#Add Manual Skill Inheritance
1543 messages ยท Page 2 of 2 (latest)
Thanks, I think 16 pixels wide might be good.
I think that's better, not sure if it should be any thinner than that
i think it looks pretty good
Question, did this mod touch s.link bonuses in any way?
It shouldn't have. I did have a bug where it gave way more than it should (like I gained over 10 levels when it should've been 1) but I think that was fixed. It's possible there are other bugs with it, I didn't check if the bonuses were actually the same between this and vanilla
rip, I'll look at it a bit later gtg for now
Aye aye
Looks like it happens randomly
Also interesting thing is that I picked Victory Cry already but the game didn't remove Victory Cry from the "Next Lv" thing
it only got removed when it actually started the fusion, I think that's a minor detail but that gets removed if you pick a skill that a persona will learn usually
This is really annoying to debug, it does seem to be completely random. I've had it once where I got way more levels than I should have but it's taking a while to get again. I assume whatever stores the exp they should get is being corrupted somehow
Seems I've found a way to reliably reproduce it, it seems to have something to do with the skills you select and how you select them (maybe something to do with removing a skill, idk). Hopefully I'm not too far off finding the actual source of the problem ๐ค
I'll try and deal with that after, I have an idea as to how I could fix it and I don't think it'll be too hard to implement
Oh, I guess it could be. I'll check if that was happening on the one where I was triggering it
Ok, I think I've fixed it. If I'm right I had the inherited skills 4 too far so there were cases where it would write over the bonus exp
Would you be able to test this when you have time @kind nebula? In particular I'm interested in confirming that what I've done hasn't broken the inheritance of the first two skill slots (and just hasn't broken anything in general) which you can test with Orpheus Telos.
nvm
Seems I actually did break some stuff with that last supposed fix, now if you select and unselect skills then go in and out of the result the new skills mask breaks ๐
noooooooooooooooooooooooooooooooooo
On a more positive note I've gotten the next skill to change if you choose to inherit one that would normally be learned. (I was in the middle of doing that when I found the other bug, I'll go back and try to fix it soon)
Would anyone be able to send me a save that can fuse Orpheus Telos? I'm still pretty confused about the whole inherited skills thing and the bugs that it's causing and I think being able to fuse a persona with all inherited skills would clear things up
either
thanks
@kind nebula I was just about to test stuff out and then I realised I need the binslot for that save as well
Thanks 
I've finally figured out the cause of the problem and fixed it. In a Persona's info there's a list of skills they've inherited, this list is used to create the mask that shows which skills were inherited ones, in this list the skills should be in the same positions they are in the Persona's skill slot (so an inherited skill that shows in slot 2 should be in the second index of the InheritedSkills array) but I'm dumb and thought that it'd just go from 0, because of this the incorrect skills were shown as inherited.
As to why this only happened now I think it's because I recently added some code to clear all of a Persona's skills when entering the results menu to fix another bug so it might be causing the inherited skills mask to be regenerated now where they weren't before (or something similar to that effect).
tldr; I fixed the bug, it was because I did a dumb ๐
Legend
Yay
Here's an updated version (no sharing outside of here). Hopefully that's all the bugs squashed now ๐ค
I want to get started on those last few UI things again, first up will be the thick dashes, after that I'm not sure, there aren't many things left ๐
Nice nice
Some progress has been made. This is just me working out the positioning and actually getting the textures to display so obviously there's still stuff to be done but I think I'll probably finish the dashes tomorrow.
After that it's down to the really minor details (at this point I'm quite sure that I'm not even going to look into mouse support for the initial release, I just want this to be out ๐
)
mouse sucks
epic embed fail
Empty skill name stuff should now all be done. I've gotten it to display the thick dashes correctly with the right colours and everything and whether you use text or the thick textures is configurable 
how are you this talented dude
jesus
I really hope patching happens soon so I can play this game with your incredible QOL features
I can't believe you programmed an option for people to change such a minor thing lol. I think I would have told people to deal with it ๐
The main reason I did was because I'd already done the text based way, it's not too much extra effort to add an option and at that point I'd consider it more of a waste to not have it be one. If I hadn't already done that I probably wouldn't have ๐
Either way, glad we get to see this, even if I do not have the PC version so I cannot use it
Cuz I absolutely despise random inheritance
The latest build with all the things. As always don't share outside of here and lmk if there are any problems with it if you decide to try it out
I'm not sure
If it can't I don't really care though, the real intention is to use dashes
Anyway I was thinking about adding the little nobs that come out of skills that you've selected but then I realised there isn't actually any space to put them in p3p like there was in p4g due to it going from out from the right side. I guess that's one less thing to do, I don't think it's particularly valuable either way, just a cool detail
Yeah, that's fair. Greyed out definitely is good enough
Same. I didn't even notice that detail in p4g until we started looking for differences lol
Hiding the selection display is thankfully quite an easy task. I'd just need to change the button prompts displayed to say "Display ON" and "Display OFF' instead of "Skill Info", I don't think it'll be particularly hard to do but it will be a bit of work.
After that the only remaining things would be the flashing boxes around the next skill which I was tempted to skip but given how far I've gone now I may as well just do everything, and checking and probably changing some of Igor's help text to account for manual inheritance.
At this point I think I might be on track to release it on the weekend, we'll see though I don't want to force it out if it needs a little more time
Oh yeah the tutorial stuff says some stuff
Yeah no rush. You should take a break now even if you need it. Feels like you've been at it everyday for a while now
Oh, and there was adding that round thing in between the Choose which skills and skill help text, I'd forgotten about that. Not sure If I'll do that, at this point I think it'd be pretty easy to do, I'm just not sure if people will prefer it
What would be involved? Editing the box texture or would it have to be overlayed as a separate sprite or something?
Yeah for sure, tbh to me it feels like I've barely been working on it at all in the past few days lol
Compared to how much I was doing at the start it's a lot less
I'd just overlay it as a separate sprite
I pretty much understand adding new sprites at this point so I could probably do it pretty quickly.
Found it
Thanks, I was just looking for it ๐
It probably would make it look a little more complete. Up to you
Yeah, it probably would. I'm not sure about how the light blue comes in on the right with a straight line. Imo having the dark blue all the way from the right looks a fair bit cleaner. Ik that's how it is in P4G but P4G's isn't exactly perfect, it has incredibly obvious line in where the light and dark bits overlap that just looks awful.
Maybe having looked at this current one for so long has skewed my perception though, it's definitely happened in the past
I thought that was transparent
I'm fairly sure it's not, if it was it'd be more of a purple gradient like the background
Maybe it does just blend in though, giving the illusion of it being transparent
That's very fair, I don't think this is really stuff you're meant to pay attention to, it's just sort of there
it does make it less emoty
like rn, the bottom of the message definitely feels empty
True...

Would any of you be willing to make a version of this Display OFF and Display ON text that'd fit in p3p? I was planning on copying it from p4g but I've realised that the text is much thicker in p3p so that wouldn't fit
Yeah, I'm sticking with whatever P4G does if it doesn't exist in p3p so caps would be good
I have an idea as to where it probably is, I'll check rq
Oh
That was very quick ๐
Yeah, that looks the same to me
Thanks 

Anyone else experiencing crashing when pressing LB on the fusion result screen before inputting skills? (checking the 2nd/3rd persona)
Checking the wot
Yeah, I found out about that a few days ago and fixed it but didn't upload a new build.
I think this should be it.
Don't share outside of here, etc
So you're close to releasing, guessing with that name at least
It's a build from GitHub actions since I'm on mobile rn, that's just what they're called.
That being said I do think I'm pretty close
Oh lol
That's good news though
hard to explain
checking the personas used in the fusion while in the fusion result screen?
(|1st|2nd|RESULT|, etc)
shweet ty
I've gotten the display on and off prompts nearly done. Any thoughts on the spacing between the button (the skill info one for reference)?
The vertical alignment is a little off but I'll fine tune that once I've got the horizontal right
Also, the normal text is a bit blacker than what I've got, I think what is there now is what P4G has.
I'm guessing paint bucketing it will mess it up a bit so @tight lantern would you be able to make me ones where the font is the same black as the other two please?
Thanks
I love u
Nice, it's the same colour now ๐
Off topic, but I vastly prefer the SMT1 PSX version of Lilim instead of the one Persona 3 used
I think that's done now, looks very nice imo 
It's really down to the last few things now, only 3 left that I'd like to actually do
Ahhh I just noticed one more thing in p4g, when you select a skill it flashes yellow for a second when it's added to the slot. If I'm going to do the flashing rectangles around them I guess I should do that as well
Anyway here's the latest build with the menu hiding stuff. Don't share outside of here, lmk if stuff breaks, blah blah blah
I made a nice bit of progress tonight. I think the positioning and look of the sprite is good so far.
Next I have to make them actually display at the appropriate slots and after that somehow make it flash nicely. Problems for another day ๐
Looking good!
Thanks 
Like Mitsuru would say it : C'est magnifique !
(No honestly, that looks really good !)
does anybody have random crashes while using it ?
nvm, looks like some mods was stilla ctivated for reloaded II even tho that wasn't the case and that was causing the crashes, now its seems stable
So after I've tested every type of fusions, it seems like sometimes, the fusions that requires 4 personas or more, does have a glitch which is the following. When selecting the persona you want to fuse, it brings directly the selection of skills to inherit but ir you press ok you'll notice the fusion will work like usual (automatic skill inheritance) but if you go back to persona selection and select back the persona you want, the mod will now work properly.
I dunno if other people got this glitched. If no it may due to how I've setup my mods, or due to my possibly still corrupted reloaded II.
That's a problem I haven't seen before. Is it with the latest one (in the pins)?
I'm not sure how that's really possible, I completely remove all inherited skills so idk how it could automatically add them.
Yep
It juts adds the menu and the game acts like you don't have the mod but it doesn't always appear (at least for me)
Ok well I'll have to try and replicate that on my end. Is there anything specific or just any fusions with more than 4 personas?
Any fusion with more than 3 personas
I made alice, thanatos, cybele and dyonisos and I didn't had the glitch with thanatos and I don't remember for Alice.
Interesting
I can't seem to replicate it, do you think you could send me a video of it happening or something like that? I still don't really understand what you're trying to describe
It sounds like he's saying the menu comes up as though you have the mod, but it doesn't function as though you have the mod
?
What I think it is is that when choosing a Persona their skills are already filled in but I'm not certain. Either way I haven't been able to replicate that or anything else that's incorrect
There's probably some very specific condition that's causing it, it's hard to say without actually seeing it
Try going in and out like you're rerolling I think
That doesn't seem to change anything, I still see nothing wrong...
That's fine, I'll just wait until they're back online and can hopefully clarify what and how it's happening
Hum it's actually like 8 am rn for me and I will only be back home at 3:30 pm so you're going to wait a bit ^^'
I'll send you that once I'll get home.
All good, it's not urgent 
Well that's done now. All that's left is to make them look pretty
I will definitely need thoughts for the colours though since I don't think there's anything in p3p that I could base it off. Here's a little video of what it's like in p4g for reference
I'm pretty sure what P4G is doing is going from that yellow that's used for the selected tab and the selected skill in the skill selection menu to a more faded version of it. I don't think that'll work too well using the light green that is the equivalent in p3p, I think it'll blend far too well with the dark green background
I'd probably try the p4g outline colour anyway. It doesn't look they've taken the colour from any existing precedent either, so could look fine in p3p too
Oh sorry I just saw the selected tab thing
Hmm. Maybe still try it
Yeah, I can still try it
You know how a skill flashes when you just added it in a persona
It would be flashing and I think the yellow in p4g is actually a little less bright but I still don't think it really looks great. Looks like some Aussie colours lol
the thingy that used to be red for some reason
Yeah, I'd need to check what colour it is but that might be good
I like it, yeah. yellow and green compliment each other decently and I think it'll look better still if you can make it pulse
Hmm, ok. I'll have to do a bit more work to make it pulse and I do think it'll look better when pulsing as well
This is what it flashes to when a new skill is added, I might try it as well
Ok cool. I honestly don't feel too strongly about it so I'd say just do what you think right. We're getting into the most minor of details at this point ๐ lol
Yeah ik we really are getting into the weeds now and people probably won't care too much but I still do want it to look good.
I feel like pretty much everything I've done in the last week or two of this is stuff that people won't care too much about but I've come this far. Also with it all together I hope it'll make a more noticeable improvement than without
Here's it using that, I think I like it better
Man, I love how far you've gotten
Damn shame I myself won't get to use it, but, alas
True lol, it's only that bright for a handful of frames so it doesn't really feel bright in game
I'll have a look, I assume you mean that colour in the female menu?
Yeah
And, y'know, this mod reminds me of what could have been
Because Atlus should have absolutely had this in the port innately
Random inheritance can go die in a hole along with other outdated 2004 mechanics or whatever (cough, pre-2016 Hama/Mudo)
Made something quickly before I stop work on this for tonight. I thought this would be sort of cheaty since I'm just lower and raising the alpha over time but I think it actually turned out quite nicely. It might even be how p4g does it (I wouldn't be surprised, just changing alpha is way easier than trying to make some smooth colour transition)
I might tweak it a bit later on (on obvious difference is P4G's transition is much faster) but I think it's definitely a nice start.
๐ง if it works, it works
u p l o a d
w e n

jk, but seriously, you're awesome
Will you be taking a break after this, or do you plan to do the exp share stuff?
I swear if you say you don't take some rest... I'll force you to take some (I'll just need to figured how I would be able to do this)
I'm not really sure. I'll probably actually play the game for a while lol, being stuck at 10 hours actual "play" time for a month kinda sucks (I do actually want to finish the game one day :D)
lol, I would be interested to see how you'd do that ๐
Lemme just find your ip adress so I can find your adress, travel to your location and bonk you in the head in the doge way.
No wait ! I have a better alternative
If you don't take some break
I'll speak french ๐คก
(mitsuru teached me)
OH GOD NOT THE FRENCH
Hum... I'll do it a bit more later, I have a 2h class that just got added.
the rest of the video (for more context) is here
Did you put the video in slow motion?
The second one only just to show what happened because it was really fast
do you have a save you could share for that? Swine's probably asleep atm, but he might ask for it to help him test when he's back online.
Yeah of course, I'll provide that as soon as I can
it's normally this save
Thanks, the save probably will be helpful
I think I understand now, so is that all happening after one button press or is it completely automatic?
I still can't seem to replicate it. Even doing exactly what you did in the video it doesn't happen ๐
Did you do a fusion before that one or was that the first?
Oh wait I'm dumb. That clearly was the only fusion in the video
Maybe it's something that I've unintentionally fixed in the version I have. Could you see if it still happens with this, it's the exact version I'm using rn
Hmm, you didn't get the choose which skills message from igor when first pressing ok, I have a feeling that's the reason. That suggests that the functions that play it weren't found since that's the only time when it won't be played (just to cause the game from crashing).
Could you check your Reloaded logs when you launch the game and check if there are any error messages as well please.
Either that or the maybe the edited message bmd isn't being added for some reason (I'm not actually sure what happens if you play a non-existent message, maybe it does that
)
I'll check that
the only error I do have in my logs is this one [18:08:29] Binding Directory Failed with Error CRIERR_NG
Are you playing the game in another language?
I'm playing in english
weird, now it doesn't happen with lucifer but it did before... What if I just pressed the buttons two quick and skipped the custom bmd ?
I dunno why, even when doing it really quick and after restarting the game, I can't manage to trigger once again the glitch
(also apparently, pressing X/Y/square makes the choice hides the menu that lets you choose your skill, pressing this button once again show it back)
Sorry I didn't see that message. I'll work a bit and once I'm taking a break.
sorry for the late reply, I was way more busy today than I thought I'll be, I can't manage to replicate the glitch on the last version @bright spindle
Ok, thanks for checking. In that case I'll just assume it's fixed and if someone does have it later on I'll deal with it then
Ok, thx ^^
ngl I really want to just be done with this. I think I could spend ages tweaking it but this seems alright to me, do you all think this looks good as a default?
I made it so the minimum alpha and transition speed are both configurable so ultimately people can tweak it to their liking but it'd be good if the default is what most people are happy with
Yeah, ik but I'd like it to be close ๐
At least mechanics wise it does the job perfectly
So in the most important bit, it's perfect as is
I say publish it while you've still got a bit of enthusiasm to fix any bugs people might find, if that's how you're feeling
hum... why is the flickering going crazy at the beginning ? ^^'
Not sure, maybe I clicked off of the game or maybe it's just the recording. I didn't notice it when actually doing it and I'm pretty sure it's not something that happens normally
Probably not a bad idea...
I'll change the help text at the very least but we'll see from there. I'm pretty unsure about the flash when selecting a skill, the one used when you add skills is green so I don't think it'd work plus actually implementing it seems like it'll be a fair bit of effort
Everything seems perfect to me but I must admit that glowing effects on the skills slots that are doing a little party (flickering a bit fast but mostly, not synchronized) disturb me but with the amount of work you must had and if I'm the only one being disturbed by that, then just publish the mod like that, it looks really good honestly.
That was actually intentional, that's how it is in p4g (or at least roughly how it is, they're staggered something along those lines). If it's disturbing then I think I can add a toggle to keep them in sync fairly easily if that'll be better
There's a video of it up here. I think the way I've done it is a bit more noticeable and it's definitely more noticeable when there's all 8 skills to select, I think it's not as bad when it's only 3 or 4 (which is often the case)
Ok I see why it's a bit disturbing : it's seams like a wave effect on p4g (first glow, then the second, then third, etc.) Which is not the case in p3p in your mod tho I wonder how I never noticed it before because I don't like it either XD
Like I said, don't push yourself too hard, if I'm the only one having a problem with that, I'll just deal with it, leave the mod like that ^^
It was meant to replicate the wave but now that you mention it it really doesn't. Not sure how I didn't notice that, I'll see if I can fix it up (it'll bug me if I don't)
Oh, I think I might have worked it out. I'm decreasing the alpha slowly and then increasing it slowly but upon closer inspection I think p4g just sets the alpha back to the max when it reaches the bottom, giving a much nicer effect. I'll try that out
Nope, I'm wrong. It goes up and down at the same speed in p4g, I am very confused as to what I'm doing wrong 
I think I'm going to give up on the wave pattern like p4g and just leave it synchronised (and a bit slower). I kinda like the more chill synchronised animation.
Maybe one day I'll go back to it but for now it should be fine, tbh I doubt many people even remember that p4g had that wave animation
I don't even notice lmao I fuse too fast
Fair
I think a lot of people won't notice a lot of the details I put heaps of time into...
Yeah also how often do you see every single slot light up like that? It's normally three or four which is far less noticeable
5 is max usually
Yeah, Orpheus Telos is definitely a special case. Usually it's 3 or 4
8 is only possible with Telos so yeah this is a special case
Anyway, I think I'm down to the last thing I want to do (I don't really feel like doing the flash when selecting a skill tbh) that separator thing in between the skill help and choose which skills text
I really like this btw
Thanks, that makes me feel better about it 
Here's the latest version with all the good stuff. Really really close now
Don't forget to drop your Kofi link when you eventually announce this on twitter btw lol
Yeah, I will
It looks, SOOOO MUCH better ! (To me at least)
Soo, I'm going to need some help with this texture.
I'm thinking basically what rudiger's done up here. If anyone is willing to make that for me I'd really appreciate it, for reference the boxes around skills are a bit less than 64 pixels high if that helps. If stuff is slightly too big or small we can always work that out when it comes to it
I kinda feel like I've been asking a lot in regards to textures (it's not like I couldn't do it, it'd just probably take way longer than people who actually understand stuff) but I do want everyone who has helped on that front know that I do really appreciate it. I couldn't have gotten it this good without all your help and don't worry everyone who did help will be credited when it's finally out
Why not suing the green for the blue bar instead ? That would make it more out and so that would be considered as part of the background and you could also use it for femc ? Tho I dunno if that would look good in terms of color mixing...
Yay
Or maybe just another color ? If you look close enough, p4g use a different color just for this bar so it doesn't look like its mixed with the background. Maybe keeping that white-izh color would look good
I can try different colors if you want (I'll just edit the screenshot tho because I dunno how to mod p3p)
If you want to that'd be cool. Once I have an actual texture to put in game it'll be easy to change the colour (I'll use vertex colouring like everything else) but having mockups of what it'll look like with different colours could still be useful for now
I'll try with green and white, if anyone have any colour idea (or color ? I dunno does both spelling works ?) They want to see, just ping me
the white-purple one looks really good I think, I'll try with the light green
OH LIGHT GREEN IS AWESOME !!
Yeah, I think the whiteish one looks pretty good, I don't really like the dark green though. I get the idea but I don't think it really works
I think the white one would look better but I must admit I have a preference for the light green
I'd prefer the white but I think light green looks alright as well
if rudiger have a variant of his original screenshot for femc, I can try white one and light green on her
do you want the hex of the white one ?
No need, I can get it myself with colour picker
other ideas (I think the first white one is just the best choice)
@bright spindle better version of light blue, based one the shad of blue that is used on the bar under the exp
I would say 1st place : white ; 2nd place : light green ; 3rd place : light blue
That's fine, it can be a different colour per
for femc it can be replaced by the shade of pink that is used under exp
but that would need a bit more work
Apparently, if you delete the P5R essentials, this version of the mod works for other languages, which is the case for the last version.
If it can be a different colour per route, I vote the colours in my original one (out of the options shown so far)
Sophia added a language setting with her Wip bin merging stuff so I think that would fix it.
I don't think that'll be ready by the time this releases though so I might have to do a setting in the mod if the files are breaking it when used in non English languages
I mean that in one of the old version of the mod a workaround made it compatible with other language than english which is no longer possible ^^'
I am once again asking if anyone is willing to make this texture for me (the funny divider thing). Once I've put it in and got the colours and whatnot right I'll consider the mod done and release it.
If no one wants to that's fair, it's not like I'm paying you ๐ In that case I'll try and steal textures from p4g and make up something myself tomorrow.
I'd really like to be able to release the mod tomorrow or at the very latest Sunday.
Im working atm but should be able to do it for you later
Thanks 
Contrary to what I just wrote there's no rush. I'm just kinda tired after a big day today and want to be able to get this done
Should I share a texture for this alternate "Choose which skills to inherit" text too? Seems to look a bit better to my eye when combined with that border texture than what's been used so far
Think that was from p4g too
If you want to sure we can try it out. I'll send the current sprite sheet in a sec so you can know how everything's sized
There it is, the text is flipped vertically because for some reason everything I render turns upside down so having it like that in the spritesheet undoes it. It's probably something I could fix but just flipping them in the image is easier lol
yeah some games do that
i had the exact same problem doing texture stuff for devil survivor 2 oddly enough
and that's why it was neeeeever released (partially)

It's not something that happens normally (all of the vanilla sprite sheets have stuff the right way around), it's definitely an issue with how I'm calling the function that renders them
hmm
please don't, those questions make me cry
is it readily useable even without patching available
@bright spindle
tbh squashed arial bold kinda better
If you're doing different colours per route and want to follow p4g's convention:
- "Choose which skills to inherit" text - #2494ff (M), #ff759a (F)
-The new curved UI bar thing - #6bb1ff (M), #ffbfdb (F)
Thanks, I'll put it in game soonish and from there I'll decide on which text and colours to use

Oh yeah wdym by usable with patching available?
I thought Reloaded still needed some work for modding P3P/P4G64
The only thing that should cause problems is the edited help text but that really isn't a big deal. All of my other textures are in a completely new spr file so it shouldn't matter what language you use.
When bin merging and spr merging happens (assuming they both do) I'll probably move the sprites into init_free.bin with the other ones since as it is it takes a second to load the sprites so there's a (not too noticeable) bit where they don't show when opening the results menu.
Actually @calm frigate (or anyone else who uses a language other than english) if you just delete facility\combine.bin from P5REssentials does the mod work fine? facility\combine\inheritance.spr is a completely new file so that shouldn't cause any problems
what if you loaded them when loading up the fusion menu? or when you enter velvet room
so the load isn't too noticeable
Maybe I could it's more I'm not sure at what point the game will decide that the memory the file's loaded into is free for use with other stuff. It might not be optimal but reloading it every time you open the results menu seems to be the safest way to me.
I'd rather have a tiny delay before the sprites show than a chance of the game crashing. Maybe I could work out how to ensure it stays loaded but I think my solution is fine for now
Here's an example of the delay, this is the first time it's been loaded at all. It's only really noticeable if you're looking directly where the skill slots are as you open the menu and after the first time I can't even notice it at all.
I have seen it be a bit slower before but it's never very long, not more than a few hundred milliseconds I'd guess
Actually this is more like what I'm used to. Maybe it's getting freed quicker because there's more Persona's bustups and stuff to load 
Still not that bad imo
Probably unnoticeable for my rerolling ass lmao
yeah pretty unnoticeable tbh
Pretty sure a delay occurs if you fuse too fast anyways
I think I did something wrong lol
Lol
Much better.
I think the texture might need some tweaking though, it should probably be a bit longer so it actually reaches the end of the text and maybe the bar on the right should be a bit thicker. That's stuff I should be able to do though given it's just a rectangle
There we go, how does everyone think that looks?
looks fine to me
Then it's onto the colours. Tbh I think that just sticking with that colour (which is what's used by the skill boxes, scroll bar bg, etc) would be best. I already think it looks good and it's what p4g does
I agree
And here's what it looks like for female
everyday i am reminded that the femc ui color choice is not good
looks great on your end tho
The last thing then is @glossy otter's alternate text that he preferred.
I'd say I prefer the other one but if this is something that he likes then there are probably others who'd agree as well so I've made it a configurable option. Imo it's a bit too small but I'll leave it like this for now
Here's the latest build if anyone wants to admire the divider in game ๐
This might be the last wip build as I've now implemented everything I want to for release 
Based af
yoo
I lied, this will be the last one probably. I noticed a bug where every new skill was outlined when hiding the menu instead of just the next one
I'm still not a fan of the coulor for mc tho for femc that looks really good
I'll try using another language once I'll have some free time
Given the amount of time and effort I've put into this mod I figure it'd be nice to have a good thumbnail for it.
Would anyone be willing to make one? Given I assume making a good thumbnail would take a fair bit of work I'd be willing to pay $15 (or maybe a bit more if it's harder than I think it'll be) for it. I don't need anything particularly fancy, I just think it'd be nice to have something more than a screenshot with "Manual Skill Inheritance" slapped on it (my signature style :D)
That would be awesome although if it is something that takes you a substantial amount of time (like if it's taking you an hour or hours) lmk and we can work something out. Even if it's just a cheap steam game you want or something, I don't want to be getting what is essentially free labor at that point
Thinking about it I hope none of the other stuff I've asked for has taken any substantial amount of time. I think everything has been fairly minor stuff but maybe I'm wrong...
Oof that sucks. We'll work something out later if you do decide to make a thumbnail
When I get on PC, I can get to work on the thumbnail
Though now I gotta speedrun P3P to get to fusion
So I can get an example of random inheritance to use as part of it
Make some bullshit build in there
If you ask me, seeing a Thanatos with mudo spells would invoke ptsd
If someone else is doing the thumbnail, I wouldn't mind making some additional preview images that highlight all the small details you added. If that's helpful.
Hoo boy
If you want to then yeah, that'd be helpful.
Figured it might be good to have a slide showing all the custom stuff you added, at a glance
(I won't offended if you don't use this ๐ ) @bright spindle
Yeah, that's probably not a bad idea.
It does kinda feel like something that'd be in a high school powerpoint presentation lol but I like the idea (I probably couldn't do much better myself :D)
Looks cool for a concept ๐
Maybe make it the same persona for both
I assume that was the idea, I think those two are just screenshots I've shared
Well if you wanna do that then uh
Use this FeMC save I have so the skill list also aligns, I suggest Thanatos so it will be someone recognizable
Maybe that would be better if you use the same persona on kotone and makoto side
Nvm, I didn't see the comment of kaze ^^'
I decided to go with a very...bad meme-ish approach for now
Just pointing at the random Null Charm that is sitting there uselessly
@glossy otter Alright, presented my rather not-so-funny concept for a thumbnail
Isn't this a screenshot of FES? It doesn't show the mod
yep
@tight lantern your thumbnails are always good and professional (which seems to match up with Swine's preference based on his other work). Any thoughts on one for this mod?
i can try whipping something out for a thumbnail
That would be cool if you have time.
Would probably be nice for Swine to wake up to something he can use and help him finally get this out the door lol
real
@tender matrix
if you have the time to do it (because I surprisingly don't have it today and I know you play in french too ^^')
Working on it champ ๐ฟ
Thx mate, I owe you one !
Just tried that (with the latest build you release today) and my game froze
Here, I pressed X/A/whatever, and nothing happened, the game still runs, I hear the music and all, but I can't do anything at all
softlocked ?
Yup
was it working without deleting the file ?
Working just fine, the text is in english of course because of the mod but it works
so depending on the version, making the mod compatible with other language than english use different methods ? interesting.
Added the file and it works
My pleasure ๐ฟ
oh no
french
Exactly what I thought about
It was done in a meme-ish style where I point at one of the Ls that random inheritance takes
I appreciate the effort but that's really not my style. I definitely don't want a screenshot from FES and I don't really like the meme style...
To clarify for me which file is it that caused a softlock when missing (or not missing, not sure exactly what you did)?
Are you still planning on doing this? If not that's fine, I feel like I've just caused unnecessary trouble for people with this request so I'll just do it myself if not
im working on it yeah
hardest part is tryna make it original bcs it's looking a lot like the fusion spell skills thumbnail
I got softlocked when I removed the facility/combine.bin file
The game worked just fine when I added it again
Ok, oh yeah that actually shouldn't be a surprise to me. There's a new message in it that can't be called if you don't have the edited file
I'll make sure to note that in the compatibility section of the mod's page (although I don't think there are any other mods that edit that file anyway)
I guess there is one more thing I need to fix. I've just encountered that bug that rucky had where the game immediately goes to the selection and you can't actually select any skills. I guess it wasn't fixed but is just very rare 
I think I've found the cause. A function that resets some stuff that I thought was run whenever the results menu was opened isn't run for special fusions (ones with 4 or more) so some stuff that needs to be reset isn't. I think it should be relatively easy to fix
I think it should be fixed now
Yay
ok actually this is looking really basic, is there any kinda direction you want w the thumbnail?
i was tryna replicate the skill select menu, angle it and put the title inbetween
but it looks really plain
The only thing that I really care about is that it says Manual Skill Inheritance on it so it's easy to tell what the mod is.
I liked Rudiger's idea up here but if you have something more interesting that's fine too.
I realise that's probably not particularly helpful but I'm not really creative.
this is what it looks like rn
the credits are pretty much just flavor text to make it look better, i could add a lot more of that
like on the selection box above
could prob fill that w random skill names
i could put some really op spells and then like fucking, sukukaja or some shit
to show that youd be filtering out the trash
it was actually originally there
i removed it just bcs i wasnt sure of the spacing yet and i havent redone it yet
ill prob leave it at this until swine gets online again to get some feedback on it
I think it looks very cool, much better than anything I would've come up with ๐
I see what you meant with the similarity to your fusion spell mod but I think that what you've come up with is fairly distinctive from it.
As for the selection boxes I'd say either just pick some skill names and put them there (I don't really mind which ones) or we could try putting "features" of the mod in them like "Custom Sprites", "Faithful UI", "Configurable Options", etc. I'm not sure if having stuff that aren't skill names like that would look weird though, maybe try both and just see how they compare
I'm thinking about the top selection boxes for this btw, the bottom ones are cut off enough that I'd probably say skill names or nothing in them
It must be, indeed, because we both had a difficult time to replicate it
I think I worked out how to replicate it btw. You have to do a fusion (actually confirm it and go through that) then go into any special fusion right after that (4 or more Personas)
hmmm tbh moving it up kinda makes the diagonal text look kinda worse
gb has absolutely no way to make the small thubnail version be anything different from the thumbnail in the mod page, right?
if it does, i could just make a version cropped off a bit repositioning the top and bottom parts while still keeping the diagonal text touching the bottom
gb is a perfect site with no issues
oh Nexus has a P3P page...
kill him
what about this
Yeah, looks good
should i just keep it skill names? or try out the features on the skill boxes
also what about the skill desc section, i could prob put some random shit there
Could you try the features just so I can see how it looks?
Moment
sure
id prob prefer the skill names one myself
Yeah, I agree. Looks kinda weird now that I see it
As for the skill description idk, maybe the description of some random skill (probably not one of the ones shown) 
You'll only see a few words of it anyway so it doesn't really matter what
bet you can just write "Severe" only with the amount of space there
oh i didnt see the prob not the ones shown part, its probably fine tho you barely see it
Yeah that's fine. It's not a big deal
I doubt anyone will even actually read it anyway
anything else you might wanna add?
Maybe some skills in the bottom left boxes? You'd probably only see a tiny bit but I think it'd be nice
Other than that I think it looks really good 
i havent done that bcs technically ingame it wouldnt look like that
since the open skill slots will always be followed by blank skill slots
Unless there's a blank one under that existing one
Now that I think about it
The desc in skill help is victory cry
just saying for accuracy cause Victory Cry is not selected
True.
i could make it selected if you really wanted to
It would scroll down iirc
if we're being very accurate, making it an agi spell is the only option
The skill help, I mean
Don't worry about it, it doesn't need to be accurate
Yeah
its not like its a lot of work, i just dont think itd look that good
I think it's better not selected, the extra colour just draws away from the title text
then this one keeps being the current one
Nice, I don't think anything needs changing. Looks good to me 
Same here. It is sad I couldn't make something half as good, but, oh well
I was thinking contributing a other language version, it probably not much trouble since it's all about editing and swapping texture & text files. I know that the obvious one inheritance.spr is need to edit for the language version, are there any files in combine.bin are modified that also need to take care of before swapping?
The bmd in there is the only thing that is changed. There's one added message (it'll be the last one) and then the two inheritance help messages are slightly edited to remove references to skills being randomly assigned (just search for inheritance and you'll find them).
If you (or anyone else) does want to contribute translated files I'd be happy to add a language setting for them later on
Does anyone here mod p3p GamePass? I was just writing that the mod is incompatible with it when I realised that I haven't technically tested that. I would be extremely shocked if it did work but if anyone does have mods set up for gamepass it'd be nice to know definitively (I'll probably say it's incompatible even if no one tests it)
You could just say "likely incompatible, but untested"
No culpability on your end and you're likely to get a field test
Yeah, I'll say that for now and update when inevitably someone complains that it doesn't work
hmmmm
maybe that can be a mod idea
just revise what he says to be less vague in general
this
I released it. Now just to wait for mod feed to pick it up then I'll sleep well ๐
https://gamebanana.com/mods/434312
Congrats ๐
AYYYY Congrats!
Since it's the published version I imagine it'll have proper auto-update support, the thumbnails, description etc
In terms of code I think it's the same but yeah, it has update support, a preview image, etc.
Anyone who's got one of the wip builds I'd recommend deleting it and download the public one
Alrighty
Also, I said this in the tweet but in case any of you miss it thanks very much to everyone in here for testing, giving thoughts or just saying that the mod's cool. I definitely wouldn't have made it this good without you all 
๐ฅฐ

I'm too impatient lol, if mod feed does pick it up I trust someone can delete that
i will
time to do some propaganda
gottem
just tested a thingy to see if it's untouched (stat inheritance)
seems that it works
LET'S GO !! AnimatedSwine did what Atlusdon't ! X)
Congrats! Enjoy some rest
