I'm having a problem with the mod where after I activate the script, the game puts me in third person for half a second and then goes back into first... Does anybody have a fix for this problem?
Most likely because either the player character is currently holding a melee weapon or you didn't install a head model mod for that character. There's "Auto-Disable" options for both which by default are set to "On".
Hi, I followed the procedure but it doesn't let me check the box to enable the third person view. i bought the game on steam a couple of days ago. i will send you the version info. AppID: 418370 Build ID: 11026049
Like it says under the troubleshooting section on the mod page, after checking the box besides "Start Thirdperson Script", if nothing happens after 10+ seconds or so, right click on the black text of "Start Thirdperson Script". There will probably be one of two error messages:
"The array of byte named ... could not be found" = wrong script used / game has updated / Japan-region (censored) RE7 / unsupported game build (basically it can't find stuff in memory where it expects it to be) "module not found:re7.exe" = cheat engine isn't attached to re7.exe
The normal steam download uses the main STEAM RT script.
would it be possible to make the same updates as the RT version mod on the old DX11 non-RT version? not having the flashlight at the back like in the RT version is something really cool
Yeah, afaik most everything can be transferred back to dx11. I just didn't keep parity with both scripts because it was a lotta of extra work to make changes in one and have to take more time to "translate" those changes back to the older version.
Tbh, I actually prefer dx11 because I feel RT actually messes up the "hand-crafted" lighting in many places and adds unnecessary bloat to the game's size and system requirements, but I focus on updating the RT because that's what a majority of players have installed.
Since it's been over a year since I've touched the dx11 ones, I'll probably go ahead and patch them up later this year. I'll go ahead and add the flashlight upgrades first and do the rest of the stuff later on.
Edit: I've transferred over most of the RT script's visual settings including the improved flashlight to the Steam Beta DX11 script. Later on I plan on doing the same for the 2019 script. Both DX11 scripts will probably be fully converted eventually, but it'll be a while in the future as it takes a lotta my spare time.
Would it be possible to backport the 3rdperson character model and animations from the RE8 third person DLC they did into this? With the release of Resident Evil 2 classic mod with the camera angles, it got me thinking, it'd be badass if someone could do that type of mod for RE7 and 8, but RE7's downfall is the best we've got for third person animations. I bet the RE7 mansion would look phenomenal though with fixed cameras.
Really wanting to know too. No idea if it could be done or not but it would be nice to get answer from mod creator. They're both running on the same engine so it seems like it would be possible.
(Answering because I'm assuming it's me you've been asking, yella)
I've had this text under the "known issues" section for a couple years now: "Fixing such animations is beyond my experience and would require someone knowledgeable with RE Engine modifying the game's files."
My apologies, but usually the reason I won't respond to a post is because either I don't feel I have anything helpful to add or it's already been addressed on the mod's page. I don't know how RE8's animations work and sorry to say, I don't have much free time these days to learn. Maybe a modder with experience will look into it one day. I'd enjoy it as much as anyone else if they did.
I've been wanting to finally give this a try. I got all the way up to getting Cheat Engine running on a Steam Deck, CE detecting RE7 and me providing the CT file.
However, I seem to have stumbled into the error of an incompatible version of RE7 as of April 23rd, 2024. I'm having the following error message when right clicking on the CT file:
<<The array of byte named SCRIPT_ERROR_POSSIBLE_STEAM_UPDATE could not be found>>
For reference, I'm using the latest version of RE7 on Steam with the beta dx11 version selected.
If you need me to test, let me know. I'm up for testing it out so that I can get it working on Steam Deck.
To double-check that there hasn't been a stealth update, I did a fresh downloaded of the beta branch version of the game on steam and it does still work with the dx11 script for me on windows 11.
Just a guess, but this might be an incompatibility issue with the deck's os and how the game loads in its memory. I don't have a deck myself, otherwise I'd be glad to test it out for you. Maybe someone else can confirm if they've ever gotten it to work with theirs.
Thank you for the reply! I forgot to specify a couple of things in my post:
The version I purchased is the Gold Edition (which has the RE8 prompt on the title screen)
Trying out the RT script on the normal non-beta/non-dx11 release prompts a crash (which is why I changed to the dx11 beta)
I changed the beta version to dx11 through the compatibility options to test the other scripts
Trying out the dx11 script on my Gold Edition also prompts a crash, same with RT, and the 2019 script is the only one that doesn't crash, but this is the one that gives the "SCRIPT_ERROR_POSSIBLE_STEAM_UPDATE" error.
It's possible that indeed the memory could be modified due to the game running through Proton perhaps. It could be worth checking out if loading the game through Steam with Proton on Ubuntu or another Linux-based distro could prompt the same result (I'm using Proton GE 9.4 for the cutscene fixes).
For additional information, this is more or less everything I have tried so far to get up to the point of trying to load the CT file on SteamOS, which could also help if trying to load Cheat Engine+CT file on Ubuntu or another Linux system, but the easiest way to try it is with Protonhax for sure: Getting Resident Evil 7 Third Person OTS Script to run on Steam Deck?
the 2019 script is the only one that doesn't crash, but this is the one that gives the "SCRIPT_ERROR_POSSIBLE_STEAM_UPDATE" error
Ah, the 2019 script only works with the 2019 build of the game, which is different from the one that is downloaded from the beta branch. The current beta branch version is from the April 27, 2023 beta branch patch.
Fair warning that this might not work and be a waste of time, but downloading the 21gb 2019 build is an option through Steam's console. I'll go ahead an leave instructions for anyone who wants to try in the future.
Following some instructions to download older versions of a steam game here, after having the game installed already (dx11 version recommended), you would first open Steam's console. Enter steam://nav/consolein a web browser while steam is open to do so. You can see all past patches of the worldwide (non-Japan) version of the game here. The 28 January 2019 build of the game is the one that works with any 1.XX version of the script, such as the 2019 script. The command to enter to download it would be download_depot 418370 418371 6416093193300317096as per the app id, depot id, and manifest id. Entering the command will start the download with Downloading depot 418371 (21167 MB) There's no progress bar, but you can see the current download speed if you hover the mouse over the steam icon in the taskbar. You can also throttle the download speed with steam's download options if desired. When it's done, the console will write something like Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_418370\depot_418371" (8 files, manifest 6416093193300317096) or wherever it decided to store the files. Rename the game's folder to something else to back it up and create another RESIDENT EVIL 7 biohazard folder in steamapps\common and put the files in it. The 2019 build of the game will now launch whenever you start RE7 in steam.
You're basically swapping in the old files while steam thinks the current version is already installed. If the old build of the game works fine and you want to reclaim some disk space, you can delete the files from the back up afterwards or you can also keep them to quickly swap between patch versions by just renaming the game folder to its original name in steamapps\common.
With the 2019 build of the game, you can try any of the 1.XX scripts located in the "RE7TP Old Scripts Archive" .zip on the download page if the "2019 script" also crashes on activation. I'd recommend trying from 1.0 first (RE7 Thirdperson Script-12-1-0) and if it works, try a newer version until you find the latest one that doesn't crash. Heads up that early versions of the script can be extremely buggy. Each version of the script has its changes listed in the "changelog" on the nexus description page.
Iirc, the game can also be prevented from updating by setting its appmanifest file (appmanifest_418370.acf in steamapps folder) to read-only (right-click > properties), but this probably isn't necessary as the game hasn't had an update in almost a year.
Since the above will only download the main game, the dlc has its own method (check to see if the main game is working first). If you've got the dx11 version, you should be able to copy the dlc folders over which are 529930, 530610, 530611, and 564190. Each folder goes straight into the game's folder (RESIDENT EVIL 7 biohazard). RT files won't work as they use different formats. If you don't have the dx11 dlc files, they can be downloaded individually as follows: Banned Footage Vol.1 download_depot 418370 529930 182059432009852241Banned Footage Vol.2 download_depot 418370 530610 131579235125118174 End of Zoe download_depot 418370 530611 430871114806224066 Not A Hero download_depot 418370 564190 195970174953257606 I've listed the (4GB) 2019 Not A Hero file above, as there's also a (5GB) 2021 build (same one that's downloaded with Steam's Beta Branch). Off hand, I don't think it makes a difference which file you have for the script to activate though.
213 comments
Please help.
There's "Auto-Disable" options for both which by default are set to "On".
AppID: 418370
Build ID: 11026049
There will probably be one of two error messages:
"The array of byte named ... could not be found" = wrong script used / game has updated / Japan-region (censored) RE7 / unsupported game build (basically it can't find stuff in memory where it expects it to be)
"module not found:re7.exe" = cheat engine isn't attached to re7.exe
The normal steam download uses the main STEAM RT script.
Tbh, I actually prefer dx11 because I feel RT actually messes up the "hand-crafted" lighting in many places and adds unnecessary bloat to the game's size and system requirements, but I focus on updating the RT because that's what a majority of players have installed.
Since it's been over a year since I've touched the dx11 ones, I'll probably go ahead and patch them up later this year. I'll go ahead and add the flashlight upgrades first and do the rest of the stuff later on.
Edit:
I've transferred over most of the RT script's visual settings including the improved flashlight to the Steam Beta DX11 script. Later on I plan on doing the same for the 2019 script. Both DX11 scripts will probably be fully converted eventually, but it'll be a while in the future as it takes a lotta my spare time.
I've had this text under the "known issues" section for a couple years now:
"Fixing such animations is beyond my experience and would require someone knowledgeable with RE Engine modifying the game's files."
My apologies, but usually the reason I won't respond to a post is because either I don't feel I have anything helpful to add or it's already been addressed on the mod's page. I don't know how RE8's animations work and sorry to say, I don't have much free time these days to learn. Maybe a modder with experience will look into it one day. I'd enjoy it as much as anyone else if they did.
However, I seem to have stumbled into the error of an incompatible version of RE7 as of April 23rd, 2024.
I'm having the following error message when right clicking on the CT file:
<<The array of byte named SCRIPT_ERROR_POSSIBLE_STEAM_UPDATE could not be found>>
For reference, I'm using the latest version of RE7 on Steam with the beta dx11 version selected.
If you need me to test, let me know. I'm up for testing it out so that I can get it working on Steam Deck.
Just a guess, but this might be an incompatibility issue with the deck's os and how the game loads in its memory. I don't have a deck myself, otherwise I'd be glad to test it out for you. Maybe someone else can confirm if they've ever gotten it to work with theirs.
It's possible that indeed the memory could be modified due to the game running through Proton perhaps.
It could be worth checking out if loading the game through Steam with Proton on Ubuntu or another Linux-based distro could prompt the same result (I'm using Proton GE 9.4 for the cutscene fixes).
For additional information, this is more or less everything I have tried so far to get up to the point of trying to load the CT file on SteamOS, which could also help if trying to load Cheat Engine+CT file on Ubuntu or another Linux system, but the easiest way to try it is with Protonhax for sure:
Getting Resident Evil 7 Third Person OTS Script to run on Steam Deck?
The current beta branch version is from the April 27, 2023 beta branch patch.
Fair warning that this might not work and be a waste of time, but downloading the 21gb 2019 build is an option through Steam's console.
I'll go ahead an leave instructions for anyone who wants to try in the future.
Following some instructions to download older versions of a steam game here, after having the game installed already (dx11 version recommended), you would first open Steam's console.
Enter
steam://nav/console
in a web browser while steam is open to do so.You can see all past patches of the worldwide (non-Japan) version of the game here.
The 28 January 2019 build of the game is the one that works with any 1.XX version of the script, such as the 2019 script.
The command to enter to download it would be
download_depot 418370 418371 6416093193300317096
as per the app id, depot id, and manifest id.Entering the command will start the download with
Downloading depot 418371 (21167 MB)
There's no progress bar, but you can see the current download speed if you hover the mouse over the steam icon in the taskbar.You can also throttle the download speed with steam's download options if desired.
When it's done, the console will write something like
Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_418370\depot_418371" (8 files, manifest 6416093193300317096)
or wherever it decided to store the files.Rename the game's folder to something else to back it up and create another
RESIDENT EVIL 7 biohazard
folder in steamapps\common and put the files in it.The 2019 build of the game will now launch whenever you start RE7 in steam.
You're basically swapping in the old files while steam thinks the current version is already installed.
If the old build of the game works fine and you want to reclaim some disk space, you can delete the files from the back up afterwards or you can also keep them to quickly swap between patch versions by just renaming the game folder to its original name in steamapps\common.
With the 2019 build of the game, you can try any of the 1.XX scripts located in the "RE7TP Old Scripts Archive" .zip on the download page if the "2019 script" also crashes on activation.
I'd recommend trying from 1.0 first (RE7 Thirdperson Script-12-1-0) and if it works, try a newer version until you find the latest one that doesn't crash.
Heads up that early versions of the script can be extremely buggy.
Each version of the script has its changes listed in the "changelog" on the nexus description page.
Iirc, the game can also be prevented from updating by setting its appmanifest file (appmanifest_418370.acf in steamapps folder) to read-only (right-click > properties), but this probably isn't necessary as the game hasn't had an update in almost a year.
Since the above will only download the main game, the dlc has its own method (check to see if the main game is working first).
If you've got the dx11 version, you should be able to copy the dlc folders over which are 529930, 530610, 530611, and 564190.
Each folder goes straight into the game's folder (RESIDENT EVIL 7 biohazard).
RT files won't work as they use different formats.
If you don't have the dx11 dlc files, they can be downloaded individually as follows:
Banned Footage Vol.1
download_depot 418370 529930 182059432009852241
Banned Footage Vol.2download_depot 418370 530610 131579235125118174
End of Zoedownload_depot 418370 530611 430871114806224066
Not A Herodownload_depot 418370 564190 195970174953257606
I've listed the (4GB) 2019 Not A Hero file above, as there's also a (5GB) 2021 build (same one that's downloaded with Steam's Beta Branch).Off hand, I don't think it makes a difference which file you have for the script to activate though.