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

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This is what I mean by subfolder:
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<Conditional Folder="Cloud/2 Hardedge 02" ActiveWhen="Cloud = 2" >  <RuntimeVar Var="CloudWeapon" Values="2" />  </Conditional>
It normally works, but when I pack it and use it as a iro-file it doesn't.
Ah - could you try using backslash instead of forward slash, i.e.


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<Conditional Folder="Cloud\2 Hardedge 02" ActiveWhen="Cloud = 2" >  <RuntimeVar Var="CloudWeapon" Values="2" /></Conditional>
Windows will actually accept either in a lot of cases which is why it runs from folders OK, the archive code does not...
 
Ah - could you try using backslash instead of forward slash, i.e.


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<Conditional Folder="Cloud\2 Hardedge 02" ActiveWhen="Cloud = 2" >  <RuntimeVar Var="CloudWeapon" Values="2" /></Conditional>
Windows will actually accept either in a lot of cases which is why it runs from folders OK, the archive code does not...
Yes, that was it. Thanks.
 
I was wondering if 7thheaven could load changes to the flevel like the Vincent ballet fix. Is it possible to add things like that or do they need to go directly into the flevel?
 
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flevel.lgp just contains field files. So there's nothing stopping you providing new field files.

But, they will be quite large - if you're just fixing one script command or something, you'd still have to include the entire field file (backgrounds, dialogue, scripts, etc...) - and then it's not possible for two mods to change the same field file, because it is just one file, and so only one copy of the file gets loaded - either the copy from mod 1, or the copy from mod 2.

It might be possible to do something about that, but that's the limit right now.
 
I didn't really follow that sorry. So like for the Vincent fix I'd add the files ancnt1 and ancnt4 to the flevel and he no longer dances ballet at Aeris's funeral. So if for example I do a library\extra\flevel.lgp file in 7thheaven with those files in it, would that work?
 
flevel changes in 7thHeaven work the same as any other lgp. You put the files you want to change in a folder called "flevel.lgp".
 
I didn't really follow that sorry. So like for the Vincent fix I'd add the files ancnt1 and ancnt4 to the flevel and he no longer dances ballet at Aeris's funeral. So if for example I do a library\extra\flevel.lgp file in 7thheaven with those files in it, would that work?
Yes, that would work fine.

What I mean is that, if you put file ancnt1 in your mod (in a folder called flevel.lgp), that will get used by the game and it's fine. If you have another mod that also wants to change ancnt1 (e.g. a translation mod) ... then of course both mods won't work at the same time, they each want to change the same file, only one of them will get to work.

This is true for all game files - the field files are just a little different because you have one file containing lots of different kinds of data (script, dialogue, backgrounds, ...), so it's maybe more likely that two different mods both want to change the same file.
 
That's what I thought, but I tried that before with a bunch of lgps and the game crashed. So I'm reverse engineering it to see what works and what doesn't.

Ok cool, I'm also testing the magic.lgp too. It should work fine since the mini games work. Not sure how I crashed it last time. It was an older version of 7thwrapper as well though.
 
That's what I thought, but I tried that before with a bunch of lgps and the game crashed. So I'm reverse engineering it to see what works and what doesn't.

Ok cool, I'm also testing the magic.lgp too. It should work fine since the mini games work. Not sure how I crashed it last time. It was an older version of 7thwrapper as well though.
Can pretty much guarantee if you weren't using the latest version and you had a bunch of lgp files being called on with upper case lower case letter inconsistancies: chocobo.lgp Battle.lgp, there's your crash.

Use the current version :p He's fixed lots of things and it's easy to switch versions, doesn't affect catalog or settings, because Iros kept them separate.

Edit: Iros, I wondered if you might look a little at the crash loop that me and EQ2Alyza ran into with the subscription. There will be plenty of people that enter in the catalog code wrong and get a crash, no? Is it possible to make an automatic reset of the catalog.xml file in the Users\*.*\7thWorkshop folder if the application fails to load because of a subscription, and then auto-reload the app to avoid this crash?
 
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So I pulled a bunch of mods out of my lgps and set it up in 7thheaven so I have the flevel files I mentioned and models in the field, battle, magic, mini games, and world lgps. I complied it into an iro so itll run smoother but the game crashes right away. It doesn't like one of them. I've checked it out and I'm positive I configured everything correctly. I don't get a 7thheaven error and the app log is pretty empty.

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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GTX 660 Ti/PCIe/SSE2 4.3.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedINFO: Loading external library Multi.dllLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initialized
 
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I tested the BallerinaFix already and had no problems. I made the folder structure, as below, but made the mod into an .iro for testing. I'm compiling an flevel .iro with known fixes based on bootleg40 output. There will be configuration options for Hardcore mode and Aeris Revival. If you are having issues with your custom iro it is probably not coming from the flevel changes:
instruc3_zps5551ba25.png
 
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Have you tried the magic.lgp yet? I have just the Phoenix summoning model in there. That's the only other new thing I've tried. 

Yup I just confirmed, it's the magic.lgp. I have it set library\extra\magic.lgp, so it's set up right. I've tried it with several summoning models from the magic.lgp, and even just one at a time. If it loads anything to the magic.lgp the game crashes. Boots fine with everything else though.
 
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There must be a problem with the code for the magic.lgp file structure. I can load an iro with Grimmy's upscaled magic and get into the game, but the changes don't take effect. This iro was set up to work through the modpath. Messing with the magic.lgp itself is tricky I think. Thus the TA hi-res installer.
grimmymagic_zps65e4fee4.png
instruc4_zps0a76462e.png


Edit: Struck incorrect information. I had my modpath set in aali's ff7opengl.cfg file set to none... I retested this iro and it works fine. Also have to be careful about compress textures when testing stuff like this. :P
 
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That's set up so it goes through the ff7\mods file right? I've been able to load world and battle png textures that way so it works pretty well. At this point the only thing I've come across is the magic.lgp. I've pretty much emptied whole lgps into 7thheaven and every other one has worked. There are quite a few magic mods that go into the lgp, and three or four versions of the Phoenix summoning so it'll be cool if we can get that working.
 
Yes, the same .iro I made of Grimmy's upscaled magic works fine when the folder is "magic" and runs through the modpath.
When I make an iro of this same mod with the folder name "magic.lgp" it hangs at blackscreen the same way it did when it had problems with case-sensitivity.
 
I don't think that's a fix for this though. Everything in the mod folders are textures. I could try it, but I'd guess it either wouldn't have any effect or the game would get hung again.
 
Yes, the same .iro I made of Grimmy's upscaled magic works fine when the folder is "magic" and runs through the modpath.
When I make an iro of this same mod with the folder name "magic.lgp" it hangs at blackscreen the same way it did when it had problems with case-sensitivity.
Are they TEX files or PNGs?

PNG files don't go inside LGPs, the basic game doesn't know anything about them. They're loaded by Aali's driver, which is why you have to put them in a folder named however the driver wants them - e.g. 'magic' for the magic textures, 'menu' for menu textures, etc.

I don't think that's a fix for this though. Everything in the mod folders are textures. I could try it, but I'd guess it either wouldn't have any effect or the game would get hung again.
If you just put the textures in folders, does the game run, and does it pick up the new textures?

Basically what I am trying to work out is whether it's a problem replacing stuff in magic.lgp generally, or whether it's specifically only when you pack it into a iro file. I think probably the first, but need to find out.
 
Oh... I see. :roll: I knew that somewhere but I just spaced out. My instinct was of course to run them through the modpath because they are PNGs.

There's this whole other file structure I'm looking at now:
instruc5_zps3818b0c4.png

Stuff that ends up in a textures folder after bootleg, but you obviously already set this up. They are also PNGs tho, so maybe not related to cmh's issue with magic.lgp mods--I'm not sure I even have any TEX mods for the magic.lgp to test with.
I guess what I'll do is decode a vanilla magic.lgp into an iro and see if I can make it override the modpath upscaled ones that I have working at the moment.

Edit: Fail. vanilla magic.lgp into an iro made the .iro file the right size it seems but failed to black screen on launch first try, but I'm going to try the test again to make sure I didn't pack the iro wrong... used uLGP .7 to decode magic.lgp. it has tons of p files tex files, rsd files, all kinds of crap. I know the decode is right, though, that's what bootleg uses to decode lgps.
 
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OK, but if you put those same files into a folder and run it through 7thHeaven, does that crash too? Any error messages different?
 
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