#(P5R PC) Kasumi as Protagonist
1 messages Ā· Page 6 of 1
good question, I'd love to know lol I put kasumi protag on #1 bottom always (so it work properly)
Why?
... idk š

Mostly been lurking but I wanted to say Itās been super great to see this mod grow. Iām particularly excited to the alternative event(s) you plan to implement wisteria - thatās something I always thought would be so cool in a femc oriented persona 5 mod
Oh yeah, here's Ann's P5S portraits. I believe 11.png is her bathhouse portrait.
https://www.spriters-resource.com/pc_computer/persona5strikers/sheet/159985/
PC / Computer - Persona 5 Strikers - Ann Takamaki - The #1 source for video game sprites on the internet!
I probably will just use her swimsuit bustups
i'd need to adapt her strikers portraits to fit the royal style and editing bustupparams would cause compatibility issues with bustup mods
Apparently bustup param can be emulated now
or well merged
it can?
<@&748707136124485683>
Thanks to @echo thicket Persona Essentials has been updated to add merging to a number of generic binary files. This merging works automatically, just like tbl merging, so mods that did conflict before due to these files should automatically work together now.
Additionally, a bug that caused crashes when using a combination of mods with expanded and normal table files was fixed. If you needed to install "workaround" mods to make P5R work before you shouldn't need them now!
The files that now support merging are listed below:
P3P
- data\facility\combine.bin\ps_model.bin
- data\facility\elvgirl.bin\ps_model.bin
- data\facility\elvgirl_m.bin\ps_model.bin
P4G
- facility\cmbroot\ps_model.bin
P5R
- CALENDAR\CLDWEATHER.BIN
- RESOURCE\RESRCNPCEXIST.BIN
- EVENT\EVTDATEOFFTABLE.BIN
- EVENT\EVTDATETABLE.BIN
- EVENT\EVTDDDECOTABLE.BIN
- EVENT\EVTFADEOUTTABLE.BIN
- INIT\PMCHATINVITE365TBL.DAT
- RESOURCE\RESRCNPCTBL.BIN
- BUSTUP\DATA\BUSTUP_PARAM.DAT
- FONT\ASSIST\MSGASSISTBUSTUPPARAM.DAT
- INIT\SHDPERSONA.PDD
- INIT\SHDPERSONAENEMY.PDD
[Go to message!](#announcements message)
interesting
i'll keep that in mind, im not good at editing bustups though so i probably wont do it
you could just add them in and then work on them later?
it'd only be 1 event so I don't think it would be too jarring
i'd have to edit the bustup params twice which isnt something i'd like to do
one time for the strikers versions and a potential 2nd time for the royal style
either way its more important to me to keep the p5r style instead of randomly swapping to the vanilla one
and the swimsuit bustup looks good enough for now
guys, I know this isn't the point, but I always thought that in the All-Out Attack image, she had a heart on her face like this... I was sad when I realized it wasnāt.
you could make it a mod
wish I knew how to mod the game, I'd mod the heck out of it š„ŗ
Pretty sure there are guides that exist. And editing the AoA image is pretty easy in comparison to the rest of p5 modding.
https://discord.com/channels/746211612981198989/1062325318083428363 this has some good resources to start looking into it.
I'll take a look at it rn, thank you so much!! if I get to mod something, you'll be the one i'll be thanking āØ
yeah it's np. If you have really any questions you can ask me. Either through DMs or whatever really.
gb also should have some tutorials aswell. Any texture editing tutorial should be applicable. You just would have to modify it based on where the AoAs are in the files (which should be BASE.CPK\BATTLE\GUI iirc)
repositioned sumi during her awakening so she's in-frame, gonna edit the blend anims now 
wish blendertoolsforgfs had them rotated correctly
I actually made a model a couple months ago for the sister for the awakening scene, you'd have to replace the face and hair, but it has the extra bones for the sweat on the face
My favourite part about Sumi being shorter than Joker is that when you pick a lock with Ryuji present, instead of patting her on the shoulder, Ryuji gives her a headpat.
I donāt think i ever noticed that
awesome, I'll try putting it in the mod soon!
Would you be okay if I add it to my mod? I would also like to edit the year pin to be "2" and the mesh for the white of her eye (it's too flat on Kasumi model, so the iris may clip into it in some cases). I'll give you credit of course
Yeah, I wouldn't upload it if I didn't want people to use it
working on a smaller side mod, not sure how far ill go with it
Funny you should mention it; there actually is already a bit of work on swapping Violet with Joker. (notably by @dry igloo, who started the https://discord.com/channels/746211612981198989/1317709988390506497 thread, and myself, who started doing it separately before I saw that thread)
Here's the wip I threw together, but with Otaco's animations.
https://drive.google.com/file/d/1yt4xcnk6Pdt_2KOhMQjm0vYe5_q6_ZtW/view?usp=sharing
Changes:
- Metaverse models (including CF costumes from CBT)
- Battle anims (including victory anims by Otaco)
- Cutins
- AoA finishing touch (The BKSK_HERO.BCD from the Kasumi mod had to be edited for this to work, which Otaco pointed out to me)
- Palace field animations (safe room anims are untouched, at least by me)
- Most battle voice clips (uses Joker's added voice clips from CBT, as well as status effect + low health lines from Tactica)
- Gun SFX (Makoto's reload clip and a few menu SFX are affected as a side effect)
- Showtime animations (using an edited version of the BB0001_051.GAP from Wisty's test build)
- Melee attack timing for Violet and Joker (using the VISUAL.TBL from the Kasumi test build)
- Arsene and Raoul over Cendrillon and Ella (ultimate + third tier personas are untested)
- Persona affinities and skills for Violet and Joker (requires a new save for Joker to have his correct skills. Alternatively you can use the debug menu to change them manually)
- Ren's name appears on the equip menu (thx Otaco!)
- Futaba's nav lines for Joker and Violet are swapped. (Note: requires CBT. some lines like the game over lines still refer to the protag as Joker.)
All the metaverse models, yes.
Otaco also added victory animations for Joker.
are they from p5x?
honestly I might just keep the Sumi one where he's right up close to the camera
I think it's funny
hes such a diva
ive been meaning to ask you @short spade , do you still have the model/anims for this? and if not how were you able to do this?
last I checked I don't think it was in your repo
I'm not sure. The close up anim is Joker dropping from above and landing on the ground like Spiderman and the other victory anim has him do like a hair flip and twirl his dagger.
The test build I posted above does have a few issues:
- The Protect anim and Harison recovery anim aren't replaced properly.
- Joker's zipline appears on Violet's arm during the Showtime attack. Additionally, Violet holds Joker's gun during the last part of the Showtime.
- Event anims, including the Metaverse ones, aren't replaced. The safe room anims aren't replaced either, though Joker does T pose magnificently.
His weapon models also look weird but judging by the video you posted, you seem to have that covered.
No, the animations were not from p5x
I just modify the solo victory animation and the tackdown animation, cause I suck at extracting psx
oh i'm not sure i still have this since it was just an experiment and turned out pretty bad - i think i just scaled up her menu model in blender to match joker's and then parented it to his armature to see how it would look
and copied the weights from joker too i believe
Donāt forget the hyphen between spider and man
ooh interesting, it looks really nice
oh okay nw then! I'll deal with that model at some point
Kasumi as Protagonist v1.0 preview trailer!
Keep up to date with the mod at https://gamebanana.com/wips/75092
Rose and Violet mod page - https://gamebanana.com/wips/88857
Persona 5 Royal PC mod featuring Kasumi Yoshizawa/Sumire Yoshizawa as the protagonist over Joker
Not affiliated with ATLUS or SEGA

Absolutely incredible work to both of you
amazing!!! I'm so ready to play it all together
pog!!!
I wonder how they're gonna handle Sumire's backstory once we get to Maruki's palace, since she sees us (Kasumi)
||her twin survived but got amnesia||
Ah alright, that clears it up, thanks š
is there enough progress on the story overhaul mod and/or the joker as party member to combine it with this one?
Zylvosās story overhaul mod isnāt out yet
by the way would it be possible to make a clean visual tbl without the edits for protag sumi included
im probably going to adjust the visual.tbl at some point in protag sumi to fix the critical melee camera
and there's no need to include my visual tbl since tbl merging is a thing
if not then i can probably do it myself im just lazy
camera being wrong was bugging me so much so here's a fix for it
Wait is that demon on the right part of the original game or is it like a mod? I literally cannot remember that one looks sick
old one for comparison
yeah its part of the vanilla game
the gun still fires early, idk how to fix that š«
ah cool don't know why it looks so weird to me lol I 100% the compendium. Guess I just never looked that closely at some of them
Power? I think its called
just took a look at this, looks good but im not sure why all of the joker assets are in p5ressentials
it would be much better to shove them in sumire's character folder
the tposerrr
ah yeah that makes it more familiar to me
im probably gonna just merge this one with mine if thats okay
and im also gonna change his name bcs i hate ren 
akira 4 life
??
i think you used the test weapon models
also note to self to add a mask material anim to the victory animation
other than that everything looks nice
good job :)
by the way @open gull could you separate the unit and persona tbl edits into versions with only the joker party member edits?
i already did visual and name tbl so dw abt that
im going to make unit and persona tbl config options
i might do the same for the main mod idk but the movesets and such would ideally need to be finalized
he looks really nice in battles
Sure thing! Didn't realise tbl merging was a thing for Royal.
Oooo, quick question, if you don't mind me asking? (sup, im a lurker-) I know you've been using English audio, but would there be any interference with the jp audio when we use the kasumi mod?
The Kasumi voice mod has both English and Japanese versions. For me, there was no interference at all
Thanks for the answer~
You could use this as a starting point if you'd like.
https://gamebanana.com/mods/513154
You mean in Characters/Joker/1? Asking cuz I'm unfamiliar with how CF character folders work, and I'm still figuring out the details.
Characters/Sumire/1
characters folder is mainly for full character replacement mods such as joker over kasumi or kasumi over joker, wonder over joker, etc
Characters is just the foldername cf's character system uses
Joker is the character name, change this depending on the character you want to replace (such as Sumire)
1 is the slot number which is used when you configure costume framework and set a character asset slot
outside of that its basically just functions like p5ressentials
ofc for outfits you would just put them in costume framework instead of in Models\Character\0001 or 0010
i do sometimes use p5ressentials but i mainly use it for flowscript merging
since FEmulator bfs dont work in the characters folder
im aware that there is still a cbt.cpk folder in the kasumi as protag mod, its just a leftover from when i used p5ressentials and ill move it over in a sec
oh? really?
yeah
last time i tried it it just completely broke
think bf emulator wasnt able to find the dummy file or something
since it would keep throwing errors about undeclared procedures
alright what mods to use for this mod wisteria? iād like to stream it sometime if thatās ok! bring some attention to it maybe
iām not famous or anything but maybe a few
use any you want! femc mod might be good since it has story edits i think? at least until story overhaul comes out
and apparently tbl merging doesnt work in that folder either
just tried it and it was overwriting visual.tbl with the joker over kasumi one
as soon as i moved it to p5ressentials it started to work fine
so just keep that in mind
so your mod will override the models from the femc mod?
it should, but i think you can also just delete all the models from femc mod so you just have the story stuff
Ah good to know, thx!
Here's my v0.1 build of joker over kasumi if anyone wants to contribute to it. I haven't replaced the non metaverse models yet (or really added costumes) but I'll do it later at some point.
Notable changes:
- Config menu
- Automatic compatibility with Kasumi as Protagonist (as long as this mod is below it)
- Weapon models are their correct models
- Retargeted all animations from Kasumi
- Moved everything to the characters folder, set Sumire's character asset slot to 1 in the costume framework config
I don't really recommend using this for gameplay purposes yet since it's very unfinished, there shouldn't be any crashes or anything but I haven't replaced the daily life models so it'll just be Kasumi/Sumire stretched to Joker's proportions
Lastly I uploaded it to a github repo for easier contributing if anyone wants to contribute that way https://github.com/WisteriaSp/p5rpc.jokeroversumi
I also have kasumi as protag on github too
oh and also protag sumi compatibility config option includes the showtime anim edits for joker and kasumi to restore their vanilla positions
it has the same issue of the grappling hook and weapons not appearing correctly though
idk if that can be fixed, might be possible but idk how showtimes are handled
Nice! Just checking; does setting/changing Sumire's character asset slot prevent vanilla models from loading? Asking cuz the test build I did only affected the metaverse models, leaving the overworld models untouched.
Violet & Rose mod looks awesome! Gonna be adding that to my follows

I don't think so, it should work like P5REssentials where if you dont replace something itll be loaded like normal
i merged yours with mine anyway and mine has all of sumi's models in it
||Now we just need a mod that changes Morgana's name to Morcatna|| 
also i forgor to update the battle gap thats used if you dont have protag sumi on :P
Oh yeah, did some testing, and I think changing the character asset slot does mess with vanilla models. Forgot to get a screenshot, but basically Sumi's model is stretched to fit Joker's proportions, and she gets a floating head. I moved the character assets back to P5REssentials for my personal build just so vanilla Sumi's models load normally, but I just thought I should make note of that.
it doesnt
i retargeted all of her animations to joker
they will do that regardless of whether or not you have them in characters or p5ressentials
Ah alr, that explains the floating head.
i mentioned the stretching here too
itll be fixed once all of her models are replaced with joker ones
which is something i'll do... eventually
Ah alr.
Also, I just remembered that the costumes folder in the test build I posted also includes the scooby doo and halloween costumes, which you might wanna take out for the actual release.
i dont see them in here 
i think you mightve already taken them out before sending it over
Ah right I did. I'm a scatterbrain.
Re-added Joker's vanilla costumes using Costume Framework. I used the file structure from CBT as a reference.
Nice! Great work
Thx!
starting work on the akechi rank 6 event
this one will be a little annoying to do but it'll be good to get it out of the way
Ah! Relocating to Kichijoji. That makes sense.
Yea! I'm probably gonna have it at the jazz club since that one seems simple to work with
Fixed a typo in the configs which seemingly prevented the costumes from appearing in the menu.
Oh nice! You used the black leotard folder too
I wanted to do that but forgor

by the way, most of the costume descriptions still use their joker protag counterparts which use [fname] and [lname]
if you could edit them that would be great, this is the wording i chose for the prison outfit
I've found a bunch of events that still use Joker's anims in AE0001_002. I can't replace them myself because she would need to be repositionned.
Those animations are used in 510_040, 715_020 (Ohya confidant events in general), when eating at Leblanc, etc.
eating animations 
i think kasumi has some but there's a high chance the item bone is rotated weirdly
I mean, there's no eating animation in there
is it just sitting animations?
oh then thats easy
honestly repositioning them is really easy, you just need blender and then you need to import the animation with blendertoolsforgfs
edit the animation, move the root bone to the desired position, save and done
i ususally use joker with the original unmodified as a reference point
I'll give it a try then
i'll make a quick recording
but basically you just wanna copy that gap (so you have a backup just in case)
then replace the anims you want to reposition with her sitting anims
lemme record it really quickj
Alright, thanks
@zealous fjord
im not sure how much experience you have with blender but the hotkeys i used were:
G - move tool
X/Y/Z - Lock to specific X Y Z axis
Ctrl Tab - Pose mode
Tab (while NLA strip is selected) - Edit NLA action
Make sure this little circle thing at the bottom is blue when animating
Also select another bone just to make sure you're actually editing the action, if you select a bone (or even the root bone) and don't see any keyframes it means you're not editing the action (you must be in pose mode to see the keyframes)
Make sure your transform Euler is set to XYZ, you can find this by pressing N and clicking on the item tab
Also if the root bone has a bunch of keyframes for some reason you can use AnimAide - https://github.com/aresdevo/animaide/releases
It'll add this button which you can use to toggle manipulating multiple keyframes for the selected bones in an action, you shrimply enable it and then pose the bone however you want. The changes should apply across all keyframes
Boop de doop.
Whats this?
Oh, that's the costume descriptions.
oh you shouldnt need to edit that anymore
costume framework has description msgs for each costume
theyre located in the costume's folder
i can manually add them in though based on that bmd if you want
@kindred comet I'm not very experienced with Blender, but thank you for all the info. I'll try to make it work
yw!
Sure! I think most of the outfit descriptions fit as is tho, so it wouldn't be too much work.
I can't remember whether or not the costumes in the Kasumi test build have descriptions tho.
Oh yeah, here are the edited descriptions.
nice, thanks!
All good!
also if anyones curious this is how i deal with one of the easier "custom" animations
the Glare 
Also this should be fixed now (ignore the Trickster)
@open gull replaced the majority of sumi's models and also added the correct descriptions
Oh, those are just the Costume Framework costumes. Sumi's non-metaverse models haven't been touched.
Thatās a tall man
I've managed to edit them too, thank you very much for all the info! I struggle a bit with the keyframes, they tend to disappear when I select another animation to editFigured it out
Also, I think she's sitting a bit too low on your screenshot. I'm currently ajusting her height here. Sumire is sitting a bit higher on her chair too
It lines up nicely with the chair in crossroads
I keep forgetting Sae is there
Also, the phone animation is actually joker's taking out his phone, pausing for a moment, then putting it back in his pocket. Swapping the animation with Sumi's will only replace one part of the whole animationI just saw that's in the second video you made. Well, since you've already made it, you can have my file below if you want to adjust her height
That took a while, but I managed to fix all the animations in Maruki's rank 6 by editing the event. The issue was that the animation where she holds her arm is not a idle animation, but a loop on the last frame. The way the animation was set up in the event works for Joker, but not for Sumi. Without this fix, she will return to her regular idle animation.
Based song choice for the tutorial, that's my favorite song in P5R lol
Also thanks for the tutorial, I'd like to get in to blender rigging and animations and stuff too, so this is nice to have!
Glad it helps!!
Awesome, thanks! And thanks for the other repositioned gap
by the way
what did you edit to make it not loop?
That's a good question. I ended up copy pasting the parameters from a Sumire animation (in rank 7 of her social link) because I haven't been able to figure out exactly how it works
Everything below "AnimationSpeed"
I think Field10 is the animation you want to loop
Field28 is the probably the frame at which point you want to loop? Not a loop here so it's probably the frame at the end of the animation
Field20 is whatever stops the animation from looping. I can't figure out why it's this number
Field1C is also an animation speed parameter
Annnd I'm pretty sure Field18 is important for something, but I'm not sure what
I've looked at another event where the same type of animation freeze is used (E704_010), and it's not done the same at all. I tried using the parameters from this event at first, but it didn't work.
interesting
I was curious and lurking, so I checked what vanilla (left) vs. your version (right) looks like (ignore the differing outfits). I'm very confused by the vanilla version, because animation 43 doesn't seem to be defined in the GAP that it uses š„“
Oh, yeah when trying to use the parameters from 704_010, I changed "AnimationMajorId" from "2" to "3" for the protag
And I kept it like that
So it now uses BE0001_003
Which does have that animation
Right. I'm just confused how the vanilla animation actually works now, since BE0001_002 doesn't seem to be right for animation 43....
The way it seems to work, though, is that because MAB_ defines two animations where the second is usually the idle animation, it just uses the same animation for both, but then indeed loops on the final frame for the second/"idle" part.
Yours simplifies that by just playing the animation once and then not looping + turning off the second/idle animation part.
(I don't know why they didn't just do that in vanilla....)
yeah thats really strange
i did run into this earlier when i was editing the bathhouse activity
joker's social stat anim would freeze about halfway through
i solved it by just using a different animation that looked less awkward but when i checked the evt i had no idea what animation it was even referencing as the gap didnt seem to have it (and evtui just displayed the tpose)
Hmmmmmmm.
seems like something vanilla overcomplicates for no real reason, im sure it might be useful in some areas but its usage so far seems pretty random and a little pointless
Definitely seems like a weird vanilla asset management trick.... Which bathhouse event (ID) did you find that in, for reference?
i think it was 761_101
Cool, I'll investigate over in the other thread 

I may be wrong, but I think there's a parameter in there that allows the MAB to use the BE0001_001 animations. I remember editing an event (129_001) that uses BE0001_006 (which doesn't exist) and AE0001_602 (used in the event, but it's not the running/idle animations)
It could be that it always combines whichever GAP is defined in the header with BE0001_001, but you may be onto something there.
...yeah, E129_001 does it for Ryuji, too... and it's not just MAB_ that has to use those animations (MMD_ does as well), so I'm thinking it's some general asset management shenanigans....
"Sorry I have a habit of making bad jokes in uh tense situations"
he's just asleep

I too enjoy the atmosphere when sitting inside of a chair
just mentioning it in case these flew under the radar, AE0001_790 contains joker's cleaning animations that need some skirt physics baked
i attempted these myself a while ago since they weren't overly complicated but it's been so long since i used the plugin
hi, I saw your twitter post with the mod and you mentioned rose over violet in there. Does that mod have any compatability issues with your kasumi as protagonist one?
Hi! Rose and Violet is meant to be used alongside Wisteria's Kasumi as Protagonist mod, so you won't have to worry about compatibility issues
hi, I don't know if I'm blind or something, but is there a download for rose and violet?
also are the various kasumi as protag weapon overhauls and so on necessary or no?
Oh, it's not finished yet. I'm still developing it, but it's like 75% done
ah gotcha
The protag weapon overhaul won't be necessary. It's for flavor
I'll put a screenshot of my mod load order so people can copy it for their playthrough
Nah, it's easier than that to fix
unless you can get an evt edit to work
that animation is
cursed
the rotation isnt correct in blender
and it just does whatever it feels like i hate it
No, just name the model differently (IT0133_030 instead of IT0133_020)
And change the item id for the protag coffee cup in the Haru event you made it for
? why does it have to be renamed
You edit replaces all coffee cup. You made it for the protag, it replaces also Haru's
Or I could just fix Haru's coffee cup by editing the events to add back the old coffee cup
thats bcs the cup has anims for both haru and protag in the same gmd
Huh it's possible it's also the coffee cup used elsewhere
Yeah, i'm confused too
it really is cursed
well i guess just stick with the edit you made
better than trying to unravel whatevers going on with it
Now I'm not even sure what's going on
whats the item and event? I can take a crack at it
IT0133_020
i dont remember/know the events though
idk why the rotation would randomly change
I was looking at 703_100 and 703_101
I see, I will check it out.
oh i guess thats why
And it does indeed use IT0133_020
i forgot it had an additional animation
well i dont feel like messing with this at all so just go with the fix you have
i never want to see this stupid cup ever again

Yeah, that cup is weird. Replacing animation 1 and 2 does nothing
Since Haru's using animation 1 and it's symetrical, i'm tempted to just change the rotation of her cup in those 2 events
i guess just rename it to IT0133_030 and change protag sumi's to use that one
do you remember what this event is?
idr the event id but its one of haru's SL events
i see
what is it
703_040
thank you
the anim isnt rotated
it probably uses animation 2 for other events
The fix I made and the cup with the name I used
nice ty
does the kasumi anim itself need any changing?
No, the cup's handle is on the proper side for Sumi protag
I mean aesthetically.
Oh
Well, the cup anim is shaking a bit, but it's probably because it's hard to follow the arm animation
I will work on it then
Do you want a small vid?
sure
Alright, I'll work on that then.
Thanks!
np
I need to stop editing events now. I still haven't started Yaldabaoth arc, but...
Before/after:
I should probably test with another model, brb
Still clipping, red coats were hiding it
Clipping is unavoidable I'm afraid
Well, at least, it's better than what was before, so you can use it if you want
(I just changed the protag position, not the animation)
is that a romance event?
sorry i havent ever like
seen the romance stuff before
i can probably adjust the animation there to get rid of the clipping
what gap does it use
Yes, it's Hifumi's romance (I'm testing events I haven't tested yet)
The gap is AE0001_717
Their arms clip at the end of the animation in my edited event. Hifumi's position is also rotated before she plays her animation
A note of a few animations I've found in Sumire GAP folder, but I'm not good enough with blender to replace some of them myself (yet):
Hand-holding animations: AE0010_706 --> Could be used for the Christmas events?
A "giving something" animation: AE0010_801 --> Could be useful for all kind of purposes
Sleeping/waking up animations while also sitting: AE0010_515 or AE0010_544 --> Could replace the animations in AE0001_761 used when Kawakami wakes up the protag after finishing the coffee/curry.
if theyre just sumire animations then you dont need to do anything hard
delete the keyframes for all of the bow bones
insert keyframes for scale, rotation, location, etc by editing it how you usually would and pressing i
insert keyframes for the ponytail as well (and reposition it if needed)
make sure all ponytail/bow bones have keyframes so they dont freeze in place
rinse and repeat for all desired animations
the lack of physics won't be too noticeable
@zealous fjord
i didnt add any keyframes for the ponytail since she already had some
what a kind soul
pretty rough so far. This animation is a bit tricky so I'm trying stuff. I should hopefully be able to finish it tomorrow.
the main thing is the arm length so im looking at my options for it.
wait are you redoing it?
this is what i was able to get, its not perfect but its better than the joker one
if you want to continue with it feel free but its not necessary
yeah
I know, I just want to make a more aesthetically pleasing one like the gaming anims.
ah i see, thank you
it's np
, no shade on your work with this. You did a great job in spite of how annoying this specific anim is.
thanks! and yeah idk whats up with it but the gmd rotation and the anim itself is just 
not sure whats up with bmd emulator but it doesnt seem like i can add new messages with it?
just tried and the game softlocked when the msg was called š«
compiled bmd it is i guess
i probably need to adjust the SL point rewards but here it is
also i dont know why her socks are gone at the end
@zealous fjord do her socks occasionally disappear for you
it might be treating them like shoes but idk
seems like it was due to the socks mesh being named shoe_0_0010_001
this is actually really useful to know
fixed it and as a bonus gave her shoes
Oh, I thought I had fixed this
Yeah, it's the material
functions just like the vanilla models, shoes will disappear when applicable
weirdly enough its the node, not the material
renaming the node will fix it
Oh, I think I just swapped the material name with the shoe one and it worked
Well, obviously no, didn't work
Thanks, I'll update my model too
yeah, annoyingly renaming the mesh in blender wont fix it
youll either have to rename it in gfdstudio or hunt down the node bone
and rename that
i guess thats why i never figured it out initially
Oh, it's based on a node, not the mesh...? š¤ Good to know!
Thanks for the video, I'll take a look a it later.
I'm struggling with editing the keyframes. I'm probably not doing it in the right menus or with the right options, so I think I need to watch some tutorials first. I have no experience with that kind of stuff, soooo
yeah im not super sure why but its good to know
struggling how so?
to be honest blender really could improve their NLA system, i had absolutely no idea how to even edit an action for the longest while
its just not very intuitive
and the jargon kinda seems like nonsense sometimes
like stashed actions
that means... what exactly?
im sure if i looked it up i could get an answer but its a pretty vague name and if someone just wants to edit an action its uh
not very descriptive
also the mask should be fixed now
I'm just about to go to work, but if I had to summarize it :
In the animation menu, I don't know how to move keyframes or remove them in the timeline (I wanted to shorten an animation, but it's actually not a good idea now that I think about it)
I also have the issue of clicking somewhere, the keyframe are no longer showed and I can't get them to show up again (even when backtracking). I didn't nuke them, they're just not showing anymore. I'm probably stupid and it's a bit hard to explain
its because you clicked off the stashed action
ideally you want to just
head to the animation tab
press tab on the action you want to edit
then swap back to a different tab
if the action is green it means youre editing it
if its green and you see no keyframes its either because there's no keyframes, you're in object mode, or you dont have a bone selected
also why is shortening them not a good idea?
keyframe interpolation should take care of a lot of the work
if you need any specific examples feel free to tell me and i can show you
but its a lot easier than it looks
its just
poorly designed imo
you just have to pick up on the weird quirks
oh and also if you're going to be editing animations you're probably gonna want this
its a poorly made chatgpt script from like 2 years ago
but it works
you edit the action you want to uh
edit
go into pose mode, make sure the armature is selected
press f3
search up select keyframe bones
hit enter when it comes up
and itll select all bones that have keyframes
Whatās Ren doing here taking her spotlight
so you dont accidentally insert keyframes for a bunch of random bones
although if you do this you'll probably want to switch to bone layer 1 which displays every bone
even ones that the current model doesnt use
hes being awesome and stuff
Alright, I'll try again when I get home. I'll screenshot stuff I'm struggling with. Thanks a lot!
of course! 
I tried again, but with the animation from AE0010_544 since they line up with the default sitting animation (I was trying to shorten one that didn't lined up very well). Thanks again for the video with the fix for ribbon, it works quite nicely
And those can be used to fix the sleeping in class animations too
very nice, i had no idea she had sleeping anims
im not sure if this'll be helpful but i do have a spreadsheet of kasumi's event anims with descriptions of what they contain, i wrote this way back when i started so itll probably lack some details https://docs.google.com/spreadsheets/d/1xHMfa8jl-VeDQslf8qgCUzG-5F7umOZKtmxDaRMIkY4/edit?usp=sharing
i have one for joker too but i never got very far with it
https://docs.google.com/spreadsheets/d/112MEaD8wW8h09FU1uns3nDsRSwHRrQeel9NR75FsLLk/edit?usp=sharing
if you'd like to add to it please let me know, i think itd be good to eventually document all of these
oh and on the topic of gap 770, could you try and replace the rest of the things in there? im gonna be dealing with some different anims for now
you should be able to reuse the subway reading anims from 771
and social stat raises can just use the standard hair flick one
Sure!
i'll try and address the crafting animations at some point
for both here and at leblanc
Yes, there's also a reading animation in Leblanc so I'll have a look
very nice
i can add you as an editor if you'd like, just DM me your gmail
I was opening animations at random yesterday, just to see if there was anything useful. I'll just mention this here, if anyone's curious and wants to laugh
AE0010_712.GAP is a dancing animation
(not for the school festival)
I would love to see Kasumi's model rigged to Joker's dance from the school festival
nice!
very awesome
i think her pen is the wrong way
remind me to look into it later
should be a shrimple fix theres just a lot of study anims to go through
@open gull if you dont mind, i'd like to look into simplifying the voice patch by giving it a config menu. could you give me a list of differences between the multiple versions? (aside from the obv jp difference)
ideally there'd only be two versions on the download page
eng and jp
since as of now its kinda overwhelming
oh and i can make one for the weapons and equipment patch, although i would need to be informed abt the differences there too
i could also include it in the main mod as a config toggle but i'd need to know if its ready to go and wont require many future updates
although ofc any compatibility patches built in like this would need to be removed
finally replaced the attic hideout animation (ignore the joker jumpscare in the background)
also @open gull just letting you know it doesnt seem like the skillsets were updated for arsene (cendrillion) on that joker over kasumi mod
all this effort only for atlus to not acknowledge the moddersā extravagant effort and give us a modern day persona game with fully implemented femc
depends on how they handle a femc
they did it with ps3 portable and never again š everyone thought kasumi was gonna be the protagonist before persona 5 royal was released
p3p was decades ago now iirc. Even if the same staff was on they've definitely changed since then.
I wouldn't want a femc that was poorly made tbh.
i agree, but iām very happy with how this mod, and others with it, are turning out
I also wouldn't want Atlus to release something poorly made, but at the same time, I'd have liked to have had another official femc š„ŗ
I think that's why this mod and the parallels are so good for keeping up with the evolution
P3P was 2009
I still have my UMD
In its plastic case
But my PSP's battery inflated 
thats a shame
For some reason, the tbl edits only affect the skills which are unlocked when Violet/Joker joins the party or upon unlocking new skills, meaning that you'll need a new save for the correct skills to appear. Either that or you could use the debug menu to manually add the skills. (The mod menu might work, but I haven't tested it.) I'm not sure how to fix that, sorry.
that's not the issue
i checked the tbl and his first persona (arsene/cendrillion) isn't edited
it's also verifiable by checking the stats screen and looking at the next skill available
Oh right. Must've overlooked it. I'll give it a check.
The only difference between the standard and CBT version is the added voice cues/folders from CBT: 014, 015, 026, 035, 035, 081.
oh i meant like
when do they play/how can i trigger them
unless the game crashes on bootup without cbt it shouldnt cause any issues
also im not sure what the difference is with these ones
Oh, those are addons.
The Futaba nav addon just changes Futaba's nav dialogue to Violet's (the Joker over Kasumi mod already covers that) and the latter two addons just add 'Sumi's lines for commenting when another party member unlocks a new skill. (eg: "I'd love to see that in action!")
does joker have lines for that idr
No.
hmm
if you give me the filenames i'll make it a config option
im gonna test cbt patch without cbt and if it works then you can just go with that one by default
and the futaba nav one can be a config
this should cut it down to two versions on the modpage, jp and eng
Good idea.
The only reason I had the new skill lines as an addon was because of the filesize, but looking back, it was cuz I made them with FEmulator in mind and thus included more files than neccesary. I'll fix that.
Good to know!
081 = getting healed (eg: "Thanks")
034 = additional lines for initiating all out attack
035 = all out attack finisher
026 = complaining when attack doesn't finish off enemy (eg: "Damn. Still alive?")
014/015 I'll have to check.
I would've made the CBT lines a config option myself, but I don't yet know how to do configs.
Something i meant to ask but didnt know if it was asked before was the thing with Kasumi running before walking for a few frames...?
wdym?
Good to know. I guess I was just cautious back then, since I had issues with the CBT version not working without CBT back when the mod used FEmulator, but it seems like the transition to Ryo got rid of that issie.
My main concern is that users have either the default or CBT version installed, thus, deleting the default version would mean that users with that version wouldn't get mod updates unless the reinstall the mod altogether.
He doesn't.
not sure if there's any way to fix that other than pushing an update with a changelog just saying to reinstall
idr how updates work for pages with multiple mods tbh
actually how do updates work with your mod?
i dont see any update metadata on the page
and also is there any reason why FEmulator is still used for these
Oh that's for compatibility with the female audio mod, since that mod uses FEmulator to replace some files.
As for updates, I'm not sure. I thought I set it up right but I'll have to check.
Alr. My main concern was that it would cause conflicts with the female audio mod, since then two different mods would be using ryo and FEmulator to load the same file for an event.
ryo redirects the cue so its fine
Ah ok. Good to know.
im testing it rn and therres no issues it seems
I'll probably keep my upload of the voice mod the same in case any issues arise and someone asks for the original version.
honestly i'd prefer if you upload it and continue to maintain it
i dont really want to maintain an audio mod
Ah alright. That makes sense.
and i'd recommend just throwing the old versions on google drive or something
since having a bunch of downloads clutters the page and will probably lead to people downloading outdated versions
Sounds like a plan. Feel free to make your own tweaks and send it over if you want. Whatever you think works best.

im probably just going to give it a config menu and then send it back over, this looks a lot easier to do than i thought
@open gull eng one done, i'll do the jp one next
@open gull
Changes:
- Moved all FEmulator stuff to Ryo
- Added Navi voicelines & Skill comments addons as config options
- Added a description and icon
- Merged the CBT version with the regular version
the source for the config is on my github
you should be able to add stuff to the optionalmodfiles folders i added easily, but if you want a new config option lmk
Will do, thanks!!! I'll test it out then post the update on gb!
yw! 
once the main mod v1.0 is released I think I'm gonna finish up that joker over Sumi mod and start a story overhaul of my own
I don't have any details worked out but party member joker made me really want him back
I missed Akira š
both will be separate mods and won't be included with the main mod
Oooh alright! I recall Episode Violet aimed to do the same thing, though the mod page + discord went private due to rl+safety reasons. You could try to reach out to them if you wanted to collaborate, though that's just a suggestion. Regardless, I'm interested to see what you cook up.
New update.
I figured the overhaul Wisty gave it was big enough to warrant 3.0.
very nice!
do you know how much progress was made?
Not too much iirc. Some writing for the story overhaul has been done, plus L7M3's menu art and the Joker stuff I threw together were originally done for that mod, but the mod director was fine with it being used for other projects too.
I have fixed the animation when calling the public phone in Leblanc. It works when calling Kawakami and when Sojiro calls you at the start of the game
Before/after:
is it playable i want to try this
Do you mean the mod or the fix I just posted?
the mod
The latest test build is here:
Remember to config Costume Framework and put "Slot_1" on Joker
np
awesome! great work
Quick question Wisteria, will the Joker over party member Sumi mod you're working on be compatible with early party members?
Does that mod work anymore?
Maybe but his skillset probably wont progress like it
also finally fixing up these animations
Ok, thank you!
I'd say keep it for its aesthetic š¤·
well i can just move her forward
maybe Kasumi just wants to be a ventilation unit lol
I'm just playing of course, do what ya want lol
Thought up a concept for an alternate loading screen. I haven't fully tested it yet (the loading screen hasn't yet appeared long enough for me to discern whether or not the icon is actually rotating) but I thought it'd fit with 'Sumi being a gymnast. (It's an edit of the in-game photograph of her performance.)
I don't think so, no.
which one does it replace
I replaced the same spr_1 file as the main mod.
oh you mean the loading wipe?
Yep. I used the file structure from your mod as a reference.
The silhouette might be a bit rough in some areas (particularly with the lower thigh since her leotard has a skirt in the source image) so feel free to refine the shape if need be.
A quick question regarding SPD emulator, if you're editing/replacing a sprite dds without changing its dimensions/aspect ratio, would it be fine to leave the spdspr untouched?
most likely yes
honestly i do like the current loading wipe so i probably wont add this but feel free to make it an addon mod if you want!
For the joker mod, can I post anything that helps with it here?
anims for chalk interactions!
is that joker over sumi?
WEAVE NATION CERTIFIED
TRUE
yeah!
Haru with a ponytail is sooo cute

Not sure if this is a bug or not, nor if it was addressed already, but when idle in battle, protag Sumi's ult weapon has the swing glow effect.
When I say idle I mean when controlling another member, it's fine when controlling her.
Shiny
Stumbled upon this nightmare when messing around with the cheat menu š
No idea why this happens, I have CBT no pre-renders on too.
that's the real sumire
she had a lil growth spurt 
make sure cbt is above protag sumi
also yeah i decided to keep it bcs it looks cool
i cant really fix it anyway
without just nuking the mats
reasonable lol, it does in fact look cool
that fixed it, ty!!
Sorry if I'm being a bother, but I saw that there's a hair down version of the P5D outfit using the dancewear model and was wondering if the regular starlight outfit was changed to use the dancewear model or not. 
they're the same model, the only difference is the music that plays
starlight uses groovy whereas dancewear uses ROTTT
Oh ok, I can easily js swap that then
the normal starlight outfit isn't in there but I added it back which will come in the next update since I noticed it was absent
Found an unfixed anim that you guys might've missed. It's the one where you hand Maruki the calling card and throw it onto the table on 2/2.
oh yeah im aware of that one, that'll take a bit of effort to fix
along with the fist fight animations
which i'll probably just bake physics for
ah, alrighty then
Still needs some work but I got one of the saferoom animations done for Joker
that looks really nice, great job!
every metaverse interaction should have sumi anims now (pressing buttons, pulling levers, etc) 
Love to see how much energy people put into the Sumi mods 
Just miss some voice lines for Cendrillon and Ella when you're using skills :x
Like "Enchant us, Ella" ect. ^^
Dunno if its possible to add them since Joker doesnt use 'em ?
it should be possible but preferably they would only be included with a cendrillion over arsene mod
I assume you won't make one yourself ?
Another stupid question of mine, tried to use the alternative outfit mod for Kasumi but it won't show up.
Is it because of the test version ?
Tried it above and below the Kasumi as Protag mod and I know it used to work last time I checked.
the one on gb isn't compatible with the test version
probably not, i dont want to deal with skillsets or audio
Yeah, I haven't updated the alternate model mod for the test build yet
Alrighty, I was just confused since I've used it in the past :3
Looking forward to it and the story overhaul 




https://gamebanana.com/wips/88857 with this mod you keep sumire in the party with her voicelinesand play instead kasumi but this mod isnt rdy for the download yet
@supple moat
yeah these 2 mods will be beary nice together
Counting down the days until Joker's banished forever and it's Sumi time 
umbrella animations should look a bit better now
i dont have a clip of the old one on me but she looked much stiffer when she would put the umbrella away, there wasn't any leaning
looks good! 
her old joker-running was funny lmaoooo but this is way better
its from her SL rank where she confesses to you
HAH. Perfect.
It's Great.
thanks š

I'm tempted to add a little Sumi squeak to the beginning of Mona's voice line here.
That might help add a bit of extra levity to the scene given what happens next. Plus, the animation you picked is perfect.
Do eet 
Now to put it in the game and test it out.
Yep it works.
I am so adding that to the voice mod once the new update drops.
Ideally with a config toggle, but I gotta figure out how to do that first.
i think you can put it in without a toggle
something like this feels too niche to warrant one
True. I tested it out and I reckon it adds to the comic factor of Morgana's sudden appearance.
Especially since its before the protagonist starts knowingly smuggling him into class.

next test build should be packed with some nice goodies, like a dozen or so field animations and event tweaks and thats not counting the akechi rank 6 rework
and the hideout anims ofc
Oooh, nice! I'll note that I'll need to check the Akechi event. I'll certainly need to change some stuff in what I wrote for that one
did i ever post it here?
found it
Oh yeah, you did. I didn't catch that
anyways its basically just his rank 6 dialogue reframed to fit the jazz club into his past instead of the bathhouse
Question, @kindred comet Is it possible to swap the battle portraits in the party overlay in battle of joker and Kasumi?
Yeah, that's already been done
Cause Iām trying the mod but the thing Iāve found is that the battle portrait is still jokerās.
It should be in the test builds
Itās not showing for me
are you using the test build or the one from gamebanana
Iām using the build that reloaded II downloaded for me.
then thats the old build
Ahh. That makes sense then.
you can download the test build from here or wait until v1.0 releases which should be soon
Could you link the test build in here?
Iāll just manually install it. Cause Iām really wanting to play this.
make sure you download costume framework and configure it in reloaded-ii, joker's asset slot should be set to 1
Thank you!!! And thank you for actually making a Kasumi Protag mod.
Ok.
Itās not often I see people who make such actually good mods.
Like I swear Iāve seen more mods making party members OP than I have total overhauls.
So thank you for your work.
Also, just one last question. Have Navi lines been replaced at all?
Like swapping jokerās Navi lines for Kasumi ones?
yes, it should be in the voice patch https://gamebanana.com/sounds/73909
be sure to enable the swap navi voice lines config option
Okay. Thank you!!!
youre welcome! 
Iām hyped for 1.0 and I hope that itās possible to have Arsene replaced with Cendrillion at some point.
i think theres a mod for that on gb but ive been thinking of just adding it as a config option to the main mod
idk if there is but I cant wait to experience the most recent build pre 1.0 release
Uhmā¦
Is there a specific way I should config voice patch?
Cause Iām still getting jokerā¦
How do I fix this? sorry for bothering you @kindred comet
But how do I make the voice patch work?
Again that is.
Iām dumb and blind.
XD.
Nevermind
I found my problem. The config says I needed custom bonus tweaks. And I was missing the mod.
Thatās what was my problem.
i thought i fixed the problem
but its still not working
both the Navigator patch and the external navi files are on
in the corresponding mods aka Custom Bonus Tweaks and The Voice Patch. IDK why am still getting joker.
any ideas?
help
please
are you using jp voices
the english one is the only one with navi patch files
you'd have to ask count to add it to the jp one
No. Iām using English
And Iām still getting joker Navi.
could these 2 be conflicting?
the she/her joker and the kasumi over joker patch?
i'm trying with She/her Joker off
to see if it works
Itās not the mods conflicting.
Turned off the female pronoun joker mod and itās still joker in Navi lines.
Idk what Iām doing wrong.
Iām gonna sleep cause itās late + am tired
But over all idk what to do. The voice patch which im using the English voices one. Is not swapping Navi lines despite me being on English voices.
oh i know whats happening
open the voice patch mod folder and extract this into there
@open gull whenever you make the next update be sure to update the OptionalModFiles folder structure like in that zip
basically just open the futabapatch folder > cpk and then move the battle folder up out of cbt.cpk
also updated thumbnails, i messed up the spacing on the last one
Ah thx!
I should note that the Futaba addon doesn't actually replace the voice lines; it edits the Nav BMD text file, which in turn changes which voice lines are loaded. So it should work for the JP version, albeit with English text.
From the looks of it, the config in the JP version already has a toggle for the Futaba patch, which'll hopefully make it easy to add that.
Okay. Do I need to open a .cpk at all? Cause if I do⦠I donāt have anything to open that. If not itāll be fine.
no
you can just extract this into the voice patch mod folder
ok
but what was that whole move battle folder out of cbt.cpk
what does that mean? @kindred comet
wait
i went into the cbt.cpk folder and theres a dupe of the battle folder. i'm guessing i want to move it out of that?
(in other words I am lost once again.) When I move the battle folder out of cbt.cpk folder it asks if i want to replace the already existing files there
i'm so lost.
The folder structure should be p5rpc.kasumivoice\OptionalModFiles\FutabaPatch\CPK\BATTLE\MESSAGE\EN
ok
thanks
Something I just noticed funnily enough
Is that you canāt fit Yoshizawa in the last name bit when naming your mc
Because the character limit is 1 letter short
So thatās fun.
Just some feedback. In the awakening in game scene. The camera feels a bit too high at some points cause it cuts off Kasumiās face at her eyes or you just completely canāt see Kasumi. From my experience at least.
I think that's inevitable considering she's shorter than Joker lol
Fair
Another thing I see is that the voice patch didnāt replace joker defeat voice line from what I can tell. Cause when I lost a fight with Kasumi dying it was jokerās āit canāt beā rather than Kasumiās Voice. Something that might needa be looked into. (For me it was in a scripted loss but still)
Oh, is that the scripted defeat prior to Ryuji's awakening?
Huh ok. I thought Joker's defeat quotes went unused in the game. I'll haveta test it out.
They are used. Just usually the Navi is louder than joker⦠because you know
All Navi shout and beg for MC to get back up and all when they get killed.
While the other characters itās a simple message saying āX character had been knocked down, can anybody heal them?ā Kind of thing.
Also, actually curious. Is the P5R mod menu compatible with this? Cause I seem to be unable to even get Reloaded to A. Recognise the P5R mod menu and B. When it miraculously does, the game refuses to launch. Instead it just opens, black screen and then crash.
Hopefully @kindred comet Can answer my question here. I could just be running into a random bug.
I'd you'd like a workaround using a cheat engine, I know a method and was able to lengthen the name by 1. I'm free in a few hours, so you can shoot me a dm and I'll get back to you when I can!
Replaced the files but I also still get the Joker lines in battle for some reason
I mean it does say it is a futaba patch.
So if you have any of the other navis it wonāt do anything.
Itāll only do it for futaba
Im just guessing based off folder names
Since technically futaba is the main navi. And morgana is more of a sub in til you get her.
I mean honestly it makes sense itās a patch only for futaba because the other navis donāt have lines for kasumi/violet
So you canāt exactly replace their navi lines.
Okumura comes after Futaba tho
does he?
he does, yes
i thought he was before. Cause am sure you have Makoto in futaba palace.
OH WAIT
AM MIXING UP KANESHIRO AND OKUMURA
AM STUPID.
XD
nevermind me
i'm just being stupid
also i did send a dm
sounds good, I'll reply in an hour or 2 when I'm back at my pc!
Another fix of the position of some sitting animations. They play in event 510_050
I've swapped the animation for the protagonist talking after waking up with human Morgana (event 511_060)
It was using a Joker anim
Good catch, I'm planning on going through most of the Kamoshida event anims and doing things arc by arc
will do the cutscenes too
oh and also
i just reused the persona summon physics for the idles so they dont loop perfectly, idrc though since it looks ok enough
looks like i need to remake that gif i made with this modā¦
she doesnt hate maruki š„² š
i did it just for fun, no offense intended ||(also, i kinda have a grudge against maruki due to story plot and personal reasons)||
also, about the purple dress⦠will it be an addon toggle as well? @kindred comet
yeah
@kindred comet Do you have any idea how to make like the amcitia mod menu work when playing your mod? I canāt seem to get it to show up or load when it does show up.
Like either it wonāt show in reloaded II or game will crash at launch.
put it at the bottom of your modlist
I wouldn't recommend playing with it though tbh
it's mainly just a tool for modders
I like to use it to kind of more make NG+ unique or to double check names and tbh im also reinstalling a bunch of stuff after swapping pcs. Including most of my mods.
well my mod shouldn't have any conflicts with mod menu
I'm able to use it just fine
Hey Zylvos, apologies that I'm replying to something so old. I did as instructed here with the latest test build and the newest alternate model download however it seems to only be working outside of the metaverse and in game model in palaces/mementos is still the regular Kasumi model. Any suggestions on how to adjust this myself or is it just something I should wait for in your first release? Thank you in advance!
not zylvos but all the metaverse outfits are controlled via the costumes folder so you would need to manually replace each one with the corresponding file from zylvos's mod, or wait for them to update
the easiest way to do this yourself is probably to look at this list as reference, if you scroll down you'll see c0001_151_00.GMD is the summer uniform, so you'd move that file from zylvos's mod to the summer uniform folder in costumes (in the kasumi protag mod folder) and rename it to costume.gmd
The dataR.cpk file found in Persona 5 Royal contains a GMD model folder, Model (P5R). Each folder is categorized by character ID number. See Model (P5R) for a full...
is there a way to move dancewear to the unused starlight outfit? i miss hearing groovyš
They're re-adding the starlight outfit in the next upate
i think that was actually me that removed the starlight fit, or dancewear in my repo - i remember organizing the costumes and i think i forgot they played different music tracks even though it's the same costume, so i swapped one of them at the time to kotone's uniform i think
my bad 
which one is the kotone uniform?
ahh okay, ill just be patient
i think wisteria changed the name of it to leader's uniform, on it's own slot now
Now I'm trying to find the sound effect that plays here so I can add a scream. I'll try testing that event out when I get home.
I plan on releasing the new test build hopefuly tmrw
just need to lock in and do anim edits/physics for a bunch of stuff
Cool. Just wondering.
Two more fixes :
First one is the event just before fighting Sumi (511_350). I've swapped the talking animation like I did for the event with Morgana. No video to avoid spoilers
Second one is the event where Sumire gets called "Sumire" cognitive Kasumi (511_150). This fix requires event editing to stop her head from doing whatever it is doing. Before/After:
but where do i get it again? I found a github repo with a release back in 2022 but idk if its the right one.
thanks, although is that like a seperate github?
and does it work with royal?
it says p5rpc in the file name
ahhh
and yes its shrinefox's repo
Custom scripts for Persona 5 that replace the square button function with a fully featured trainer - ShrineFox/Persona-5-Mod-Menu
i am just baffled and I literally just made a post about not being able to make the mod menu show up/work in the p5 user help forum
XD
added, ty!
by the way could you possibly send over some of the edited gender specific events? like the beach scene with only yusuke and ryuji
https://github.com/Amicitia/Persona-5-Royal-Mod-Menu/releases - i was using this repo, that was in my search history. It still had ShrineFox mentioned as the one who published it
guess i was using the wrong one XD
thanks
yw!
Oh yeah. @kindred comet It would be cool if we had a joker party member alongside this at some point. You know?
Joker as a party member in Persona 5 Royal for PC! This won't be part of Kasumi as Protag, it's just a side mod I was interested in making. I might make my own story overhaul though using this mod as a base. He replaces Kasumi
Credit to Count Joelcula and Otaco for a ton of work on this!
not out yet but itll be worked on eventually
Sure. Do you want the others? There's also the event where Futaba is trying her swimsuit and the Shido pool scene
Yeah that would be great, ty!
Beach events with Yusuke and Ryuji:
Futaba trying her swimsuit:
The Shido pool scene uses a custom recolor of the protag swimsuit (none of the girls are wearing her regular swimsuits). Do you want me to swap it to C0001_063_00 before sending it to you ? (it's her regular swimsuit)
honestly you could probably just send the recolored one
could you send the texture too?
thanks 
By the way, are you still going to put an "auto-disabler" for the optional events edits and stuff like that (like the bathrooms, bathhouse, etc?) if my mod is used alongside it? I'm going to duplicate them in my mod so they're no longer optional and to avoid issues with dialogues, but I'm also considering making a big warning somewhere so people aren't surprised
i already made it
the only issue is it only works if rose and violet is detected before my mod is loaded
eg: if my mod has lower priority than yours
so im not sure how to fix that
Hum, yeah that's not going to allow me replace some stuff
well if your mod has lower priority it should just overwrite the config files anyway
Yes, but it's likely that BMDs and BFs are not going to be overwritten because of the file emulator. For instance, I'm expecting your Ann dialogues in the bathhouse to play even if I keep the event with Ryuji and Yusuke
Unless I make specific files to replaces those
oh yeah then probably
actually no
BMD/BF emulator dont work if a mod in your modlist just contains a full BMD
anyways i wouldnt bloat your mod with a bunch of stuff to prevent incompatibilities, i'll try and figure out a way to fix it only detecting it if its loaded before mine
and worse case scenario you just put a disclaimer 
I made some additional edits to the files that have the bathrooms dialogues at school. If I keep them in P5REssentials\CPK\EN.CPK, they're completely ignored (ie Vanilla file + your edits). If I put them in Characters\Joker\1, it keeps your edits and then mine elsewhere (ie mine is the new "vanilla" with which the emulator works)
I'm kinda expecting the same with BMDs
Well, i'll put a disclaimer next to the load order
How to configure things properly
anything in p5ressentials is overwritten by the characters folder
Yeah, I'm probably going to move everything there
why
Just in case and to make sure my files are the files the emulator is working with as a basis
i mean thats kinda extreme idk
there isnt really a reason to do that, all BMD edits are config options in my mod
i stuck everything in the characters folder for my mod since its a full character replacement and i'll directly benefit from CF's features
for text/dialogue mods its better to just throw everything in p5ressentials tbh
Yeah, you're right. Well, I'll make a big clean-up / verification of all that stuff before release
I'll adjust things there
i wouldnt worry about it too much tbh, i'll try and figure something out
even if i dont though you will just have to put a disclaimer saying to disable all bf/bmd config options and that'll fix it
Alright, thanks. If it only detects something loaded before, that something could be another mod like the "Weapon and Equipment patch". Joelcula is going to make a custom one for my mod
well i can probably just make the code check again a bit later
I just want one thing to be added to the mod/voice patch. Kasumiās actual AOA voice line when she gets her AOA finished screen.
Curious
Is this meant to happen with Kasumiās model?
Like her idle anim in battle seems to either not function or be frozen in a single frame unlike Morgana, and that who seem to be fine.
her stance is different when you get ambushed
99% sure it's the same for joker and every party member, but honestly it happens so little i couldn't say for sure - but looks correct
Fair enough. Iāve honestly not seen Kasumi ambush stance so I wouldnāt know
yeah thats just her ambush animation
everyones idle and melee animations are different when an enemy ambushes you
to reflect the enemies surrounding you
Ahh ok
That's already been added, though you'll need CBT for it.
@kindred comet did you ever decide if you wanted to include a persona swap as a config option? i cleaned up my old addon that has all of joker's personas swapped to cendrillon, vanadis and ella over arsene, raoul and ng+ satanael respectively if you want me to send you it over. it has no skill edits because i didn't want to overcomplicate it and i dont think its all that necessary really
yeah it could be nice, i'd be willing to add it if you send the files over
there you go! the visual.tbl in there is based on the latest test build i'm not sure if you've made more changes to your version since then, but figured if it was going in a config it'd need your changes too
the voice files you'll probably want put in the voice patch, right now i think that already has lines for ella and vanadis but they are the opposite way round
thanks!
btw you dont need to use my tbl as a base
it would probably be better if my stuff wasnt there, tbl merging should take care of it
