don't know why. I'm unsure what the ERROR means with the "couldn't read registry..."
 
If you get rid of the HQ models cloud play (which is really big)
does it work?
 
It doesn't. I have also just tried the TA Guard Scorpion by itself because I thought the same thing.
 
I'm trying to learn ToughScript at the moment or I'd be testing this. Maybe walk away from it and try again after you've had some coffee or something.
 
No luck so far  :(

I am loading from the first save point and entering battle with the Guard Scorpion. I'm testing Kaldarasha's UMC and TA's Guard Scorpion for mods.

[gamedir]---wrapped---HQ Models Cloud Play---battle.lpg, char.lpg, high-us.lpg, world_us.lpg (all folders)---xxxx (all files)
[gamedir]---wrapped---TA Guardia Scorpion---battle.lpg (folder)---xxxx (files)
Seems roughly correct.

I've also tried putting the wrapped folder inside [gamedir]\mods, but to no avail either.

This is my debug output using Microsoft Dbgview. I could not get a debug output with FF7Music because it's having problems installing on my laptop.

Code: [Select]
Code:
00000001 0.00000000 [68140] Wrap created  00000002 0.00353872 [68140] Wrap run... Host: 59760  PID: 68140  TID: 68024   Path: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped  Data: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\data  00000003 0.00356288 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\HQ Models Cloud Play has 0 conditionals  00000004 0.00381724 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\TA Guard Scorpion has 0 conditionals  00000005 1.02025175 [68140] WM_ACTIVATEAPP  00000006 1.02935565 [68140] INITIALIZE DD/D3D START  00000007 1.19524944 [3220] In IsDCProcessingDone = true 00000008 1.19555032 [3220]  00000009 1.19555032 [3220]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started  00000010 1.19591904 [3220] SetTimer for WM_DISPLAYCHANGE Started 00000011 1.19603145 [3220] ATTACHED to desktop  00000012 1.19622672 [3220] Intel Driver is Active 00000013 1.19648337 [3220] ATTACHED to desktop  00000014 1.19673145 [3220] ATTACHED to desktop  00000015 1.19702530 [3220] ATTACHED to desktop  00000016 1.19731808 [3220] ATTACHED to desktop  00000017 1.19760895 [3220] ATTACHED to desktop  00000018 1.19768429 [3220] ATTACHED to desktop  00000019 1.27540219 [3220]  00000020 1.27540219 [3220]  Inside ApplyCSCCoefficients   00000021 1.53198326 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\menu\menu_us.lgp under 1548  00000022 1.54512322 [68140] LGPWrapper: no overrides for menu_us.lgp, early out  00000023 1.54577112 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\battle\battle.lgp under 1552  00000024 1.54627025 [68140] LGPWrapper: no overrides for battle.lgp, early out
OK, this indicates it did not find any replacement files for battle.lgp which is why nothing is working.

I see that it doesn't read any conditionals inside the folders I am directing it to, but I don't know why. I'm unsure what the ERROR means with the "couldn't read registry..."
No conditionals is fine. Conditionals are folders that activate only when variables (time, FieldID, random...) are set, so I think you aren't using this. The registry error is not from my code, so this isn't a problem, maybe it doesn't matter at all.

First thing to check:

[gamedir]---wrapped---HQ Models Cloud Play---battle.lpg, char.lpg, high-us.lpg, world_us.lpg (all folders)---xxxx (all files)
[gamedir]---wrapped---TA Guardia Scorpion---battle.lpg (folder)---xxxx (files)
Are you SURE the folders are named correctly? Should be named 'battle.lgp', not 'battle.lpg', if this was wrong nothing would work...
 
HAHAHA....HAhaha.....hahaha....ha....ha........ha...ha... :|

I knew it was going to be something really stupid on my end.
 
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