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

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I can't seem to get any of the gameplay mods to work. Debug will show that the various .bin files are being overridden by 7H, but the game will crash on launch and the APP.LOG reports that the .bin files cannot be read. I have tested all the .bin files and get the same crash message for them all.

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[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b[00000000] INFO: Auto-detected version: FF7 1.02 US English[00000000] INFO: NVIDIA Corporation GeForce GT 525M/PCIe/SSE2 4.3.0[00000000] INFO: OpenGL 2.0 support detected[00000000] INFO: Using PBO[00000000] INFO: Found swap_control extension[00000000] INFO: Max texture size: 16384x16384[00000000] INFO: Original resolution 640x480, window size 1600x900, output resolution 1200x900, internal resolution 3840x2160[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048[00000000] INFO: FFMpeg movie player plugin loaded[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.[00000000] INFO: VGMStream music plugin loaded[00000000] INFO: Loading external library multi[00000000] LOCK UNLOCK TEST [00000001] MATRIX INITIALIZE [00000001] INITIALIZE DD/D3D END [00000001] initializing sound...[00000001] creating dsound primary buffer[00000001] reading audio file[00000001] loading static sounds[00000001] sound initialized[00000001] ERROR: could not read from file C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\kernel/kernel.bin (22373)[00000001] ERROR: could not read from file C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\kernel/kernel2.bin (13764)[00000001] ERROR: unhandled exception
Can you try testing this mod for Aeris Revival and see what it does for you: https://mega.co.nz/#!GtxSiQxA!yHkW3Jtmv6P1F2LTg2cPjK2zMAzrmcibSCJtxb-O_Q4
 
By the way that's not a real bug, but if a mod uses chunks of the flevel.lgp it disables all non-chunks flevel.lgp folders in other mods (even if they are loaded at first). I think that 7. H. searches at first for chunks and then for flevel files, but if it find a chunk it stops searching for the other flevel files. That's not really a problem because a.) mod's which uses chunks are smaller and b.) the farer away we are from the original file archives the better for us.
 
I can't seem to get any of the gameplay mods to work. Debug will show that the various .bin files are being overridden by 7H, but the game will crash on launch and the APP.LOG reports that the .bin files cannot be read. I have tested all the .bin files and get the same crash message for them all.

Can you try testing this mod for Aeris Revival and see what it does for you: https://mega.co.nz/#!GtxSiQxA!yHkW3Jtmv6P1F2LTg2cPjK2zMAzrmcibSCJtxb-O_Q4
Ah, well found: my fix for the vgmstream files broke the .bin files, grr. Still easily fixed now you have noticed it. Also, it is quite slow to load FF7 with that mod active, I will try and speed things up - it should not be so slow.

v1.25: https://mega.co.nz/#!3JUikL4T!DAN4uVVGRpRS2PXQOEgVPRAJA7DGzP_vKWMYhIh7Wo8
-Fix .bin files not loading from archive
-Speed loading up a bit
-Fix error changing priority of mods in some situations

By the way that's not a real bug, but if a mod uses chunks of the flevel.lgp it disables all non-chunks flevel.lgp folders in other mods (even if they are loaded at first). I think that 7. H. searches at first for chunks and then for flevel files, but if it find a chunk it stops searching for the other flevel files. That's not really a problem because a.) mod's which uses chunks are smaller and b.) the farer away we are from the original file archives the better for us.
Well, maybe not a big problem, but it shouldn't happen :/ so I may fix this in another version
 
All seems well with the latest fixes. I have one more bug to report. I like to keep my Active Mods list in Compact Mode, but whenever I import a new mod and activate it, it isn't compact in the Active Mods list. I can compact it by unchecking, then checking the box, but every so often this causes 7H to crash. I don't get the 7H Error message, but instead I get the Windows "program has stopped working" message. When I reopen 7H, any mods I imported during that session will then be deactivated and show this in the Library tab: http://i.imgur.com/6W0tuR8.png

I can uninstall the mods and import them again, and it all works again until the next crash. I've had several of these crashes happen.
 
A cosmetical but also practical change: Instead as showing me only the number of a chunk I would also like to see for what the chunk stands for.
 
And I can't use different chunks at once. I want use from the Aerith mod only chunk 1 and chunk 3, but it doesn't work.
 
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What's the folder structure to use for chunks? flevel.lgp\xxxx.chunk.x?

I have not tested that feature yet, but I'll take Kaldarasha's word for it. If we get it working, then we should have no issues with compatibility between Menu Overhaul and any gameplay mod.
 
What's the folder structure to use for chunks? flevel.lgp\xxxx.chunk.x?

I have not tested that feature yet, but I'll take Kaldarasha's word for it. If we get it working, then we should have no issues with compatibility between Menu Overhaul and any gameplay mod.
Yes - e.g. flevel.lgp\mrkt2.chunk.1 or flevel.lgp\mrkt2.chunk.2 etc.

I will have a look at the other problems...
 
Could be I'm goofing up, but changing the music plug-in for the OGL config doesn't save. Everything else does, but that.

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Tried making my first .iro file but i think i goofed on something, when i activated the mod i got this error:
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System.Xml.XmlException: There is no Unicode byte order mark. Cannot switch to Unicode.   at System.Xml.XmlTextReaderImpl.Throw(Exception e)   at System.Xml.XmlTextReaderImpl.ThrowWithoutLineInfo(String res)   at System.Xml.XmlTextReaderImpl.CheckEncoding(String newEncodingName)   at System.Xml.XmlTextReaderImpl.ParseXmlDeclaration(Boolean isTextDecl)   at System.Xml.XmlTextReaderImpl.Read()   at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)   at System.Xml.XmlDocument.Load(XmlReader reader)   at System.Xml.XmlDocument.Load(Stream inStream)   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy) in c:\Iros\7thWorkshop\fImportMod.cs:line 83   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 117   at System.Windows.Forms.Form.OnLoad(EventArgs e)   at System.Windows.Forms.Form.OnCreateControl()   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)   at System.Windows.Forms.Control.CreateControl()   at System.Windows.Forms.Control.WmShowWindow(Message& m)   at System.Windows.Forms.Control.WndProc(Message& m)   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)   at System.Windows.Forms.ContainerControl.WndProc(Message& m)   at System.Windows.Forms.Form.WmShowWindow(Message& m)   at System.Windows.Forms.Form.WndProc(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I also get that while launching 7thHeaven as well.
I used the xml generated from the script included with 7thHeaven

The XML doesn't run in IE either. so i am guessing thats the issue. how do i make a correct .xml?
 
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I use Notepad++ and save as mod.xml.

If your 7H is unable to open, first try going into your mods folder and deleting the .iro that caused the crash. If 7H still doesn't open, you need to locate your 7thWorkshop folder and delete the library.xml. This folder is located in C:\Users\Username\AppData\Roaming\7thWorkshop. Depending on your folder options, you may need to enable hidden folders to located the AppData folder.
 
Yup, if it wont open in IE it's a clear giveaway something's wrong. I love notepad++, it works for nearly anything you'd want to do. Take a look at the 3rd page of this thread if you haven't yet, Iros posted a bunch of examples of how to write the mod.xml's. Also lists the size limits for mod icons and preview pictures if you want to include them.
 
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Could be I'm goofing up, but changing the music plug-in for the OGL config doesn't save. Everything else does, but that.
Hm, I can't reproduce that, it works for me.

As everyone has said, if the XML file does not open properly in IE, it is definitely not valid and 7H will not be able to load it for sure :)  If you still have trouble then post your XML and I am sure one of us will see the problem.

Small release: v1.26 - https://mega.co.nz/#!vFF1iRgS!Q-m121mvCdNagvFoOnHaTAJY7DFWkyVskO7B_fwWXQg

-Fix: mods not being added in compact mode even when compact mode ticked
-Fix: if 7H crashes after download/installing a mod, it did not remember that the mod was installed

I will be a bit busy for the next week so I may not be online so often, but, please keep testing things and I will certainly look at the thread when I am free again, this should be by the end of next week :)
 
Great work so far Iros. The catalog is coming along nicely now thanks to all the fixes you've made :)

- The program still tends to crash a bit when I try to uninstall a mod. It doesn't happen every time, but frequently enough to be worth reporting. When it crashes, I am always able to reopen and uninstall with no problem.

- If the mod's Update Type is set to "update automatically" then using the "Check subscriptions now" button will download the update perfectly and also update the UI properly. If the mod's Update Type is set to "notify me" then changing the LatestVersion or MetaVersion in the catalog does not update the UI properly. At that point, 7H has to be closed and reopened to get the UI to update properly. Can we get it to update the same way as "update automatically" without having to close and reopen 7H?

- The blue box and check mark for the "Update Type" selected has some alignment issues.

- Really picky one here, but some of the options are all capitalized words and some only have the first word capitalized. My suggestion is to capitalize every word to have the UI look as clean as possible.

- Can the hext folder be used to edit ff7.exe? Right now I'm using a separate one for Menu Overhaul, but I'd like to eliminate that if possible.
 
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Great work so far Iros. The catalog is coming along nicely now thanks to all the fixes you've made :)

- The program still tends to crash a bit when I try to uninstall a mod. It doesn't happen every time, but frequently enough to be worth reporting. When it crashes, I am always able to reopen and uninstall with no problem.

- If the mod's Update Type is set to "update automatically" then using the "Check subscriptions now" button will download the update perfectly and also update the UI properly. If the mod's Update Type is set to "notify me" then changing the LatestVersion or MetaVersion in the catalog does not update the UI properly. At that point, 7H has to be closed and reopened to get the UI to update properly. Can we get it to update the same way as "update automatically" without having to close and reopen 7H?

- The blue box and check mark for the "Update Type" selected has some alignment issues.
New version 1.27: https://mega.co.nz/#!6R0VjIoY!woSypy9clEoNxiUz9phQ1ZtpC6YPG_ESrGEfXRAT9Vg

Should fix these bugs above - I think. The uninstall crash I hope is fixed, I got it to happen once, but then not again ... new version may have solved this.

- Can the hext folder be used to edit ff7.exe? Right now I'm using a separate one for Menu Overhaul, but I'd like to eliminate that if possible.
Yes, definitely. In fact I have only tested it for editing ff7.exe - if you link me to the hext patch I can double check if it should work.

I look forward to seeing the catalog :)
 
LINK

Those are hex edits Dan made for the Menu Overhaul. Debug tells me it's an incorrect syntax when it tries to load them, and I don't know enough about hex code to make it compatible with 7H. I think it uses a program he calls Hexteditor to edit ff7.exe, so it works in those regards.


Also, movie mods don't appear to inject properly anymore.
 
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Hext_Launch is the program he uses, and is what those files are written for.

Would there be a way to call a separate executable (think Nexus Mod Manager for those who use it) that would then launch FF7? because Hext_Launch just calls the ff7.exe after it loads.
 
Hm, the problem with those files is that they're meant for hext_edit so they are to actually edit the files on your disk, not patch the memory of the game while it is running. 7H is expecting hext_launch type files that patch memory as it does not want to permanently edit files on your disk.

It is probably very possible to convert most of them to hext_launch type files, especially because it looks like most of the files are actually using memory addresses with an offset to convert them to the disk file locations, but probably some things might not work straight away so the authors would know best what each change is meant to do.
 
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