Status of Mods and Tools with New FF7 PC

  • Thread starter Thread starter DLPB_
  • Start date Start date
Status
Not open for further replies.
DLPB,

Is there any chance of you separating out your translation patch from your menu overhaul mod for use with the new FF7 ReRelease?

I remember playing FF Tactics with a fan re-translation, and the dialogue was way better. Even if I downgraded my FF7, (I don't even think I can and have it still work), I would still want a way to have the changed text without the new menus. I just like the older style on some parts of the game.

I realize my question may be silly, but I'm new to mods for this game and have no idea what files are being changed, or how integrated your 2 projects now are with each other. Best case scenario the files that change the texts are separate from the exe and not integrated with your other changes.

Please let me know, or if you can recommend anything that may have the same change I'm looking for that might work with the ReRelease.
 
I can do that but in future it may prove tricky since I made this to work with the new font... so it could well be that certain tags make the windows smaller than they should be.

I will make next installer so that you can install it separately.
 
That'd be great I'll watch the release posts for an update of once it's out. I'll test it out once I have it and give you feedback.
 
I can do that but in future it may prove tricky since I made this to work with the new font... so it could well be that certain tags make the windows smaller than they should be.

I will make next installer so that you can install it separately.
this because the new exe is impossible to mod?
 
There is always a way. It's just people haven't had much time to work on the new files very extensively. It will happen eventually.
 
this because the new exe is impossible to mod?
No, it is easy to mod new exe... it includes the old one.  It is because there is no Aali's driver there... so no modpath.  Hence some mods like Menu Project are not ever going to work.

The problem with translation is that I use the menu project font sometimes to determine an absolute window width.  We will see how it goes.

There is 2 other issues...

1.  I'd have to make an exception for this and make a new program that can edit new exe (pretty easy but I am not supporting new exe)

2.  touphscript needs updating to work around the issue with new flevel.

I will allow the translation to be used outside menu project but it isnt going to work with new ff7...  you will have to convert to old ff7 with kranmers patch.
 
Last edited:
What about the LGP version of Leonhart's & Magochocobo's battle scene textures?
Do they work with the new version?



Battle Scene enhacement lgp use.zip             Philman         Leonhart Battle art enhancement as LGP  Qhimm FILE MIRROR


Magochocobo Battle Scenes (lgp use).rar         Philman         Mago Battle art LGP Packs 1, 1.5, 2     Qhimm FILE MIRROR


magochocobo ff7 battle.rar                      Magochocobo     Magochocobo Battle LGP Packs 1 & 1.5    Qhimm FILE


magochocobo_ff7_pack 3 lpg.rar                  Magochocobo     Battle art enhancement as LGP Pack 3    Qhimm FILE MIRROR

 
im off tomorrow. how can i test this? what will i be loking for
 
Use ulgp to add the textures to the battle.lgp archive.
Then play the game and observe the battle scenes.
The first battles in the train station and reactor 1 are not enhanced.
You'll need to start a battle later in the game.



ulgp.7z             Luksy           LGP Tool to Modify Game Archives    Qhimm FILE SOURCE

 
battle models for characters and weapons are compatible and the battle lgp in the new and old are the exact same. so i dont see why these wont work. i have a save at the downed plane in the sea/ocean. are textures done there?
 
No, it is easy to mod new exe... it includes the old one.  It is because there is no Aali's driver there... so no modpath.  Hence some mods like Menu Project are not ever going to work.

The problem with translation is that I use the menu project font sometimes to determine an absolute window width.  We will see how it goes.

There is 2 other issues...

1.  I'd have to make an exception for this and make a new program that can edit new exe (pretty easy but I am not supporting new exe)

2.  touphscript needs updating to work around the issue with new flevel.

I will allow the translation to be used outside menu project but it isnt going to work with new ff7...  you will have to convert to old ff7 with kranmers patch.
thanks. so we only have to hope aali does magic again and releases a driver? possibly with ehnanced shaders?
 
Unlikely...  best bet is to just use kranmers converter.  Of course that's only if you want the old game...

If Luksy adds support for new exe one day with ts, it will be possible.
 
that also means we cannot use anymore the break 9999 limits, right?
Unfortunately that is part of the Menu Project...  Your best bet is to download yamp version, place it on the original 1.02, do a comparison with a back up of original 1.02 using dup.  Look at what the addresses changed are, copy them to a text file.  Change the addresses by adding C00 to all of them.  Use my Hexteditor program to patch new exe.

It is a lot of messing about.
 
The new exe is same as old from 0x1000 to the end of 1.02 data.  Therefore adding C00 to the addresses corrects the addresses for the new exe.  The old exe data started at 0x400
 
this is straight from remix page with my thoughts added on the end. if it runs through the installer without stopping some things would change but not all. mostly models so at this point i think UMI will do more on the rerelease than this could ever hope to do. i say scrap it and take things unique to it which is music. (and apz)

Code: [Select]
Code:
FF7 v1.02 official patch  -noAali's OpenGL Driver v0.7.3b -noHigher quality FMV's -no needGjoerulv's Hardcore Mod v1.0 (+9999 limit breaker patch) -wont work because paths are differentYAMP (Cutscene skip, Transparent dialogue boxes, and Mdef fix) -isnt this considered obsoleteApz' High quality Cloud battle mod- yes Timu Sumisu & Millenia's high quality Barret Battle mod-yesGrimmy's high quality Diamond Weapon Battle & Field mods-yesTeam Avalanche 2D Overhaul (beta 9 hr +colon fix +fire2\faiga workaround +jutmpl01.tex fix +new opening screen)-if this relies on aalis noHigher quality cloud bike minigame model -so far all the lgps i touched are moddable my guess is yesPhoenix Rejuvenation Project field models (+flickering materia fix +transparent faces fix)- idk how this works ill look and edit this post. if its an lgp yesNew weapon models by Slayersnext+ApzFreak+TimuSumisu+Millenia- yesFicedula's FF7Music (w/ "lessdebug")- i think noFinal FanTim's FF7 Remastered Soundtrack (looped by yours truly)- i think noFF7 Remixed Music by the folks at OCReMix -i think noAlso incorporated are a few mods of my own:idk about these but if its done in the .lgp's, scene.bin and kernel.bin yes. elsewhere idkFile Icon ReduxNew Spells/Weapons/ArmorRemastered AI ScriptBattle glitch fixesRe-translations
@pitbrat
i tried this one
Battle Scene enhacement lgp use.zip             Philman         Leonhart Battle art enhancement as LGP
and did battles in the fields and beaches around gold saucer and they showed up fine.
battle lgp appears to be fully moddable. should i keep going down the list?
 
Given some of the things on that list will be using the wrong path...  I don't think there's a chance the whole thing is going to work.
 
if it runs start to finish the models will be changed. but i think thats it. out of curiosity i tried avalanches stuff and same results models switched but thats all i saw
so in the end remix does like 5-10% of UMIs job. idk if itll break anything but no point in testing it further if theres no gain from it

edit
sfxedit still works. same files as before. same size. same location

edit
hojo still works. because you can browse and find the scene.bin yourself it requires no change
proud clod still works. because you can browse and find the scene.bin yourself it requires no change

 edit
hack7's thread on qhimm says it only supports playstation
meteor i get an error. "the nvidia opengl driver lost connection with the display driver and is unable to continue. the application must close" if you know how to fix this ill try again
 
Last edited:
Status
Not open for further replies.
Back
Top