#(P5R PC) Kasumi as Protagonist
1 messages · Page 5 of 1
Both story overhaul are separate installs from the model/animation mod. I also made an alternate model mod that's also separate
Thank you! 
it already does contain only the msgs that are edited
to me it looks like some sort of syntax error at first glance
but I can't help much I'm on my phone 😔
the strange thing is the part thats erroring out is something i didnt modify in any way
thats from vanilla
same with the msg
im not sure if im missing something else
I think that i saw that error time ago if you edit the msg file with notepad or some normal editor the game crash if i not remember wrong was a special tool to edit those files
I used notepad++ and then vscode
and the msg files are decompiled so I'm not sure why it would be doing that
i tried the same time ago to edit some msg files and i couldn't get them works
Do you have to change the "tags" with BF Emulator? Like here, the tag for the protagonist name
When he says "unknown tag with Id fName", that could be it
well it decompiled with that so idk, maybe i have to downgrade atlus script tools but fName shouldnt cause any issues?
yeah script tools is able to compile the msg just fine
same error as bf emulator here though when trying to compile the bf
nuking fname causes it to just move to a different tag and complain about that
that doesnt fix the other issue though
and i dont think replacing all the tags is very feasible to begin with
im not sure if that part if an issue with bf emulator or something
since removing fname just makes it complain abt the symbol tag iirc
The things is that BF emulator's library is a bit out of date compared to the main AST repo; in BF emu's P5R libary file fName just isn't a defined tag at all, so trying to use it in your msg files will cause errors (and this is probably the same for any other tags it might throw errors for as well)
The only way to work around this really is to just avoid using defined tags that don't exist in BF emu's library and write out the full ids instead (so [f 4 2] in the case of [fName]) since those will work with BF emu no matter what
can i just use an older ver of script tools then?
since im not using those tags, its decompiling with them
Probably best to do that yeah in your case
do you have any recommendations for what version to use?
i do kind of wish there was a way to keep bf emu updated with AST's libraries
manually having to add the libraries and then pushing out updates seems a bit convoluted tbh
I think in this case 2023-03-15 ought to work fine for you, since the p5r library in this should match BF emu's, at least for messagescript
got it, ty!
now to fix the other issue 
ok i think the msg not compiling was literally the whole issue 😭
it seems to compile fine now idk why but its not complaining abt SUB_KFEVT_Alley_SENTOU
I wonder if there's a better way to do it so they're all synced up... it does indeed seem a bit convoluted
I think it's swine who's in charge of updating bf emu but I'm pretty sure you could also make a PR too if you wanted

first idea i had was to just make the libraries a separate mod, idk how that would work and it wouldnt be very elegant... but i guess it would get the job done..? either that or have something on github that auto builds a new release anytime ast gets updated i guess
true
oh okay
looks great

okay i guess i had to use the old AST to decompile the flow
that seemed to fix random characters appearing
well now its shrimply not displaying the dialogue im calling
idk if its even calling it actually
nvm i disabled the mod 
okay yeah its doing the @ thing again
and if i call for the message i added it crashes
still cant figure it out :/
idk what im doing wrong
flow snippet
MSG_WND_DSP();
MSG( MSG_SENTOU_START_COMMON );
MSG( MSG_SENTOU_ESCAPE );
SEL_DEFKEY( 14, 1 );
var6 = SEL( SEL_SENTOU_Q );
MSG_WND_CLS();
BIT_ON( 4252 );```
msg snippet
```[msg MSG_SENTOU_START_COMMON [Morgana]]
[s][bup 0 3 0 0 0][f 4 10 65535 0 0][vp 8 2 1 1185 65535 0]Wanna go refresh yourself with a bath?[n]It's 500 yen to enter.[n][w][e]
[msg MSG_SENTOU_ESCAPE [Morgana]]
[s][bup 0 3 0 0 0][f 4 10 65535 0 0]Well, I'm gonna go take a walk while[n]you relax. I'll meet you back[n]at home.[n][w][e]
[sel SEL_SENTOU_Q top]
[s]Let's go in.[e]
[s]We'll go another time.[e]```
sentou_escape is the new one i added
im intending to call it in the if statement that subtracts your money but i just put it before that for testing
it crashes either way
the other dialogue shows fine except the speaker box is a random amalgamation
sorry it took me so long to check this, anyways im having the same issue too
i suspect its some kind of issue with BF emulator? since im also having msg issues and that was also a field\hit script
actually wait hold on
your flows dont import the msgs
there, that fixed it
i think the bf i was working with is just haunted or something
the ones in practice building do need to be edited though
;-;
the documentation doesn't say anything about that
and i know
could I have these btw? I kinda forgot to ask.
yeah, its literally a 1 line edit tho
oh
thank you

i'll do the other camera then send this back. Should hopefully be done tonight.



got the practice building emulated now. Just need to mess around with the camera now
I think im happy with this now
this is both the dummy files and the emulated flows and msgs.
awesome, tyvm!!
for some reason BF emulator scripts refuse to compile if the dummy files are inside a costume framework character slot folder
I've edited the bathhouse event with Ryuji and Yusuke, but it works within my story overhaul. It won't make sense without my edits of the dialogs.
If you end up removing the old guy, I'll have to make sure my event plays normally (including the dialogs, if you change them). I'm a bit worried about what's going to happen with the emulators, since I'm not using them
I've used the handshake animation you made for Maruki's final rank to fix Mishima's one. It also fixes her eyes, so that's two in one. Before/After:
Unfortunately, I can't fix the Akechi handshake the same way since he's using his left hand
Nice, I didn't replace the old guy mesh so I think this should work out of the box
I do want to make that into a scene between Ann and protag Sumi at some point but I'm not sure when I'll get to it
nothing should happen, if you have a bf or bmd it'll overwrite any changes from the emulators
regardless I still do really recommend using them
if it's just the handshake being too low that's easy enough to fix, I just hate trying to position things 😅
Well, her eyes were also disappearing when the animation played, so it's not just the position
oh that has nothing to do with that animation then
it's a blend animation thing
you should be able to find it in the gap id with an A added at the end
Yeah, it did
As for the emulator, I'll run some test anyway to see if my changes are here or not. I'm also very wary of crashes or softlocks, so I have abandoned using the script compiler for editing BF files. From what I understand, BF emulator is compiling with it so it's going to have the same issues
PersonaEditor
oh uhhh
don't do that
I'm pretty sure that probably just uses AST anyway
the compiler is fine and if you're using it to compile entire bfs it'll work fine
BF emulator just uses an outdated compiler and library
I'm just editing the BMD inside the BF with PersonaEditor
Yeah, I've never had crashing issues with BMD except with one that contains all the dialogs when walking to school
I'm not sure how correct I am but I think you could maybe just chuck the msg inside bf emulator and then put a dummy bf in the originals place and it should work
no flow needed (I assume?)
But using PersonaEditor, I've been able to fix all crashes or softlock I've had, so it's quite reliable for what I do
well you can use that but you can also use AST gui to decompile and then re-inject the msg into the unmodified BF
I think if you have a full overhaul the lack of merging shouldn't matter too much unless you're editing giant script bfs
but rule of thumb is if you can make use of merging, it's better to make use of it than not
I think I've tried using AST very early in development, but I couldn't get it to work for some reason
I think the only issue might be someone trying to hook the same function as you
was it gui or just AST?
GUI, i think?
weird
You mean this ?
yeah
although I would use 3.3 or 3.4
3.5 does work for me but it errors out whenever I try to inject a msg
Yeah, I couldn't get it work. That just a screenshot I grabbed from gihub
what happened with it?
Nothing, if I remember. I was dragging the msg and nothing was happening. I may not have used it correctly though, now that I think about it
probably user error then
I wasn't used to how everything worked, so I probably tried to compile without precising into which BF
well if it was a lone msg it should've compiled into a bmd unless the compiler ran into an issue
I'll try it again just now, I couldn't find where I had put it
oh did you also have AST downloaded and inside the AST gui folder?
So, at that time, I just dowloaded AtlusScriptGUI.v3.3 and I tried using it like that
Well, still not working with AST inside the AST GUI. I'm really not savvy enough with that stuff.
It's fine though, i'm only editing the text side of things. I'm not adding completely new lines of dialogs, so I'm not messing with the .flow at all
is it just not compiling the msg?
Yeah
does the log say anything
It says a lot of thing in a mix of english and my first language. Roughly, it says "an element with the same key has already been added"
could you send the log in here?
its good to know it is accepting the file at least
does your username have any special characters in it
No, just letters and numbers
weird
I've made sure that I'm not in any weird directory
here's mine if you wanna try it
if it doesnt work out of the box then i suppose its an issue with AST or ASTGUI
So, I have merged the AST and ASTGUI folders. If I don't do that, dragging a msg in the window just open another instance of GUI
Other than that, I have exactly the same version as you
yeah they need to be in the same folder
does compiling with the version i sent work?
It works

weird
The version I downloaded never asked me where the exe is
did you download 3.5?
No, 3.3, like you
oh pfft
its because i sent my config as well
which includes the path to my atlusscriptcomplier
Yeah, so my compiler path had AtlusScriptGUI.exe
That's probably it
Going back to the version I downloaded, it properly asked the path to the scriptcompiler now
it should only ask if it cant find AST, like if its not in the GUI's directory
if it doesnt ask that means its found AST
Well, if I put the two folders together, it doesn't work. The path is correctly set though
I don't mind them being separate. At least, it works
yeah im just glad it works
Thanks for the help!
yw! 
quick update on some of the ui stuff. I have a few more in hand, and I decided to put in a few twists of my own in them to give them some more personality. I can, of course, keep them the way they "originally" are and revert a few of the things, but I personally enjoyed how they look
ill test them ingame later on
Lookin good 
which program do you use to edit them? Maybe i could help ☺️ they’re looking fantastic!! GJ
for now im using photoshop with an add on to work with dds files
the drawing themselves are made in csp
and i totally forgot to export them as png to crop
oh my gosh these are AMAZING
i love that you gave them her own flair too!!
i have a few more to do, just unsure how many
probably around 3 more
hopefully by next week they'll all be done
nice!! if you need any help, i’m here to help you
kudos again for such an amazing job
well i sure as hell would not deny some help on cropping and testing them in-game
if you know how to do them, then by all means
i can try and help test them in-game too 
ill crop them then
once theyre finished ill try and get her model into the main menu
alr
i think the resolution might be too big and they might be misplaced
oh its cause its not resized
try this one
its from the skill camp
ill resize the rest
that fixed it!
alr now for the rest then
the texture looks a little crusty though could you send the resized pngs?

should be propperly resized
hopefully
cause this time i resized it on csp instead of photoshop
another one while at it
i think it looks good
alrighty then
i mainly just want to convert the pngs to dds so hopefully they look a bit nicer in-game
its actually what im doing by resizing it on csp, putting on photoshop and saving it as dds
well i think part of the issue is photoshop is saving them with mipmaps
yeah try turning that off and it should look a bit sharper
im saving them like this
i just have it for bc3
OHHH
you're using intel's thing
personally i do use nvidia texture tools but intel's should work i think
try setting the format to BC3 UNORM and mips off
if you want I can also just send the resized pngs in here
if you prefer
hopefully they will be in the proper position, considering im using the dds as a target
yeah the pngs would be great!
thanks!
yeah i think that looks a little bit better
im gonna finish up the animations im working on rn and then try and get her model into the pause menu
alrighty
i did a few mistakes by forgetting there was a white leg on another one of the files
ill fix it rq
try this one later on
hopefully it fits
finally got around to addressing the subway book animations
i do need to fix the anim where she flips the page but overall its much better now
looks good!
oh that actually does look pretty cool
i might save this texture for Zylvos's story overhaul
actually i dont think the mask is ever used in the pause menu
btw, it is very easy for me to rever the color of the headband
no not band
i forgot the name
ribbon
I think the red's really striking and pretty
especially as P5 uses red/black/white as its colour scheme as well so it's still fitting
did you change out the rig for the pause menu one?
no
I'm pretty sure thats why. Or atleast you do need to do that for it to work.
wouldnt that be rigging her to joker tho
the rig itself has some bones in it that it needs to function. It's not the same rig that joker uses.
can i just steal those bones and use kasumi's rig
although tbh i dont feel like dealing with any of that
dagger flashbacks...
it's not that hard to switch out rigs. Really the only thing you would have to do is move the hands and fingers then maybe the legs if they're too different.
i have no experience with rigs so im not very comfortable doing it
especially with something as front and center as the pause model
can i have the pasue menu model?
both the actual one and the sumi one
vanilla
thank you
yw 
I didn't go the full way. But this is the basics of switching out the rig. The next thing would be to re add in the sumi bones that are needed (which aren't that many). Which I think i'll do as a separate video. But with this all of the animations work correctly and all you'd need to do is reposition them. And maybe scale her back up, since thinking about it you should scale it to the rig rather than vice versa.
i'll get the rest of it done
fuck up her proportions right
it only ever does that with the hands if they're off from the mesh too much. Everything else almost always works correctly.
okay good
oh it's still crashing
im not really sure what it could be. It's been a while since I actually did some work on the pause menu models.
this is what I have so far. It's just the mouth and hand bones that need refinement. Along with the crashing.
also the next video was too big to be sent on discord sadly.'
its okay, and thank you
i'll try and see about asking my other 3d modeller on the redux team to see if they know anything. Cause I coulda sworn we did our version together.
Actually thats true you could just look at ours to see what you're missing
here it is
i looked at the joker one too and couldnt tell what i was missing but i'll take a look at this one too
im thinking it's some sort of flag issue
actually the one you sent is missing the other objects, im not sure if that's whats causing the crashing or not
jeez did atlus really just leave the gun floating in the middle of nowhere
yeah lol
yeah, real shame
well adding the objects didnt fix it either
i think it has something to do with the materials ??
i just lazily replaced all of the materials with the ones from joker and it works now
well i have to re-add the rest of them but still
yeah its a materials thing
i guess just use joker's materials
otherwise it softlocks
i did get it to work with sumi's skeleton the only issue is she's too short
might just go back to the one rigged to the pause menu model but the face is messed up
well heres the one rigged to joker with fixed mats
@celest thicket for some reason retargeting the gap with your rig breaks this animation, im not sure why
it works fine if i retarget with sumi's original skeleton
seems to affect Animation 45? not sure why
actually i think the vanilla gap is just haunted or something
animation 45 appears with no data in it
but it appears with the animation on the retargeted one for sumi's skeleton
here's the pause menu model
it is just using sumi's normal skeleton im not sure if im going to keep it or use an updated version of the title screen rig (theyre both basically result in the same visuals... i guess the title one would be nice for the phone though)
repositioning the gap with gfd worked pretty well
Managed to replace the Velvet Room mask texture too, after much trial and error. To install, just stick this in p5rpc.kasumiasprotag\Characters\Joker\1\FEmulator\SPD\FACILITY\WEAPONSHOP.SPD. For some reason, the dummy file has to be in the base Kasumi mod directory for it to work. Otherwise the game doesn't boot up.
Nicely done!
Small update. Edited the "The Faith" caption to better line up with the "Violet" name, for consistency with the other tags.
looks amazing, they line up perfectly too
ill need to tweak the stats menu anim a bit since it was offset even compared to the vanilla texture but still
yeah dw abt it
if you want I can take the place it stops at to make sure it'll work propperly
so you don't have even more stuff to do
thats okay, the place where it stops blocks the menu text anyway
it should be a shrimple fix
hm, i see
well alr then
ill prob make some adjustments to the already existing ones, because some of them have really thin lines which I feel doesn't really work with the style
not that it's bad, but it's just that I feel it could be better
all while working on the final ones
ty for the testing btw
of course, tysm for making these!!
my pleasure
oh wow, can't believe it's real 😭 kudos, guys!!!
The amount of talent going into this mod is crazy 🤩 constantly blown away!!
tweaks pretty much consists on making the half tones consistent, and having lines being more beefy and "personafied" to fit more with how the original looks
quite the pack
This is peak
sure as hell am glad it worked
btw, I said it before but anything you guys want changed is very welcome
im open to criticism
this is too good to be true
I fixed the position of the sitting animations for the end of Sumi's rank 1, when they exchange their phone numbers
There're still some joker's animations in it. There's no proper equivalent for them, so I can't replace them
Which one?
The last 3 in the .GAP
I mean which Sumi there’s 2 of them
Added, ty!
THEY LOOK SO GOOD AAAA 


I'll adjust the animations soon, tysm for doing these!!
@manic cedar do you have any specific usernames you'd like to be credited under?
and also any social medias i could link to
just L7M3 is good enough
i really don't use GB all that much and I also dont know if I'll do much in regards to social media
who knows, if I start I'll send any links
alr ill be honest I'm really happy with how they came out
Thats the spirit.
THIS IS GORGEOUSSSS opera singing
I never thought the mod would reach this point, so well developed
I'm wondering how people on GB will react when this mega update drops!! 😄
Real, I always see people talking about how the mods dead on the GB page because they don't know abt the page here
i hope it lives up to the hype 
the release date?
next test build probably sometime this week but for the update as a whole hopefully mid feb
might be a good birthday present
who knows
but anyway, glad it's all going smoothly
ill work on the portraits later this week too, hopefully get at least a few of them done by saturday
tysm!!!
I've tested it real quick and the new Ryo update does indeed fix the bug when system audio goes quiet after leveling up (using Joelcula's voice mod with the latest patch)
This is more of a long shot, but there's a few instances where the protag is looking at weird angles because the direction she's looking toward was determined using Joker's height. This can be fixed by editing the event. Here's some example with Before/After:
(On the last two, she's the only one looking at the sky like that. Even for the treasure, the others aren't looking at such an angle)
Here are the events for those three, if you want to include them in the mod
Come to think on it, I don't know how the one where Ryuji gets beat up is going to interact with the option where you don't want that to happen (i don't remember which mod has that option)
it's CBT
Thanks! I've tested it with the option enabled and my edit does override the option if it's placed below CBT in the load order. You can ignore 430_001.EVT in that case
ty! ill add some of these
updated the pause menu anims
got as close to the art as i could
@zealous fjord here's an alt version of the menu model for your overhaul, plop it in \Characters\Joker\1\INIT if you'd like
its basically the same model i just inverted the mask texture
actually i can adjust the ribbon too if you'd like
Thanks! I didn't even know Joker's wear his mask in the menu
Ribbon is fine I think. I was about the keep everything as it is since it already looks so nice
yw! and yeah he wears his mask during the palace quick travel transition
i just learned that myself today
Oh, ahah you're right
there's a bag too but i think the animation that uses it goes unused
he also holds a card in the confidant animation (although its not super visible and can only be seen before the art texture is displayed)
I didn't know that either. I guess there's some things you notice only when you edit the animations 
they look really damn good
well done on them
thanks! 
im happy with how they turned out!!
updated the infiltration log materials and animations as well
why is her upper leg bone jiggling lmao
oh lmao ig to emulate flapping pants
yeah seems like it
this is like the only time ive seen those bones actually animated
makes sense ig but still a little funny
These look superb! Very impressive work! It fits quite well with the vanilla game UI. My only suggestion would be to maybe colour in the upper legs for consistency with the model so it doesn't flash black and white when transitioning between anims. Alternatively, you could take a page out of Shadow's book and give her some pants.
https://www.youtube.com/watch?v=vjXB_E_rcsc
Why would he say such a thing? 
i would REALLY love that to work, but the only issue I had with the skin itself is that there are parts in the UI that are color locked, meaning that in one of the sides, it would end up being pure white/black with the other being sectioned off to where it's clothed, and where it wasn't
i noticed that when seeing the requests art
the one I posted had the red ribbon, but ingame it was color locked to being white I believe
I can make the change at some point though, as it shouldn't be too hard, but I also don't really want to take the attention that it had on the face (mostly) to her legs on some of the art
ty for the msg nonetheless
All good!
The "The Faith" sprite was a bit blurry in-game as a result of the dds being edited directly, so I redid it on the spritesheet and used SpdDisassembler to extract it again. Here's the fixed version.
(Goes in p5rpc.kasumiasprotag\Characters\Joker\1\FEmulator\SPD\FACILITY\WEAPONSHOP.SPD)
yeah i checked and the previous the faith sprite has mips
so be sure to just re-export anything you want without mips
i looked into the satanel cutscene, im still going to bake physics for it but i cant edit the camera
gfstools doesnt read the gmd and its animations properly
same with gfdstudio i think
well if all else fails just move the root bone i guess
took a bit of trial and error but i literally just moved a root bone and then had it interpolate back to where it originally was when the camera pans down
added the mask glow back
ill adjust the materials later so its closer to the original cutscene's mats
like I said (a long, long time ago) i was also making the portraits for dialogue choices, mostly out of fun but also bc I really wanted it all to be as artistically "2d", without the real need to reuse assets from the game which already had other purposes. An update on the dialogue one.
and ofc, like always, open to any criticism, wanted changes and all that
Oooh wow, that looks amazing
if I had to say something... maybe making her expression a bit more of a smile (even if it is a fake smile/putting on cheerful facade)
that's the only thing that jumps out, the rest looks great
Yeah that's great! And I agree, I think it could be a bit more neutral to match up closer with Jokers
did a few changes (thank you zylvos), and right now I'm figuring out the anim for the blinking
and yeah we had troubles getting the mouth down
I might bring the very corner of her mouth up a bit to resemble a smile
maybe
oh yeah I forgot about blinking 
blinking will probably require a bust-up params edit (assuming it's in there) and I'm not sure how to handle that
oh dw i have the hang of them
since it'd break compatibility with a lot of bust-up mods
yeah so I might include a toggle for blinking I'm not sure
I really need to make the config menu
i would just follow this guide when replacing the dds
or at least learn how to do it I'm just lazy
like i always did before
that could work but you would probably have to conform to jokers proportions
its what I did before
its the very hands on approach, but its the one im most used to doing
I wouldn't worry about it, worse case scenario I don't include the blinking by default (I forgot he even blinked in the first place) and have it as a config

quick update. Got the blinking anim base to work, and I think it's pretty nice. Did some adjustments to the overall face, eyes are a bit down and a tad bigger, nose was shortened and rounded a very small bit on the tip, a few adjustments to the mouth, putting it a bit more to the right and tilting it to give it a very soft, but neutral smile
overall i think it's rather solid, as to what i can make for her, but again, adjustments and criticism are always open
super nice!
still have to do the battle animations and trigger pull ones too 
idk why her collar broke in that recording but i fixed it
Another animation fix. I had to replace every single animation in that one. Before:
After:
Event is 434_004
The animation file:
for a quick update on the portrait. Got it working ingame, and I was very damn lucky the very borders that limits each eye sprite actually fit, cause it was really close
but hey, worked
here's the dds. If you need any other file type lmk
very awesome, ty!
im probably going to have a config option for the dialogue cutin, since im personally still attached to the old cutins (and for a bit more consistency with story overhaul) i just need to figure out how to do config options
@pallid plover would you be able to help me w/ figuring out how to make reloaded config options?
nothing too complex i hope, just toggles for a few textures
and events
sure, later
thanks 
no prob. Like I said, it's more-so for fun
the face blend animations on the sinful shell cutscene are kinda messed up but i dont want to mess with those until blender gfstools fixes the rotation bug
@zealous fjord you might want to delete GEO_07_051_kamen02 from your phantom thief model and save it over the one in Costumes\Joker\Phantom Suit\ since she'll have a darkened face if you dont
idk how to do material animations or assign encounters specific models so i just nuked the mesh
its barely noticeable anyway
also i just reused her battle idle physics for the first idle anim there bcs im lazy
on the plus side i added skirt physics so that event battle should work with costumes
Looks good! It really works with the wind effect.
Also, I'm glad to see that the voice mod works there. Hadn't found the time to test it myself.
Thanks, I figured I did enough baking to warrant just reusing them for the one idle there
Might adjust the timing on that Satanael/Vanadis line tho.
I think its fine
the actual satanael line in vanilla has 0 lip syncing when he says satanael funnily enough
he says it while turning around
or well a little after
Thx! I was thinking more of just adding a slight pause between "Show them how I feel" and "Vanadis!" since that might sound a bit more natural.
If you remove it there, I think it'll remove it from all PT outfit used in cutscenes. That part of the model is actually how they managed to simulate the shadow beneath the mask that makes her skin a bit darker. I wanted to remove it at first since Kasumi's face shape is actually different from Sumire's, but it actually very noticeable that it's missing
Yeah ik, removing it isn't that big of a deal though
Joker doesn't have it either and it looks about the same as his
Cutscenes should use cutscene specific models anyway hopefully
I noticed it during the intro when Sumire and Kasumi are side by side. It also happened out of cutscene when I tried it at that time, since there was no costume framework.
So yeah, assigning a duplicate model for the cutscenes is probably the way to go
they have dupes by default
maybe except the royal cutscenes
it looks fine here
maybe its different when actually triggering the event though
yeah cutscenes should be fine as long as you dont replace model 051
battles seem to use the default costume framework costume
unless using a different costume ofc
this might cause bugs with the persona summon face darkening but thats already buggy anyway
Yes, it's fine here
It's the only costume with a part like that, so it should work the rest of the time
anyway if i knew either how to add a material animation or change the model for that encounter it would be a cleaner fix
well hm
i could just rig the mesh to kamen root
but im worried about that causing issues
I'll test the new cutscenes animation with my model, to avoid a repeat of the eye problem I had
hopefully there wont be too many issues
actually it might be possible to add a material animation
okay a stuck a blend animation in slot 1 so hopefully it works
dont think it worked unfortunately
actually i think i can just smuggle in a material animation into a regular animation
dont think it has to be a blend
yeah
@zealous fjord forget everything i said
i just pasted the material anim from her EMT gap with 010 editor
Nice!
for posterity, you add new controllers in 010 by using the p5_gfd template and then going to an animation, changing the controller count, and pasting in the desired controller immediately after the last one ends
i guess i couldve just hid the mask that way
instead i just scaled the bone down for that animation
I'm going to do some more cutscene animations (shouldn't be too hard since the remaining ones don't have joker as the focus), likely the maruki final final fight animations, and any potential stragglers
then the mod should be done
maybe I'll edit/make some evts if I'm feeling up for it
I'll upload a pre-release play test build here so I can make sure any important bugs and oversights are dealt with before releasing it on GB
technically the GB page already exists I just have it on private
I'm very happy with how this project has turned out
I left it at v0.2.2 because I was having some issues with the animations and I was personally happy with the state of the mod, I more it less made it for myself and decided to release it
FemJoker mod not being out yet partially influenced me
But I'm glad I eventually came back to it and polished a bunch of things up
I hope I can give back to the community as well by making the assets completely free to use, I would be honored to see my hobbled together animations and stuff used in other projects
And I'm truly super thankful to everyone who contributed
Another animation fix, during the heart to heart with Ann at the start of the game. I replaced only one Joker animation in this file since I don't know where the other are used. Before/After:
Events are 145_001 and 145_003
I was wondering if it would be possible for Sumi to have a different hairstyle in the Palaces/Mementos? Keeping Kasumi with her hair tied up and Sumi with her hair down. I feel that, if it were possible, it would create an even greater distinction between them during combat moments, reinforcing their individual identities and making their duality more visually striking
just a question, tho, don't know how hard or easy this could be
like that (raw edit)
It's possible, but the long hair can sometimes be a bit of a mess in cutscenes (giving her a nice beard, mind you). She would also need new bustups (like the one you posted) and sprites, so it's a bit of work
no beard, then
A partial fix for this one. It's the sitting animations used in Takemi's social link that still use Joker's . I can't fix the drinking/choking animations, but the others are just the regular one. In particular, I chose to use the animation where Sumi fixes her skirt (she uses it when getting up from the bed, for example)
I'm currently looking at my backlog of "Events that need their animation tested or fixed".
As a note :
- the protag is still sliding forward when stretching after Kawakami's massage. The animation is stored in AE0001_751.GAP. I'll try fixing it if it's not fixed in the next test build
- The study animations at the diner or at Leblanc are still Joker's. They are stored in AE0001_752.GAP. This gap contains the gaming animations too, so i'll need to include Croissant_Guard animations too
Sliding also occurs at the Jazz club, because of the drinking animation. It might actually be better to put the "bad" sitting position back in this one since the drinking animation can't really be fixed. I haven't identified the GAP for this one
Another one, in the accessway. I found an animation this doesn't clip (too much) with the fence. At the very least, it's better than keeping Joker's anims. Before
After
Events are 211_001 and 200_001
Another sitting animation in class. Event is 274_201. Before/After:
Jazz drinking animation is in AE0001_767.GAP. Making a note here to come back to it later
Thanks for all of these, I'll take a look at them in a bit
where's this anim from?
also i'll polish it up since it looks like she's floating
it should be possible but is outside the scope of my mod
it would be quite a bit of work and i dont like working with sumire's hair
yeah, nvm about that!
I took it from AE0001_187.GAP. Don't know where it comes from
ive been totally putting this off so im going to actually do the animations for these 
they arent perfect but theyre decent enough
the sleeping and falling down ones are just jokers, i can make them transition a bit smoother i suppose but i dont feel like doing that
tweaked it a bit
actually i think i just moved her toward ryuji somehow
actually thats where the original anim was i guess
there
also the jazz drinking animation was an easy fix, i'll try looking into the massage animations
there are some issues with the drinking animation, i'll see about fixing it later
Tried editing the texture for Joker's phone to look like the phone that I think 'Sumi uses? (I think its IT0010_001, but I could be wrong.) Since the textures for other characters' phones are tiny, I recreated it by editing Joker's phone textures, and (recreating the gradient from scratch).
Joker's other phone models.
Found a bug in the accessway hideout. Sumi disappears during this animation
The animation file is BF0001_271.GAP, but i'm not sure if it's because of the animation
She's back, it works
yay!
I don't know if you've changed this one yet, but I have a proposition. It's when you share an umbrella with Sumi (event 482_030)
There's two issues here :
- The umbrella animation that we have for the protag uses her left hand. She uses her right hand in this scene
- Joker's animation is offset to the left. There's actually no offset in the event. Replacing the animation means that Sumi and the Protag will superpose
All of that can be fixed by editing the event. I also to had to fix some head movements. Here's the result:
Do you want the animation file and the event?
(animation file is AE0001_507.GAP BTW)
to be honest it would've been pretty easy to just copy joker's arm position over
but yeah i'll take them
thanks
I wasn't sure of what would happen with the umbrella
its rigged to her item bone which is in her hand
There could be a bit of clipping with Sumi in this cutscene (having the umbrella tilted helped me a bit). It's probably something that can be adjusted for this event specifically. There doesn't seem to be other events that use these animations
much better
fixed the massage thing
she does slide down a little bit but fixing it is more trouble than its worth
also i probably wont do the study animations since idk where her original ones are so feel free to do those if you'd like
Nice!
I'll fix the study animations with the next build
I also want to fix the "study" animation during the first day of exams. It always uses Joker's for some reason
Also, repositioning the study animation during the exams didn't work out very well. I think the old position should be put back
That's an easy fix as well
AE0001_730
actually im probably going to just focus on doing skirt physics for now so if you'd like you could send me the fixed exam animations
Yeah, I'll see what I can do
Speaking of skirt physics, there's this event (244_001). It's probably event worse with her summer outfit
There's also some sliding too
is there a lot of skirt clipping or does it just freeze
It just freezes like that If I remember
if its just that then i'll probably just add skirt keyframes and wont bake physics
Gap is AE0001_244
The phone animations in this one must be replaced with the positions from AE0001_001

there's skirt physics too but ofc they cant be seen
i forgor she changes outfits
have to match her position with joker too 
Oh yeah, I see you gave her a recoloured tracksuit.
She uses that model when visiting the gym too during Ryuji's confidant.
The first day of exams uses AE0001_770.GAP, which also contains the animations for doing activities in class when Kawakami allows you to skip the class
I've fixed Joker's anim during the first day of exam and when deciding the study independently
Exam is animation 0, studying in class is animation 15
And I've also fixed the other exams days with the old position. The animations are in AE0001_730.GAP
Another sitting animation issue, but it's because of the event on this one. The event uses the animation in BE0001_001.GAP, so repositioning them would affect a lot of events. I fixed it by simply editing her rotation and position in the event.
Screenshots are before the sitting position change (it's a very old screenshot, probably even before the first test build you've posted here) and after the sitting position change you made in January:
The fix:
I rotated her because when she takes her phone out, her arm would otherwise clip in the chair
Here's the event:
You guys have done so much and put so much work into this, I can't believe it's gotten as extensive as it has since I first started checking up on the project
Can't wait til give it a try when it's released
I just remembered about the events where there's a close-up on the Protag's phone. Obviously, the camera isn't aligned with where the phone is, so...
Events are :
106_001
109_002
511_090
I don't know how you want to handle them. Fixing the camera in the events should do the trick (especially for the 511_090), but there's also quite a bit of clipping when she lays in bed
i'll try to fix the clipping but clipping is to be expected
its a little jank but it works
also hopefully i dont forgor but i'll try and edit the materials on the tracksuit later to get rid of the red shading
actually i'll probably just use her existing tracksuit (unless i used it somewhere else idr)
i'll keep the recolored one as a costume though
thats a good choice
it recently hit me though that this outfit basically never appears outside of december
so i wanted to use it somewhere else too
I use it for the hometown flashback (for story reasons)
also it ended up being a texture thing didnt have to really edit the materials
oh huh
the bottom part is rigged to skirt
thats cool
Yeah, that's neat
Damn she really starches her clothes /s
I use it for either casual 2 (116) or nighttime casual 2 (112), but that's just my personal suggestion. I just kinda like having her workout/gym outfit at the gym like in her rank 7 event.
i dont think casual 2 is used during gameplay
anyways ive always seen that outfit as more of a casual athletic outfit
Oh yea.
i did look at this and i cant edit the camera gmd directly for these
i dont think there's really a clean solution here
it will probably require event editing and manual repositioning inside the evt
i think it just pauses the animation so editing that is out of the question
i really should figure out how to make a config thing
I'll try editing the event in that case. Just moving the camera a bit should do the trick
Here's a fix for the two one in bed. The camera might need to be adjusted again if you edit the bed animations, but it shouldn't be too hard
I'm working on the other one, but there's another issue that needs fixing first
nice, ty!
what gap is that from

It might be possible to spin the phone around using event commands
check the evt and if it's only using 001 then it'll require an evt edit
Yeah, it's 001

If I can add a MatO command before that part of the event, I may be able to spin it
I just hope there's something on the other side
We're getting there
It seems to be working. I just need to adjust the camera now
It even works there
nice!
@zealous fjord would you be willing to send over the evt for the summer fireworks event?
Yes
I also made a custom .GAP file for this event with the kimono animations
So you'll need it too since it's the animation that's called
nice, I'll include all of that in the evt option
im looking into the config menu rn
Let me just check which number the kimono model is
shouldnt be too hard
I also fixed some head animations. She's looking at very weird angles in this event

thanks!!
The model used is C0001_075_00.GMD
Which is also the kimono model in the test build
i forgot i even included that
Uh, I should probably mention two things
oh its probably because i killed all the unused models
- There's a hole in the neck of the kimono model, in the back
- There's 3 more events around the one I sent you where she should also use the kimono model (she arrives by train, they take refuge in the store and she comes back to Leblanc)
In the vanilla model, yeah
if you could send all of those that would be great
697_011 --> In the train
275_001 --> With Ryuji and Yusuke, waiting for the girls
276_001 --> Taking refuge in the store
273_001 --> Arriving back at Leblanc, Sae is cooking Sojiro
Yeah, events numbers are messy
All of them use the the GAP I sent you (except 697_001, the animations play nice here somehow)
okay nice
is it noticeable in game
Yes, during the last two events above (especially the last one)
ill try and look into fixing it then
I just dragged the vertices down in blender and that fixed it
tbh i was just thinking of using her neck mesh from her workout outfit
Oh yeah, that could work too
@pallid plover i looked into setting up the mod config and im using mudkips template. whenever i try to launch p5r i get a Fatal Error. Invalid Program: attempted to call a UnmanagedCallersOnly method from managed code. error and im not sure why? maybe its because i updated the submodules? has this happened to you before
oh shoot I forgot to help you I'm sorry 😭
do you have reloaded.hooks as a dependency?
actually that might not be necessary for a config but
its okay!! i ended up getting distracted with other things anyway
and i didnt, adding it seemed to fix it actually
ty!!
now to see if the config actually works
I'll write that guide one day lol
okay the config doesnt seem to work
maybe its cause im using costumeframework's character assets thing
it does but this is all the api.cs has so im not sure
actually yeah I think you would need an interface with it lol or else you wouldn't be able to do anything with it
check the log, is there a message about something being null?
said message is defined in your mod.cs
mudkip's template has something about "something shit it's pants" lol
actually yeah ipakemulator is returning null
okay adding them as dependencies fixed the null error
i wasnt using either of them though
maybe its just an issue with my file structure?
maybe. that's kinda weird though
to be honest i dont even really understand how it works, i tried looking at your fog restoration and expandedfemcost repos and dont really know how its grabbing the folder path
https://github.com/WisteriaSp/protagsumiconfig/tree/main here's the repo if you want to take a look at it, i'm probably missing something but idk what it is
sure. I can later, sorry I'm just wrapping up some work stuff rn
by asking for them with _modLoader.GetController<IPakEmulator>(); you are using them
if you don't need them then you should remove their GetController

okay i got a random cpk replacement file to load and i nuked the unused interfaces
think it wasnt loading the cpk replacement file because i had a dupe old version of the config dll in the mod folder 
i wonder if it'd be possible to add configs w/o needing to make a whole program 
sewer said it'd be in r3 but that's a ways off
id hope so, would make configs a lot more accessible/easier to setup
mudkip's template makes it easier at least thankfully
oh yeah while you're here ryo does the p5r cf interface support config options for character folder files? like if I wanted to have a toggle for an alternate bustup
@bronze depot?
nuh uh 
the character folders are essentially just crifs folders though, so you could use that api
oh i see
are they like a bind folder?
i took a look at the characterloader but couldnt really understand how it worked, as in how exactly it loads the folder as a bind (if it does)
which is ideally what i'd want to do for the sake of remaining consistent with everything else (and also because character folder seems to have priority over anything in p5ressentials)
okay well i guess crifsapi isnt picky about folder names
issue im having is i think the character folder is overwriting the config option
think i got it to work

New test build, this one has a lot of neat stuff :)
Changelog (v0.9.6)
- Deleted a bunch of unused models
- Animations for reading books on the train
- Physics for entering the velvet room
- Physics for all prologue and Kamoshida arc 3d cutscenes
- Animation edits and physics for the Satanael cutscenes
- Takemi clinic animations
- Tweaked jazz drink animations, she uses the correct hand now
- Fixed missing physics for the will seed tutorial animations (in Kamoshida's castle)
- Fixed victory run having pauses
- Corrected the metaverse exit screen model's materials
- Added physics for the metaverse exit screen animations
- Added bathhouse minor event edits and models
- Added a bath towel model
- Swapped the Shujin restrooms (thanks Croissant Guard!)
- Added pause menu model
- Added pause menu art by @manic cedar
- Added a config menu
- Added dialogue bustups by L7M3 as a config option (goes over the regular non metaverse bustups)
- Many, many event and animation fixes by Zylvos
- Dogtag and other SPD stuff from Count Joecula
- Fixed crow showtime audio
for the next update i would like to finally get around to adding the ann and protag sumi bathhouse event over the ryuji, yusuke, and joker one
and ofc finish up the other 3d cutscenes
Great job on the new test build! I'm still testing things, but here's what I found:
Bathhouse seems to have some issues. I don't if you wanted to keep the old man, but there's a T pose and Morgana isn't replaced by bag. I've tried it without any of my other mods so I don't know if it's on my end or not
Dialogs are replaced though
Also, regarding the BF emulator : the restroom are working on my end, but the files also contains other unrelated dialogs I have edited.
As I feared, my edits are completely ignored (so back to base game dialogs). I'm going to have to think of something to go around that
oh i think i left the bathhouse event in a different mod
you will have to use BF merging for that
okay t pose is funny i think i accidentally nuked one of the gaps this model uses
why are you still here man
@zealous fjord weird its working fine for me
can you check the config
Oh, yeah, I disabled everything in the config
thats why
Maybe it's there, my bad
i recommend including that event in your mod, im probably going to end up adding a thing that auto disables the event configs if your mod is enabled
Yeah, I was trying to figure out whether I should a keep a copy of the events in my mod
i would go ahead and do it since it'll probably cause conflicts otherwise
by the way whats the mod id for your mod?
yeah little mans will randomly appear
the bf swaps the model out for some reason
i did edit it but i probably deleted the bf edit by accident
You mean the number you input into reloaded to link it GB?
the p5rpc.xxx id
nice ty
I've found a workaround. If I put my files into Characters\Joker\1\FIELD\HIT, my edits are kept
I'm still using the EN.CPK folder for my files. I'm still not sure if I should move them into that folder or not. I'll need to do it for those files at least
characters folder has priority
i would recommend just using bf merging for any bfs i edit though
hoping the libraries get updated soon
there we go
Hotfix build
Changelog (v0.9.6.1)
- Fix t-posing bathhouse npc
- (hopefully) fix the Child appearing in the bathhouse locker room
- Add a config toggle for the undarkened face emt
All good, no issue on my end. The undarkened face option also works on my model
I moved the events in my mod to Characters\Joker\1\EVENT
Until there's an option to disable the event config, this should make sure the edited events are played. If you end up editing the bathhouse scene, it might become necessary since it's probably going to conflict with the edit I made...
Or I can keep the bathhouse with Ann. Until then, this should work
mod priority will probably just make your mod overwrite them anyway but its better to be safe than sorry
So, Christmas Eve animation are in AE0001_803.GAP. They still use Joker's anims, and there aren't any real equivalent for Sumi.
I think the last animations are fine (when you lay by the window). It's the handholding and receiving the gift that should be edited
The cream on the nose is funny
No worries, just making a note of them
hi guys, testing the last update. Is this normal with her arms? took protein in the gym
Oh, that's her "comical running" animation. I guess its not really an "exercising" anim as it is a "running away from a scooby doo monster" kind of anim.
lmao thanks! I finished the game twice with the mod before, but I had never seen her like that
she is so
pilled
She is trying to be The Shiomi
No one can be like her
3 in 1 with that one. The Leblanc, dinner and school library are all in the same GAP. I fixed them with the exams animations so she doesn't sit too far from where she's writing
Also, I think you forgot to grab this fix I made
quick question!! will yall be doing male romances? i know that isn’t the main focus atm of course but maybe in the future?
As far as I’m aware that will not be a feature of this mod. There will be no major story/dialog/S. link changes
some can correct me if I’m wrong
i think is possible to use the mod with the gay joker one
It is! I’m currently playing that way
So it's like compatible with both the main mod and the story overhaul, or just the main mod?
archielamps story overhaul wouldn't be compatiable with gay joker
Ah, knew it. Shame that it isn't though.
thx for the answers !!
oh well, let’s go assexual Kasumi! lmaooo
i just think kasumi and ryuji would be cute together :c
yeah it'll have to be done with other mods for now, story and SL edits would add a lottt of work
that one should be fine i think its just dialogue and event edits
but im sure it can work with the mod that changes dialogue to she/her pronouns
alright cool, thanks for everyone’s input!
i’m good with writing and grammar if you need any sort of help with that
like proofreading for grammatical errors or something lol
might be useful for the story overhaul by zylvos in that case!
also nice! added both of them
alright if proofreading help is needed just ask 🫶
or writing, of course :3
Forget if you were planning this already or not, but are you ever going to replace Joker on the title screen with Sumi?
im not sure, thats something i would like to do eventually but i cant get the replacement to work properly
the last time i tried it only her mask appeared
yeah idk what happened i think her model got flipped or something
i'll look into it again at some point i just didnt feel like dealing with another annoying model 
oh yeah does anyone have a good mod load order?
this is mines
and below that is the cendrillion over arsene + ella over raoul by happygrinch
also btw kasumi story overhaul is semi not compatible with confidant cheet sheet so recommend getting speak your mind or just knowing what to say
a guide can be easily used in place of that for sure!
thank you, by the way!
Hello. I am using “kasumiprotag-testbuild7hotfix1.7z” and I encountered some issue. When the root FEmulator is present, the game crashes on startup and here is the log. If I remove this folder, game runs normally but I then encountered a softlock (infinite loading) when transitioning through the dull animated cutscene between area.
Test was done using the below mod list, which should be the bare minimum to run this mod if I read correctly (?.
I have been playing this lovely mod for 40 hours, so I really want to continue to using it and therefore I would like to politely request help.
when and where is it softlocking
okay im not sure whats going on, i just see reloaded failed to load
make sure bf emulator and bmd emulator is up to date
it looks like a library issue? im not sure
also no adult romance isnt required to use the mod
im not sure where that came from but i keep seeing it being brought up
if updating doesnt fix it then i would recommend making a post in https://discord.com/channels/746211612981198989/1045463162452987924
i cant replicate the issue on my system and havent seen anyone else run into it
so i would assume its an issue with bf emulator, idk what would be causing it
it's cause of zyvlos's mod iirc. It's a dependancy of that kasumi mod.
it was before that one too
think it mightve been the old story overhaul but im not sure
Not sure either tbh.
I've seen these kinds of errors before. Though this specific one I haven't seen. I would also say to make sure the framework mods are updated.
yeah my mod shouldnt be causing this issue
@zealous fjord is there anywhere to see documented progress of your Rose and Violet mod? I didn't see a thread in this server
https://gamebanana.com/wips/88857 it should be here i think
Would you mind clipping your version number so that I can check all of them are updated? I checked the github link and I think I have all updated. And I only included the mods in my clip for testing.
if they're all updated then it's likely an issue with the emulators themselves
swine would probably be able to provide more insight into it
So I think I found out the problem. I am not using the English game, tho I indeed chose the correct respective language in Persona essentials. However, it seems that the game need to be in english for your mod (or merging) to work.
I am not sure if it is due to the event addition in the update 7
what language are you playing in?
I am playing in Traditional Chinese. And my Persona essentials is set to TC as well. Before update 7, all goes well
hmm weird, i thought it would just merge and overwrite any lines i edit instead of softlocking the entire game
i would recommend creating a post in https://discord.com/channels/746211612981198989/1045463162452987924 and pinging animatedswine
for now though i will try and move the flowscript edits i made to the config folder
ahh I would explain more in detail as well. 😄 If I put your intact protag mod inside, then reloader error occurs. After that, I deleted the root FEmulator folder which I am sure is causing the issue, the game softlock. For example, when you leave the classroom and enter a area that your new edits are included, in this case I think it is the bathroom event (?), there is infinite loading.
yes that's due to the bathroom event
deleting the FEmulator folder deletes the flowscripts that tell BF emulator what files and procedures to merge
so what ends up happening is the game tries to load the dummy flowscript files located in P5REssentials and infinite loads, since they contain nothing
Hmm
Should I get the P5R Female Audio and the Kasumi over Joker Voice Patch to go with this mod?
yes I think they should work together
Thank you!
Ugh.. I hate to do this, but I think some of my P3R mods downloaded some of these for dependencies, and now I don't know if my mod order is fine 
@gentle prawn I apologize for the inconvenience, please try out this build and use the config to disable the Bath House event/flowscript and see if it fixes the issue https://cdn.discordapp.com/attachments/1094412112576651314/1340888215199940628/kasumiprotag-testbuild7hotfix2.7z?ex=67b3fef7&is=67b2ad77&hm=02f4aea73b126b409fa9c3da529e750ab08f093cd597054bc908554db0b2ca14&
I haven't moved anything
disable unreal essentials and it should be fine
Thanks!
Changelog (0.9.6.2)
- Moved all flowscript and msg edits to the config folder
- Added config options for Alternate Metaverse Run Animation (inspired by this mod), Blue Dress over Winter Casual, Old Recolored Black Tracksuit, and toggles for BF/MSG edits
I can't get the mod to load 
Unless the intro/tutorial always shows Joker no matter what
Would you mind sending your log here? You can view your logs by clicking Mod Loader Settings then View Log Files.
@open gull I know I must be doing something wrong, I'm just not sure what 
Thank you in advance for the help
Tbh, I'm not very knowledgeble about this, so I'm just looking through the log to see whether anything looks funky, so I'm not sure how much help I'll be, really. But I'll see if there's anything I can do to help.

I’ve been reading this thread for a few months now and I’ve never said anything in the thread but I finally got around to messing with the test build personally and I absolutely have to say that y’all have been cooking the most medium rare dubs of all time these last couple months, you guys are amazing
make sure to configure costume framework and set joker's character slot to 1
thank you! 💜
Will try that!
Wisteria is our hero 

guys, I always forget: is the priority order from bottom to top or top to bottom?
bottom to top
I've been doing it wrong all this time then
Yeah the ones closer to the bottom are prioritized higher over the ones near the top, figured that out the hard way when I downloaded cat morgana in the overworld and had to rearrange my whole list 😭
That’s very strange it would count bottom to top
It's more like the bottom is loaded last, which means it overrides what's above it
i’ve also been doing it wrong 😭
Can also confirm 😭
Same
Now that makes more sense actually
Still confusing since you’d think top priority would be the ones loaded first, but it makes sense when you think about it
yeah i thought top would override the rest since it’s on top
