#Persona 3 The Movie Events (For Persona 3 Portable) [SPOILERS]
1728 messages · Page 2 of 2 (latest)
ngl using PQ's Memories of the School there was just a personal touch, but I like it
please forgive me if this is a dumb question, but were the upscales redone for the PC version? Cause I still have that folder that you sent me of the scenes for the PSP version on me
wanna be sure that they're up to date
They were redone yeah
been throwing together a test edit for the Awakening cutscene this afternoon
F
@supple sage@obtuse bramble this is using the old upscale, mostly exists just to see what I can manage with audio editing
the Awakening is probably gonna end up being the sloppiest of the lot ngl
cause it switches songs plenty, and uses them for different lengths in the movie as opposed to the game
and has FES exclusive sounds, yay

oh yeah sorry I've been busy so I haven't had time to look at the new events, hopefully soon(TM)
I'll at least look at this I'm curious how you changed it
It's just the audio, it's kind of a crummy edit job to get the movie's unique songs in there
iirc what I did was use an AI vocal isolator thing to try and salvage what I could of the FMV exclusive voices, then layered in the music accordingly
oh, and used the P3P dialogue scene Evoker sound lol
god I forgot just how good the movie music is for the awakening
It really is nice
something delicious about a guitar wailing as Thanatos goes nuts
placement was generally pretty good, the voices were a little on the quiet side sometimes but I mean you did just say it was a bit of a crummy edit haha, I'm sure that isn't too hard of a fix
that song when Thanatos appears is awesome
oh yeah if the voices were quiet, I should be able to just lower the amplitude of the music
one of my favorite songs from the movies honestly
the only other thing is that the one song right before you summon your persona, the startup feels slightly too long but I'm not sure what you'd do to change that
oh yeah, Persona Invocation... I actually made that longer ngl
just letting it play out untouched meant that it ramped up to the louder percussion part (that plays as he does the summon) way too early
This is cool. Although have you considered just adding the movie scenes to the game? We're no longer constrained by length or placement - you could edit the events to make any video fit perfectly if you wanted to
You could easily make a better movie mod than rebirth
ngl my main issue with just re-editing the movie to have all of its relevant stuff as FMVs is the absence of an English dub (i.e. additional/changed lines wouldn't have the acting you'd expect)
I also don't have a watermark-less copy of the movies, but shhh
it'll fuck over trophies
tho I do realize that I could convert non-voiced stuff presumably fine
does this mean like, fes has sound effects portable is missing that you wanna call via flow?
bcs if so, you can just, add them
genuinely
i havent tested if the id can go over 999 but theres a lot of skipped ids
you can use one of those
like this
Moreso that the FMV has sounds that were never properly isolated officially (the P3P ingame versions obv re-recorded some stuff, and they actually cut some stuff out from the FMV versions entirely)
i.e. Orpheus/Thanatos's inhuman screaming
So part of this was basically just automating isolating some of it from the background music/other sounds
With that being said, I'll definitely keep this ^ in mind for future dialogue event edits
Eh?
Oh wait
I guess the Thanatos bit doesn't scream but there's definitely some for Orpheus in P3P iirc
iirc there's one scream from the Personas during the transition, and Makoto grunting and such in pain was re-recorded
So the answer unironically kind of is "well yes, but actually no"
I'll watch the last one later and write up some notes for that but hope this is helpful as usual haha, lmk if you want to clarify anything or w.e
ngl this next one is a scene that I technically coulda skipped entirely, but I ended up making some changes anyways
12/31
The second or so of the dorm music at the start doesn't happen when this scene is played normally. It's just a result of force loading a scene without a call to stop music, when you were already at the dorm. I coulda skipped this entirely, but mixing a little inspiration from the movie and manga was fun.
@obtuse bramble I did somethin small ^, tho I did also try to work in the feedback that you gave me for day 2
this actually has teensy bits of dialogue from both the P3 movies and the P3 manga in there
It's reframed a fair bit, since the dialogue box doesn't let me write out much of anything past a few words
I'm not gonna slog through the FLOW right now, but I wanted to share some more I did today
do you think that I wrote enough
@obtuse bramble this is gonna be even funnier if Makoto's dating one of the other girls

well, the end, at least
the rest is just sad

yeah haha man the movies and other media really do love pushing Aigis as the "canon" romance
but this is the same game where you're forced to date everyone 💀
alright! I'll also take a look at this when I can lol, I've been swamped with other commitments the last few days
lmk if you want me to be more/less nitpicky hahaha
I haven't actually read the manga at all, I really need to get around to that but I'm (very) slowly going through the P4 manga
I gotta get around to reading most of the P3 manga too tbh
I started it, and I saw that snippet of the 12/31 conversation with him
Aigis is sad again

Isn't Makoto and Aigis supposed to be on the rooftop during that scene
e313_003
Scene 1 (Yukari hospital)
- should she really be surprised at her father saying he loves her? I thought she'd already watched this video before
- the dialogue box doesn't point to the doctor or Yukari's father talking
Scene 2 (the wine scene - when Kikuno is talking, the dialogue box doesn't point to her
Scene 3 (Yukari's room) - maybe cut the line about Mitsuru not stopping by frequently in favor of Mitsuru asking if she's okay before the resolution scene
Scene 4 (Makoto nightmare) - Evoker sound should probably play when the text box says you used it
- Makoto's room should be at night since that's when the decision is?
- I think it'd be cool to just have Miss Yuki be ???, I think it's already implied that it could be one of his parents
- The music stopping at the dialogue choice is a little weird
- Does that question about being back at the dorm depend on whether you've done the last date or not?
- She jumps up to the top of the steps... like the dorm steps? And then vanishes?
e315_001
- is it intentional to have the normal dorm music playing at the start of the scene?
- are there scenes of Makoto and Ryoji's friendship? Otherwise it would come a bit out of nowhere to have him be like, oh I wanted to be friends, since the game itself barely has the friendship lol
- Great touch with the music for the bad ending
e317_001
- Love the music selection here. Heartful Cry especially is a great touch
- In the movies, Ryoji leaves right at midnight, so the Dark Hour becomes a thing. Now they spend so long searching for Aigis that the Dark Hour ends, but some sort of brief explanation for that would be nice (even a mention of them spending a few hours looking for Aigis)
- Change "she's about to cry" to "she looks like she's about to cry" - she is a robot after all - she's only seen crying later I think?
those are all my thoughts on the scenes I haven't commented on yet - it's all looking pretty good!
something I had also thought about - the game has Makoto/Kotone explicitly not realizing that the Dark Hour exists, while the movies opt to have Makoto already be aware of this. Is that a change you have made or plan to make?
the game never stated anything about not being aware of the dark hour
rather, it's not being aware of actual persona summoning and shadow stuff
in fact, it would be a total contradiction to a plot point in game (the fact that they do not recall the day at the moonlight bridge)
That and they're not taken aback of the dark hour happening at the beginning
only have a FES picture for this one but I would assume they haven't changed this for Portable
the game has some other contradictory stuff anyways like Mitsuru supposedly having her Persona artificially awakened according to random dialogue she has in IIRC September?
but that one stands out to me in particular lol
yeah I think there's a few moments where they do specify natural potential
but then they just have that one line of dialogue and it's like ???????
even ignoring the answer I don't think there's a case to be made for that being the case so.... why lol
so interestingly, besides that dorm conversation you shared, iirc the game actually never brings up again that Makoto/Kotone are unaware of the dark hour
which makes sense ngl, it already got the point across
But yeah, I just added a straight forward Yes option to that scene iirc
which shuffles around a bit of the text/voiced dialogue to account for Makoto already knowing at least a little about the Dark Hour
cause even in the movie it seems to boil down to "yes he grasps the basic idea of the Dark Hour, yes he has seen Shadows, but no he does not understand what Shadows are, how to fight them, etc"
which is really convenient
even in game that would be the case
not freaking out about coffins suddenly appearing
the most Makoto says on the subject is that he's seen it happening since he was little
probably just legit thinks that that's how night in general works 😭
I wonder
what's the question in the ss in Japanese
cause they don't call it an hour specifically so that question would not make sense
🤔
[msg MSG_003 [幾月 修司]]
[s][bup 11 161 0 0][f 3 1 1 0 0 8]Well...[n]I know this is out of the blue, but...[n][f 1 3 65535][w][e]
[s][f 3 1 1 0 0 9]Actually, a day isn't 24 hours...[n]Would you believe me if I said that?[n][f 1 3 65535][w][e]
it's surprisingly close, at least when DeepL'd out lol
interesting
tho ig regardless of the Dark Hour being referred as an hour specifically, it still takes place after midnight
so I guess it makes sense to still say "a day might actually be longer than you think"
technically it's kinda wrong
since the dark hour is basically gonna freeze time for a certain period
in their POV is when it's only right
I'd say this is an effect of just not establishing what the dark hour is yet properly
could very well be
[msg MSG_000]
[s]Death is not a hunter who comes suddenly.[n]Everyone knows that...[n]To be alive is to travel to death...[n]To live is to desire and go.[n]Only by doing so will it remain even in death.[n]The "story" remains in the hands of those who see it off.[n]But now the guest's life is at stake,[n]But the story will not remain in these hands. ......[n][e]
I DeepL'd the game over text for fun
can def be rewritten for clarity, but I get what it's trying to say
deepl so good it changed "death is not a hunter unbeknownst to its prey" to fuckin "death is not a hunter who comes suddenly"
it could very well be different
but y'know.... asshole igor portable exists for if you die anyways <3
I figured that was the case, it was probably to inform the player more than anything else
imagine dying is the real question
real gamers quit game and reload so they don't get different rng
which is exactly why you need that mod
so that if you do die, Igor will (telepathically) mock you like the little bitch you are
The Aigis and Yukari favoritism is real
I don't even know why they'd bother with the rest if they're gonna have such strong favoritism with these two.
I half-jokingly like to believe that he just dated all the girls and treated them well
and he got away with it because he ||died saving humanity||
tho I get what you're sayin
how no one ever figured out, I have no clue
incredibly careful scheduling /s
he knew about the jealousy mechanic!
hm, I wonder if the dialogue box not pointing to Kikuno might have to do with how I added her portrait
internally, she's just an extra portrait for Mitsuru

going through your latest suggestions rn @obtuse bramble
also, the bit about the dorm music at the start of the Ryoji conversation, tbf I only clarified in the description, but that happens if I force load a scene from the dorm and said scene doesn't have either a call for new music or to stop the current music
it just continues to play the dorm music cause the mod menu doesn't force stop whatever the current music is before it pulls up the scene I asked for
(more or less, that isn't a problem that would come up when seeing the scene normally)
about their friendship btw, I may add something akin to the little restaurant arc they have in the movies
I just wasn't sure of quite how to go to that, since the movie directly ties that to what would be the intro of Tanaka's link
(Makoto accidentally tearing Tanaka's suit when he was trying to get him away from Maiko, which leads to a debt that Ryoji helps him pay off)
all this aside, I was able to work in what you wrote down
you've been super helpful!
@quartz gust considering the sheer effort involved, I definitely get it if you don't wanna bother, but if you want reference for that Nyx Avatar concept we had
I've circled back around to that part of the last movie pretty much lmao
it's actually way more specific with what Nyx uses from the Arcana bosses than I thought
(we actually see it, I thought they just skipped over them after the first few)
lmao I wonder if that's it then because it's like Mitsuru talking to Mitsuru...? I have no clue lol but either way I would assume that affects all scenes with her I only noticed it with those set of notes
shame it isn't the original US PSP release where it didn't have the text box pointing to the speaker lol
yeah if there was a mod to add ryoji's social link into the game for the male route that'd be really nice
but even that aside, perhaps he gravitates automatically towards you when he's introduced, and then add extra events throughout the month of November/December where you get to see that friendship grow? but it depends how many events there are where you can throw stuff in
glad I could help :)
ooh 🤔
I did always find it weird how he's supposed to be this significant character and all but then does like nothing interesting in the game until he gets his memories back
like he's Junpei's friend and it's like.... please let him also be friends with Makoto given their history lol
it was always odd to me too, cause they take the time to set up that he goes to the school, is in your same class, and in general is somebody Makoto would realistically be seeing around all the time
especially with him being Junpei's friend
then they just drop the idea mostly lol
common P3 wasted potential moment </3
I love the game so much, it's why I'm going to all this effort after all
tho id does leave a lot on the table
I kinda wonder if all the expanded stuff from the movies came out of them looking at the script and going
"yeah, we forgot to elaborate on stuff"
yeahhhh that's why the movies are so good haha
that and portable
both expanding on a lot of that stuff in P3 that was just never explained
honestly it really did help the game though
there's just so much downtime in the game where nothing is happening and it's like.... please have some more content here lol
I've been sitting on my laurels a little bit with this for the past few days, though I did look over the second movie to take some notes on what I missed, and I've gotten started on doing a quality pass on existing events
i.e. some of the earlier events where I made Makoto speak outright are being rewritten to use dialogue choices consistently across the board
oh god
I wonder if you remember what this was for
i do lmao
how's that gonna be added in lol
It'll be easy enough. Junpei gets charmed in a brief scuffle against the Lovers boss during the intro scene, swings at you and Yukari
you slap him like in the movie to cure him, and then the fight starts
ahhhh
atm I seem to be taking the route of adding anything uniquely scripted from movie fights to either before or after
which for the most part works
speaking of which actually
this was me doing the same
Makoto's distressed at the start of fortune/strength
oh god imagine starting him off with an ailment LMAO
Junpei fucking up and then redeeming himself in the span of like 3 minutes
(this is for Arcana Priestess as shown above)
curious how the pacing will end up being with those edits
ha well if it's an issue then i'm sure it'll be brought up
it's just hard to say without people actually getting the chance to test it out
I'm interested in testing this
this is very true. I've been testing all this as I go along to make sure it works, implement it, quality control and such
but I've yet to just do a run of the game with it
id be up to test it out too at some point
i have p3p pc but have yet to play it lol, i just played fes recently so i didnt really think much about playing p3p
iirc, a few scenes that I have on my notes for movie 2 to circle back around to should be all I have left for a full first pass
I skipped a lot of that, assuming it wouldn't work with how Ken and Shinji are introduced
at the very least i could try loading stuff through the sub menu and see how it all looks
though interestingly, it seems like most stuff conveniently takes place after you meet them, but before they join SEES
I'm thinking playing a maniac NG save, recreating my perfect save
and actually use my guide in practice too
Lmfao
meaning they wouldn't entirely be strangers to you in context lmao
also lol, the first time I watched movie 2
I forgot that Shinjiro was on the team at the time of Arcana Hermit
yea lol
"how will I explain why he's here?"
me, several months later:
"he is on the team, you dummy"
Bruh moment numero 69
exactly lol. It's simple mistakes like that and the whole "pasted Makoto dialogue instead of choices" thing that made me want to go back and revisit earlier scenes
happy to look through the scenes too personally if you'd like that
speaking of, I think I've made it through editing for the latter problem
I wanna say that I switched to choices somewhere around lovers hotel
ngl I was thinking of saving this one to just show it off recorded ingame with the new portraits, buuuut
@obtuse bramble I liked the dialogue choices
that's pretty good.... I feel like you gotta have the live strong option in there too though lmao
lol true
it's iconic ykyk
I'm really glad it came out so well
literally just extra color layers with a blue, and a gradient on another layer for the shadow over his eyes
the shadow makes it work for sure
🤔
trying to figure out how to phrase something
@obtuse bramble on the beach with Yukari, in response to her saying that her time with SEES ment nothing, Makoto essentially says "I don't think so. When I'm with you guys, I never get bored. It's fun. At least, I think that's what that word means, right?"
to which she's kinda shook that he genuinely seems to be asking her what it means
that being said, idk how I should go about condensing Makoto's response into just a few words tbh
she's shook that he's asking what fun means?
she's taken aback a little, cause he just
sincerely
does not seem to be sure
tho even then he's optimistic about her situation
perhaps you could do something more general and generic, variations of "I don't think so"
then whatever dialogue choice you explain, have something like "You explained to Yukari how you never felt bored when you were with SEES" or something
ah true, narration text can save the day
which I know it's not really a dialogue choice but it does feel kinda in line with how some dialogue choices work
and I guess it does also present the illusion of choice lmao
could have a third option to be a dick LMAO
lol. fwiw, rn I'm approaching this as like an alternate branch of choices
probably go with different ways of reassuring her because in all seriousness I feel like Makoto wouldn't go and be that much of a dick during a moment like that
something like "I don't think so", or "...." indicating that he's at a loss for words, or something more personally addressed towards her for those people who want to romance her specifically
random fun fact: she says "bakamitai" in this scene
which ik is roughly supposed to be something like being a fool, but it's funny that I noticed it
the subtitles just rewrote it as her calling you ridiculous
which tbf isn't far off from "You're making a fool of yourself" at all
lol yeah
kinda seems like they changed the meaning of the line a bit huh
yeah. Speaking of which, I've seen two different subtitle sets for the movie
the YT upload I was working with for most of the project got taken down like a week or two ago
so I've been trying to see if I can find somewhere that has the same translation
rip, that's unfortunate
is there an official translation? idk if the movies ever released with English subs
that there was, I just don't have blu-ray resale money lol
How did the movie handle the beach scene with Yukari again? I just remember it being changed for the worse. Something with Aigis being involved or something
yeah it happens during the dark hour so it's interrupted by them getting attacked by shadows
then aigis comes in to save them, and that's where she's introduced
more specifically, rather than Junpei showing up to bring them back, Aigis saves them from Shadows
thankfully after the conversation happens
ngl, I'm glad I can just skip that because man that really bothered me.
I loved a lot of the new content in the movies just not a lot of the strange changes.
That was a point of the movie in general
Fanservice in that regard
That scene specifically just gets fucked over since it's a really important scene for characterization
They played it straight in game for a reason, even the interruption by Junpei didn't pull any comedic line
Remember the Aigis ass shot?
ngl, I REALLY like the general idea of Aigis swooping in to save the day, but like
they could not have chosen a worse scene for it
like seconds after Yukari was heartbroken about her dad is literally not the time
@obtuse bramble highlighted new stuff for convenience's sake, but I think I mighta figured it out
basically, saying "I don't think so" leads to Makoto trying to say that being with her and the others is fun
later on, she remembers that you looked kind of confused
so she asks you about it directly
oh I like that, that's pretty good
that second option in the last choice doesn't really make a lot of sense as an answer to me beyond giving the player the option to talk Yukari up a bit lol, or I guess try to avoid the subject but it doesn't feel quite that way
I'd get rid of the "That's all" in "It's new to me"
Just have it be "It's new to me"
Responses tend to still be short and concise
could short "Could never" to "Couldn't" as well ('could not' gets the same point across)
I agree
right now I'm revisiting Operation Babe Hunt
well, specifically, the part that the movie just skips
wait shoot, to test this properly I'm gonna need to actually have a save at Yakushima probably
darn overworld sections
guess now I have an excuse to actually start playing the game again

could see if anyone has a spare save or something? I don't, sorry lol
…I’m gonna try and shove this into the switch version
Meaning one would have to recreate code from scratch

Wouldn’t be the first time. The animated scene restoration mod was pulled together with pixie dust and duct tape
it very much does
it did start as just adding the extra music, after all
Theoretically, you could make the music for the scenes use default P3 tracks, right?
I could, I just honestly probably won't
there's like a hundred scenes, which are still in flux cause I gotta work on em still
animated FMV support, writing more scenes, and the FEMC equivalents of the final versions after the former two things are done
Teach me to mod and I will port your work to switch for you
i don't think they really care about it being on switch

I just realized, are these scenes gonna have the voice acting from the movies, or are they just gonna be text only
Wait, then they’d be JP audio only
Never mind
Iirc the plan is those generic lines will be used later
HeeHo!
Sorry to bother you, How close is this mod to be finished? This mod and HD version of Rebirth Cutscenes are the only reasons I plan on buying P3P PC port.
It'll probably be a fair bit of time. I think I'm getting close to being done with the base scene edits, but I still need to go back through and add support for the animated cutscenes, along with the rewrite for FEMC's side
ngl it's possible that I might just release the base edits once I'm finished with em, then go back and take care of those features
sorry for the lull in content btw, a lot of what I've been doing the past few days besides living my life lol has been quality control
well that, and mostly smaller edits
right now revisiting the second movie is presenting an interesting challenge, cause I gotta account for how the movie shifted around the timing for events surrounding Ken, Shinji, and Akihiko
for a deliberately non-spoilery example, in the movie, Ken has already joined the team when the military base Arcana Shadow fight happens
in the game, he flat out hasn't joined yet, though at that point he's been introduced and it's incredibly close to happening
so I'm writing it off as him following the team to the military base in order to investigate the connection between the Shadows and something specific from his own life
@obtuse bramble I promise I haven't forgotten about this 🫡
shoot I made a typo
it's cool lol we've all got other stuff going on anyways right
I didn't even realize Ken had joined the team by the time of the tank shadow, when does that happen anyways
It's at the start of August, whereas he joins at the very end of August in the game
so in the movie's defense, they pushed it forward by like two weeks at most
I was looking for an excuse for why Shinji wouldn't help you directly with the actual tank boss fight, and then I remembered
Ken is there, and the player knows there's a bunch of regular Shadows along the entire path down to the boss
so I just settled on having him cover Ken and the exit

ahhh that's not too bad, it's just Shinji that gets introduced pretty early then
Is this gonna change that one transphobic scene at the beach?
Cause if not, I know what I must yabba dabba do (assuming someone knows where it is in the files)
I gotta progress to that point of the game legitimately to test my changes to it for quality control, but yeah I've done that

the P3 movies just cut out the Pretty Lady entirely, but I opted to rewrite it instead
Hee Ho!
@topaz hemlock
red/blue boxes are just to show you which dialogue choice leads to what
but this is what I wrote out
I like that, broadly speaking, but I also think the vagueness on her gender identity leaves a bit to be desired. That’s just me, though.
I prefer respectful vagueness to disrespectful clarity, tho
This is already leagues better than what’s in vanilla
Hell, you could probably post it as its own mod, tbh
it's definitely a big improvement
could definitely be its own mod too honestly! I felt like you handled it respectfully enough
if you wanted to keep the joke element to it, just having her rip each person apart like what she does in the beginning there and then leaving them dumbfounded could be fun.
kinda hard to deal with the whole gender identity thing though seeing as it was literally written as a transphobic joke in the first place anyways
mhmm. As it stands, the "joke" I wrote is basically just that Akihiko literally doesn't want to bother with sitting down and explaining it to Junpei
it's probably possible to write something that isn't at her expense, but I just took a safe route I suppose
yeah it's fair, it's something that isn't really easy to tackle in a tasteful manner bc the original was literally an offensive joke lol
I would sincerely like that approach, tbh
I have another question:
Is this gonna tackle the whole “how dare you date multiple women. What are you, a playboy?” Despite forcing the player to do so. please just let me be polyamorous, ATLUS
p3 barely even does that
There’s a scene in the game, I could have sworn
Persona 3 Portable is a port of Persona 3, released for the PlayStation Portable. In many ways, it could be considered to be an enhanced port due to its new additions and content. However, in other ways, it could be considered to be an inferior port for many reasons; it lacks 3D environments and character models (outside of Tartarus), all anime ...
Yea
At 47:00 IIRC
TL;DW:
The girls almost get into a fight over MC and The Boys™️ have to save his ass.
that's like the only time it comes up
Y-yea?
It results in feeling like the MC I’d a sleazy womanizer who cheats and lies despite the fact that the game forces you to do it if you want all the S links.
Also, as a polyamorous aquatic animal, I feel insulted
I don't like being forced to romance everyone either, it's just that that's technically the only time it comes up + you can skip the whole scene by refusing to entertain Kenji so it could be worse
how's the progress going for this mod?
thank you very much!
happy birthday!
Happy Birthday and take all the time you need, your work has already been incredible so far.
thank you guys so much
going back over this, the movie made him so much more snarky
I kind of love it actually
i'm sorry
lmao
thank you!
@random basalt it's easy enough to work around, though I did end up running into a small problem with the unhardcoded BGM
it seems that calling 130.ADX immediately crashes the game, though it's easily avoided by just using another id lol
figured I'd bring it up, since that's actually outside of that low range of ids you found that don't work
Weird, only 130?
at least to my knowledge, yeah
Ok, I'll try and remember to have a look at that at some point. Even if it can be avoided I'm curious as to why it'd be happening
Why are you only using half the text box
ngl it's as simple as me having not gone back to correct line breaks yet
Fair enough 
I forget precisely how much text one line can have, though I gotta find a good balance
it looks a little weird if I use the entire top line, and have like four words left over on line two
🤔
I get what you're sayin' tho
I haven't done much more extensive testing, but it looks like 132 and 133 are out as well
double checked to make sure my FLOW edit was correct, and it was. Literally copying and renaming the ADX to another id worked as well, so it looks like it isn't the music file itself being corrupted either
wonder why the game is having a fit about these one-off ids
I ran into an issue where the Kotone versions of my event edits are refusing to load properly as her, but her event files do load properly as Makoto, so that sucks

With that being said, iirc the Makoto stuff is nearly done
I think events related to October 4th are the meat of what's left, oddly enough
I have literally no clue why, but apparently all that the game wanted was for the next event (which also calls an FMV) to be duped too
at any rate, the intro isn't immediately closing the game as Kotone anymore, so I got somewhere
odd. wonder why?
well you could always release with just makoto and focus on Kotone afterwards right?
Makoto first, just to get it out there.
Then Kotone for the sapphics
Also if you just explain “I cannot get Kotone to cooperate, so she’ll be ready after these files get figured out” ppl will understand
I can guarantee that it'll be all sorts of messy, but I'm uploading what I've got atm
some Kotone events exist with the appropriate base dialogue from P3P carried over, but a lot of the rewriting just plain hasn't been done yet
Ouch
I've largely been up to other things, but I wanna get a grasp on what people think so far. I should also say that it has a few dependencies
Swine's unhardcoded music id fix and the restored cutscenes mod are required
didn't wanna maintain a separate version of anything, and I uh
started to replace the FMV screenshot backdrops with new ones that I needed/wanted
seeing as they're no longer strictly needed if this relies on the actual video restoration anyway
https://mega.nz/folder/6hcnHaIC#F5i6VXDZFWyAHeW1m2MmwA @obtuse bramble@topaz hemlock@supple sage
this has the movie scene edits along with the BGM fix ^, and of course: https://gamebanana.com/mods/429929
gonna need the restored cutscenes too
I only made two arguably optional edits to the animated cutscenes, though they're built off of the Rebirth port
Whoa wait wha
I can guarantee that something somewhere along the line will be a little bit broken or subpar
but there it is, at least for early testing's sake

at the very least, I went back and made sure that none of the extra character portraits are truly broken thankfully
I am on Switch I do not have the means of production
giant Akihiko head will not haunt your dreams
epic, I'll take a look. is there a link to the unhardcoded music fix? is it in the BGME thread or?
wait so is Makoto's route done in this file?
it's in here, though I reuploaded it to the MEGA folder as well
iirc there's some minor things that are missing, i.e. the movie's small adjustments to the final playable day. But otherwise, this should be it in general
the Ryoji restaurant/debt repayment friendship subplot isn't in just because I didn't find somewhere natural to shove it in yet
Mmm ok ok excited to try it out soon
Hmmm
How port to Switch…
The party's still gonna be around. I had somewhat thought about scripting out the solo fight as part of the dialogue scene immediately before it, but I didn't
probably a higher chance of me including the ||Thanatos Vs. Nyx|| fight as a dialogue scene immediately after, and leaving it at that
you switched battle hymn of the soul and burn my dread final battle right? /j
testing this mod now btw
probably not the best time given the remake announcement lmao but
P3P awakening cutscene still plays after the animated cutscene. not sure if this is an issue with this mod, the movie mod, or if I fucked up the installation
on 4/21 at the arcade, it feels like you have more than a superficial relationship with Kenji even though you haven't been officially acquainted with him yet, would be good to emphasize that you don't rly know him since it's impossible to start the s.link at that pt
funny typo
i have to restart the game for some of these scenes bc the effect when entering battle just leaves it permanently fading to white 😭
same, it seems like the mod menu doesn't know what to do with that if you force a specific scene to play
also, thank you guys for looking this over
ironically, the Reloaded announcement kinda deflates me a little ngl?
ill look through it more later, having to restart my game thrice was a little much for me haha
yeah i think the excitement of a new P3 remake kinda makes P3P in general look like shit 😭
like even if this remake only has base P3 content, no FEMC or the Answer, I get the feeling that especially Portable will be shoved to the side with its VN style
man
well it's still got the original P3 style to it lol and I already have the game
but it still sucks
well this mod will still be relevant for FEMC route after all 😔
it seems like it, yeah. I'm curious what all their new planned content for Makoto's version of The Journey is
might not necessarily be relevant to this, though they seem to have a habit of bringing older additions to P3 forward into newer adaptations
(i.e. a lot of added dialogue from P3P seemed to make it into the movies, along with some lines that P3P seemingly doesn't play from base P3/FES)
I'm curious too, although it seems like they don't plan on making any sort of changes like the whole Yakushima scene in the movies
I mean they're keeping the same social links 😭
Tbh, I’m kinda confused as to why they wouldn’t take the existing SEES social links from portable and use them in Reload
Like, I guess it helps cut down on bloat
I imagine they wanted to like have all the original Makoto links, and keep the schedule the same (since it wouldn't be a separate route with the male SEES links included anymore)
granted, it seems like those links being one is directly one of the reasons for the new side stories
so I wonder how exactly they'll elaborate on the SEES members
bit of a shame haha
did you still want people looking through the other events?
dunno if you've like lost your motivation for this or no lol
the schedule is probably made more lenient
cause they specifically said that it should be doable in one playthrough
They probably made the female social links optionally platonic, too
Although this means the polyamory aspect is gone
RiP
then again, is it really polyamory if it’s forced and chastises you for doing it?
A lot of P3's SL are bad, they feel like they don't belong in the game
The old couple and Tanaka tie with the theme of the game, but the classmates feel very normal
Nothing major happens
They are still a part of the original game so
I’m not against having SL’s that are totally normal
Thematically speaking, death is not always going to be an immediate part of your life. Sometimes you just chill with ur buds, or play games online
It just feels like they don't build up to anything
I think those parts serve to strengthen the things that do deal with death
Though yeah, I agree that they are kinda flat as fuck on their own
But I see your point
Though tbh, Magician SL is garbage
For example, most P4 and P5 SLs feel better integrated
For better or for worse, yeah
P3 was the first time they were doing it so it makes sense there were mostly misses
More takes on the main theme means more chances to fumble it outright
Whereas in P3, the ones that deal with death are usually pitch perfect
Yes
Unlike, say, P5
Where Makoto’s Confidant deals with police brutality only for her to still be like
“Yeah, I wanna be a cop”
It isn’t without merit and solid attempts, but it fundamentally misunderstands how certain societal problems should be dealt with
At least, specific ones anyways
indeed, the other part of the big point being made is also like
"your time is limited, spend it living live with people you care about"
like it's a whole "cherish the time you have" theme too


@obtuse bramble would you be alright with it if I included a modified version of your battle BGME mod with this? For some reason, editing yours worked but using BGME Reactive as-is didn't @_@
I mostly just swapped music to account for this theme, and made a few more BGME edits to try and replicate some of Reactive's changes (i.e. Chidori having her own theme assigned specifically)
@random basalt my apologies if someone else already checked, but your unhardcoded BGM mod works with BGME btw. Reactive specifically seems to be acting up, but setting up mods with the framework otherwise seems to be working
go for it 
reactive is just a template for battle music to make BGME easier to use, but imo it's already pretty easy haha
Sweet! I ended up being able to add music to the fights you'd expect, Strega and the Full Moon Bosses/their rematches mostly. I also chose to make it so the Tartarus minibosses at the end of each block use Persona Summoners as well, cause the movie shows one miniboss and it lines up with that lol. (The majority of the minibosses still use Master of Tartarus btw)
it's much appreciated
I gotchu 👍 lmk if you need any more help. it's not the same but working on P4G AME has made me a little more experienced lol
I don't know if you tried this when you initially worked on this mod but I think you could add new events using the scheduler so you aren't constrained to editing existing events?
did you add bgme reactive as a mod dependency to your mod? it's not a requirement per say, but if reloaded loads your mod before reactive, reactive won't be aware your mod exists.
and unhardcode bgm shouldn't be needed, and might even conflict's with bgme's unhardcode patch
yeah BGME should already work with flowscript as is. at least it does for P4G, so I'd assume it works for P3P too. (has anyone tested it?)
Oh, I'd completely forgotten about that mod lol. I'll actually publish it today so it can be properly used (I think it's had enough testing by now :D)
playing new music with mod menu worked when i tested it, so it should work with other flowscript mods
when I had issues with BGME Reactive, all I had done was add the ADXs the description asked for while the framework was up, without having unhardcode BGM in the Reloaded setup at all
as for my edits to Brawler's mod, I just edited the .pmes within it as needed, and that worked perfectly fine, with or without unhardcoded BGM
It is a possibility, I just haven't looked into scheduler and don't wanna pay for 010 editor solely to use a template lol
You never need to pay for 010 
Yeah but you can reset it by deleting a registry key
no one should search 010 editor on github 
we could also just switch to imhex like swine wants to >.>
same thing, but free
we love a good free alternative....
because it has a Mod Dependency on BGME Framework, which makes reloaded load it after
I understand that lol, what I'm saying is that Reactive itself didn't work, with the music files added, and the proper dependencies set
🫡
who would ever do that though smh
010 discussion aside, isn't scheduler just bf files and stuff? that's what I've seen at least
is it just as simple as using the new ids in the flowscript with the framework set up?
dreading going back and redoing the music ids for the entire mod another time, but ig I can potentially deal
I see I see. The tedium hurts already, but that's very helpful
once upon a time I redid the ids going from the PSP unhardcode fix to the older PC one lol
you should totally send me that old PSP build so i can port the mod to hardware 😎
it's on me for editing so many events 
a bug
which battle were you trying add music to?
and it is, p3p is the simplest with BGM ID straight to music file used (thank god lmao)
i hate cue ids
"screw cue ids, all my homies hate cue ids"
do you... want help lol
iirc the special battles worked, but for some odd reason normal battles would break
your event edits were probably more substantial than what i did with p4g haha, i wish i could do more but also fuck PM2s
battle a shadow, random music works fine, repeat for the same, repeat again, and within a few encounters the game would crash
Ah, for Reactive it was just the ones it's setup for out of the box
oh right right
which is around 2006-2012 iirc
i forgor you were talking about reactive
fwiw, everything that I appended to yours seems to be working perfect
so the usual "add 10000" thing seems to be good
yeah I used like 1500 for the first build of the mod i think
insta crash
now I just use stuff above 10,000 lol
thankfully, between the wiki and a comment somebody left on the Framework I was able to get most of the battle ids I needed
kinda interesting that the void quest rematches are separate entries, though usually I'd wanna make the original fights and the rematches use the same BGM swap anyway
rn, Hermit's the only one that still uses Master of Shadow iirc, though that's mostly cause they sorta just
play Basement over it in the movie....which is still used by the military base exploration section anyway
i was wondering why you were talking p4 lol
oh right, P4 uses that name as well for the 8 bit dungeon, doesn't it
come on Atlus, make new names for things 
i have barely done anything with it either if it makes u feel better
I ought to go through and make a handy reference list of like "this song is at this id, change it to this please" for ya soon tbh
there's still the FEMC rewrites, but ig that'll be in due time. Once I can finalize the actual functional edits, I can sort out the dialogue text again
yeah i'm guessing it's the usual bug. there no way to know if an id causes a crash with trying it 😔 i'll change the ids (and test them each)
when I said this, somehow I had forgotten that time I went back and edited it all again to account for the FMV cutscene restoration @_@
I appreciate you taking the time fwiw
one thing at a time!
although tbh with p3r being a thing, I've been prioritizing femc route whenever I mod p3p, male route is always a secondary concern lol
I've pushed out a release for unhardcoded bgm ids on github so you can use it in released mods now.
Just make sure you replace your local version with this (same file as the one in the release) so the mod will automatically download for people
what does this mod do that's different from BGME? just curious
It lets you use bgm ids greater than the normal ones with the BGM flowscript function. I don't really even know what bgme does but I assume it doesn't do that (if it does I guess I can just delete mine)
the main thing with BGME from my grasp is music randomization and a great deal of battle BGM customization, like being able to make a specific encounter use a certain song. The ids can go higher than normal, though I wasn't aware that they could be used in flowscript as usual (iirc the documentation only mentions calling it on a specific frame in flow, rather than using the usual commands to do things like call it after a specific dialogue choice)
I haven't checked to see if it agrees with P3P's relevant commands like stopping music or making it fade yet admittedly
So my mod isn't needed?
it can, and we patch the same func, but the only issue of using both would be if someone uses an id than max uint16
Oh, fun. Well just don't use mine I guess. I won't actually delete it but I'll chuck a note on the readme to say bgme is better
fwiw, I only got as far as I did with my music heap on account of your one Swine 🫡
curious what ended up leading to yours working with lower ids than BGME can handle though
lower ids work too, it's just something causes certain ids to crash
Ids that would normally work?
idk the pattern, someone even mentioned on swine's unhardcode patch but idk if he looked into it
Swine's one had me experience some crashes iirc, but with an even lower id range yeah
below around 130 iirc, though this was ages ago
anything higher would work as intended thankfully
except brawler experienced crashes in the 1500s too
Sorry, I'm a bit confused. So, when calling bgm with certain ids the game will crash? And this happens with both of our implementations?
yep, though the exact crashing id range seems to differ between the two implementations unless I'm mistaken
i can confirm low 1500s crashed for me. i didnt do any serious testing past that
yep, when i saw the post about it on your patch i tested the same id with mine and it also crashed
low 1200s work. my current mod uses low 12000s (also works)
the crash doesnt have anything in the log either afaik
Could I have a mod or something to try and replicate this?
if you're ok with doing a bit of manual work
you're gonna have to change the IDs and corresponding pme. the default is BGME_Config\BGME_FEMC, you can ignore the other ones
sorry, dont have something on hand but that one doesnt require too much work to use for testing
That's fine as long as you can tell me what to change. I've never done anything with bgme so idk what I'm doing lol
it seems that calling 130.ADX immediately crashes the game, though it's easily avoided by just using another id lol
[Go to message!](#1074166727677587466 message)
should be able to test just by replacing 130.ADX and calling the BGM with mod menu
maybe even just mod menu (ill test this rn)
I completely forgot about that. I'm pretty sure I never looked into it 😅
Yeah, I'll do that
yeah, just calling 130 with mod menu will crash it
in BGME_Config\BGME_FEMC\encounter.pme (you can just open this with a text editor), change
// Normal Battles
encounter["Normal Battles"]:
music = random_song(10203, 10206)
end
and rename the corresponding ADX files
whatever is faster for you haha
although i suppose mod menu does work too
i havent rly used p3p mod menu bc it breaks other mods :')
bgme also handles missing files by defaulting to 01.adx, so it's not the file not being there that's causing it
Didn't crash for me...
(This is with mine, not bgme btw)
I'll try with bgme first
Ok, it crashes with bgme
I guess I'll grab the source and see if I can see the problem
130 or the mod?
Calling 130 with mod menu
🤔
https://github.com/T-PoseRatkechi/BGME/blob/main/BGME.Framework/P3P/SoundPatcher.cs here's bgm patcher for p3p
I thought that was what you expected to happen?
i only ever tested 130 crashing because of the mention about it with the unhardcode patch, so it not crashing with it now but still bgme is weird 
and i don't think our patching methods are that different from what i saw
All I did was change the file path to a different adx
mine just changes the formatted string ptr of the file (which gets passed to the file path formatter)
Ughh, I can't build the project 😔
is that missing submodules init or???
nah, the submodules are there. The files it's referencing are also there
I hate these kinds of errors
Different errors 🫠
You have sooo many projects in here lol
yeah, i've noticed...
(still have one to add too 😔 )
oh I completely forgot - how familiar are you with the functions for events in P3P? would you be able to to give me some pointers on that too? because I can tell you it is very different in P4G 😭
I think the problem is that you've added them as dependencies without actually having the projects be part of your solution so they don't build with it.
I'm trying to go through and just compile them all and that seems to be reducing the errors...
that makes sense, though i would've assumed it'd handle that automatically. at the very least not build so it's obvious something needs to be done...
And now that I fixed that there's still a heap of missing reference errors 
I cannot be bothered fighting with this rn, I'll come back to it in a bit
i'll look into fixing it myself (the project references), i'll let you know if you still wanna look into it
In my experience it has a lot of trouble handling projects within projects unless you're very careful. I went through a similar hell dealing with atlus script tools
From what I've seen, using nuget packages instead of submodules generally makes stuff a lot easier. Although you then do have to do some work to set that up (although I think a lot of it can be automated)
With a project that most likely no one else (or at least very few people) will ever build it's kinda fair to have it be a bit janky like it is rn though. If it works on your machine sometimes that's good enough
Thanks, I will look at it later I'm just extremely hungry and not thinking particularly well rn lol (I'm about to have dinner)
Admittedly I used to know a lot more than I know atm, but I don't mind trying to help you out
tbh, diving back into this is probably gonna be a relearning process for me too
I mean it has been a while right lol
I'm not surprised
a lot of it makes logical sense to me it's just some things are weird :')
I'm looking into the 130 crash rn and I noticed one thing, not sure if it's the problem though (probably not). The scans for Victory BGM and Floor BGM fail, it's probably because I'm on an older build of the game though
Just to be sure I checked, they're found on the newer version but it still crashes so that's not the problem
I'm really not sure what's going on, the hook that should be called is never even reached...
fwiw it's dying when checking the length of some string
The reason being, it's being passed a nonsense address...
Oh, cheat engine shows the call stack, I should've noticed that lol
I'm not really sure what's going wrong here, everything that's passed in looks fine to me. Perhaps this is a bug with the base game, I think in my mod I had a hook somewhere around here that might've fixed that
I wouldn't even be surprised if it were an issue with the base game. the sound quality issues with the port would suggest it isn't out of the realm of possibility...
I do indeed have a hook there.
@visual surge The relevant code is here, you probably don't need to copy exactly what I have but presumably doing something equivalent will fix the problem.
There may be some other way to fix it but I'd just do it this way
All the hook does is change the adx name that's passed in to work with the newer ids. I realise you said your mod already does that but I guess something about what you did is wrong. If you need any more help lmk (I realise I'm being fairly vague but you seem smart :D)
who needs a degree when you have fat plush pikachu calling you smart
time to borrow some code 
i ended up just removing the function call that lead to the crash, doesn't seem to affect anything
I went back in to do some of the rewriting work for Kotone today, though I'm not entirely sure if I can think of anything to give her in place of Makoto's sequence of events at Kyoto
I thought a little bit on it, and I mighta found a way to recontextualize it a bit
was a wip build of the mod ever posted in here?
i wanted to try a hardware port while it still used unhardcoded bgm ids
Junpei and Ryoji have their solo conversation about you as normal, though it's noted that it isn't your room they're in and Junpei gets asked if he likes you. I made it so the Aigis event essentially happens to you, Fuuka, and Yukari instead, with Aigis's complaint simply boiling down to being put in a separate room rather than the guys/girls divide specifically
that there was, though it is guaranteed to be out of date
I did more edits to the events since then, esp. taking into account that I can actually make battles use specific music now
also I'm fairly sure the Kotone rewrite was almost nonexistent at that point
so oddly enough, for once it may actually be better to wait for the scripts to be finalized
you can make battle music edits with unhardcoded bgm ids?
or are you using BGME?
because BGME doesn’t exist for P3P PSP
you can't make battle music edits with unhardcoded, yeah. I moved over to BGME somewhat recently, and ik about how that doesn't work for the PSP version
's why I was saying that it might be a complicated one to try and port back over
considering that at this point it's being built with PC specific conveniences in mind
you could at least port the event changes if the same IDs are used
that doesn't sound too bad to me
I was gonna ask if you could send the latest build over lol but



