#Costume Framework

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split dove
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odd

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oh well, thanks for the link

dreamy glade
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Dependency set to a test/dev version rather than one of the published ones on gb? naotoshrug

strange mauve
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Probably bgme battle themes (still unreleased so mod config will need updating once posted for dependency downloading)

split dove
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ah I see

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cus people already sometimes have issues installing the mod and its just unzipping

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i cant imagine how bad it'll get if it adds a requirement thats "missing" lmao

strange mauve
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fr though lol

split dove
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I just had a horrifying realization

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costume frameworks uses bgme

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that means I should just remove all the bgm code i have and just use bgme

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but that would get rid of like at least 60-70% of the mod's filesize which means it finally fits on GB upload limit

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I do not look forward to figuring out how reloaded updates work

strange mauve
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bonus tweaks really bout to drop 1gb in size right after i finished downloading it naotocry

cursive grail
split dove
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I realized, costume framework is completely deleting any item tbl edits to outfits, is this intentional @strange mauve

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i.e. there exist items for futaba summer and winter uniform

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the model just does not exist

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i give them with tweaks because i added the models

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but now they dont exist anymore so long as i have costume framework enabled

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this also means no stuff like moonlight outfits (which also already exists in the tbl but missing model)

strange mauve
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let me add support for overriding existing outfit slots, that way they'll be unlocked automatically

split dove
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damn, didn't know you hated P5S that much

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that's the only "new" set that remains now since they use the unmodified game math

strange mauve
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oh, and yeah i inject my own custom outfit section instead of whatever is in the item tbl so any outfit edits there won't transfer

split dove
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question, can bgme replace by cueid rather than encounter id?

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I can rework the ambushed code to redirect to last surprise (because they had 2 dedicated cue IDs in PS3 already for advantage and "pinch" which in the awb just redirect to last surprise, but its not a separate adx, all 3 use the same streamed file)

strange mauve
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bgme supports ambush bgm already

split dove
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what about ambushed

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internally that was called "pinch"

strange mauve
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you can overwrite existing songs with global_bgm["SONG_NAME" or CueID], though if you're going to edit battle BGM i'd recommend using battle themes instead. that way multiple costumes can add battle bgm

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all three battle states are supported

sly lagoon
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Hey Kechi did you ever think about taking into account outfits that use their own set of anims? Ie; Femc or Yu

strange mauve
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oh i forgot about rat gaps costume gaps; i'll look into it when i can

sly lagoon
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Well no, these ones have every joker anim changed True

strange mauve
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mind sending a costume with custom anims to test with?

split dove
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the bgme guide explains how to use the program, but what about if I already have the adx files, converting them to wav to use with the program would just be a waste of time lol

strange mauve
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it'll handle assigning an id

split dove
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gotcha

split dove
crimson oasis
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470 MB

cursive grail
smoky jacinth
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Is there a specific code I'm supposed to be using for battle themes? I've tried

const BATTLE_THEME = battle_victory_set(adxs here)

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But they don't play the adx I put in the the music folder

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Sorry if it's obvious I'm just certified dumb

strange mauve
cursive grail
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but when i see, it's a battle_theme, oh i havent used that

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i only use BGME Framework

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but you should see

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it can be more or less similar

split dove
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oh yeah I have to ask, since we both have unlocked dlc bgm (lol), do you plan on supporting adding dlc bgm to existing outfits?

smoky jacinth
strange mauve
split dove
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both actually but i guess when the second is done I can just add the default dlc bgm back through that

strange mauve
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oh nice, it'd be good to have a mod that fixes the missing outfit bgm naocheer

strange mauve
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@sly lagoon which gaps file(s) are responsible for this monstrosity to not happen?
i thought it would've been EMT0001.GAP but i was very wrong

sly lagoon
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all of them

split dove
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i dont think this is too feasable because youd have to reload every single Joker GAP currently loaded lol

sly lagoon
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Unfortunate

strange mauve
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i've got a basic version going, but yeah, if all the anims don't update on costume switch then it'll take a bit more work

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though, shouldn't there be a function for just that somewhere? presumably those animations would update whenever they turn into rats in shido's palace hmm

split dove
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rats is its own hardcoded mess too

strange mauve
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oh, i got an idea mikustare could only get it to reload emt πŸ˜”

split dove
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but i've reimplemented the ambush/ambushed themes now with bgme so i dont need to put those back

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which also means I can just remove all the bgm related code from mod (which i already did locally)

strange mauve
split dove
cursive grail
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all hail BGME

strange mauve
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even if they updated, anims would need to be duplicated. but with configurable sets of animations and non-costume models, any mod could add costumes for character swaps

cursive grail
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@strange mauve so about the bgme issue that I mentioned it seems that completely solves the mystery silent music and victory

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One person streaming it and nothing happened

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Like not even 1 single silent music appear

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I told him to remove those 2 folders and edit the config

strange mauve
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nice, not sure what caused or why it fixes it but oh well it works it works 🫠

strange mauve
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naocheer implemented what i mentioned and auto removed any costumes that don't support the current assets setting for that character

sly lagoon
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also wtf is Femc fall and spring think_eat

strange mauve
# sly lagoon what does this mean <:think:893476150792290315>

for example, you could put all the femc stuff (animations, maybe voice, etc) except costumes in assets slot 1. then set femc costumes to use slot 1.
those costumes will only appear while using slot 1, and it will also removed any costumes that don't (like regular costumes).

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it's mostly just a bit better than replacing things normally, better integration with framework and no need to dupe a bunch of models lol

cursive grail
split dove
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I think I got that bug where awb emulator kills the music lmao

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was trying to add dlc bgm to a costume and now not even the previous stuff is working lol

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time to die i guess

cursive grail
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You got it!?

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seriously?

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this was the most persistent bug ever

cursive grail
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but i want to be accurate as possible

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so still testing it

split dove
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ya lol

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I went to get ambushed and noticed no dlc bgm

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so i tested again with what i showed yesterday

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and now that has no music playing either

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but the logs says its playing the correct bgm and i havent deleted the file

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so i can only assume its that rare awb emulator bug lol

strange mauve
split dove
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yup

strange mauve
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i've no clue what causes it and idk how well supported my method for new music is, it's feels very hacky lol (only fix right now is a restart)

split dove
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all the bgm (and costume replacement code) completely removed

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oh right i guess restarting might help

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tfw you gotta restart with like 10 explorer tabs open

strange mauve
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now that i have costumes stuff set up, i wonder if it'd fix by swapping the loaded DLC BGM? the game does a lot of disabling of it, maybe because it doesn't change it breaks on some update of it?

split dove
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that shouldnt be an issue

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from what I checked, they added a failsafe for that in p5r

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(it was an issue on ps3 lol)

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on PS3 if the dlc bgm changed/unloaded while a song was being used, the music just completely cut off

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on p5r they keep the stream in memory until the bgm changes

strange mauve
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it does though, bgme would break on thieve den because it disables it but then wouldn't turn on again πŸ˜”

split dove
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oh, I guess thieves den is different

strange mauve
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let's ignore the fact that last time i tested this it worked fine for who knows why

split dove
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it fixed itself

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ive done literally nothing except boot the game a few times

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πŸ™‚

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so i tried adding dlc bgm to a new costume and awb emulator died again

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but i got an error on victory bgm

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encounter["Normal Battles"]:
  music = 10710
end

encounter["All"]:
  victory_music = 10711
end```
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aparently "All" doesnt exist even though its mentioned

strange mauve
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try all, lower case

split dove
strange mauve
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yeah, it's not part of the dictionary which is ignore case it's an if lol

split dove
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but its mentioned as being part of it

strange mauve
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wouldn't it be better to use global bgm on Triumph?

split dove
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yes but i figured i'd do it this way

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lol

strange mauve
split dove
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I didn't remember the name or the cue id so i had to do it this way

split dove
strange mauve
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im 80% sure i didn't remove it

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fuck i might've removed it in the big refactor i did

split dove
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smh my head

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i did notice something though

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cue id 200 exists in P5R but is unused

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(one of the many cue ids that redirect to the same dummy sound file)

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but if i use it on the title screen its now giving me the OP movie track

cursive grail
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so dc

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the one that you just mentioned, the streamer also just got it

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this really needs to be gone asap

split dove
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what thing

cursive grail
strange mauve
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ark means muted bgm

split dove
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ah

cursive grail
split dove
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idk i just rebooted the game a bunch of times and it worked

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(lol)

cursive grail
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yes

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rebooting the game will solve it

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but this can happen occasionally

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and it's frustrating

split dove
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how're you loading the dlc bgm btw?

strange mauve
split dove
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i can tell you how I did mine which will just let the game load it for you

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well, point is, im trying to use the global bgm to replace cue id 200

strange mauve
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The DLC BGM gets loaded like normal, I just give the path to my file instead of the formatted string

split dove
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but cue id 200 is just playing the wrong thing to begin with

strange mauve
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I use Cue ID 200 and 201 as shell cues, new music gets played using those Cue IDs

strange mauve
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What actually changes is the AWB index they point to

split dove
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anyway you can just patch the dlc bgm table

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the first entry is valid but it has costume 0 and dlc bgm -1

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you could just write bgm id 42 there and constantly write the costume id

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so that the game will just always have 42 as the valid dlc bgm

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typedef struct DLCBGMTBL
{
    s16 bgm_id;
    s16 outfit_id;
    u32 bitflag;
}DLCBGMTBL;```
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this is the table mapping

strange mauve
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What would be the benefit?

cursive grail
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if this solves, rena will be extremely happy

split dove
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well, for one you could keep the dlc bgm always loaded without a workaround

strange mauve
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Where's the table located?

split dove
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hang on

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4C 8D 35 ? ? ? ? 66 39 6F ?```
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this will lead you to the instruction that references the table

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should be a LEA instruction i think?

strange mauve
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Wait, what would happen once the player equips a costume? Would 42 remain loaded?

split dove
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every time the game changes costumes or loads a field, it looks through the table

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if the costume id joker has matches an entry in the table, it'll attempt to load the bgm id from it

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in this case youd write 42

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(and whatever real costume id joker has)

strange mauve
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I get that but this, "you could just write bgm id 42 there and constantly write the costume id" seems more intense than just replacing the file path?

split dove
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you'd only have to write 42 once on boot

strange mauve
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I'd have to keep updating the table entry with the current costume?

split dove
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true

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but its not as intensive imo

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youd only have to updated it when joker costume changes anyway

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not every time the game requests the dlc bgm

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oh yeah btw, for global dlc bgm, I patched 2 spots

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i noticed your error only puts 1 signature

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maybe you wanna patch both

strange mauve
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i'll implement it and give to ark test on but i feels a bit roundabout? then again, it's how the the game is designed to load dlc bgm, might be better

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where's the second?

split dove
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77 ? E8 ? ? ? ? EB ? B9 06 00 00 00
77 ? E8 ? ? ? ? B8 07 00 00 00```
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in my patch i just write 2 NOPs lol

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(screenshots from day 1 exe because im not leaving my pc on for days)

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this JA

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and this other JA

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both of the checks are the exact same

strange mauve
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i didn't even let my decomp finish, just gave it like 30 mins to an hour naosit

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lot of stuff not decomped lol

split dove
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lol

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i analyzed day 1 exe for a few hours and have never touched another exe

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havent needed to yet

split dove
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anyway if you use cue ids 200 and 201 guess I gotta change that

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thankfully i wrote down all the unused/empty sound cue ids

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good job me

strange mauve
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my worry is the fact that it's not just a new awb/acb, but essentially just a shell awb that then gets entries replaced through AWB emu

split dove
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I'm not sure I follow

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this will just make the game request the dlc bgm 42 instead of you needing to replace the path

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and since the game itself is the one always requesting it, there shouldnt be issues

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unless the issue all along was that there was 2 global dlc bgm checks and you only patched 1

strange mauve
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I mean the process from game loading DLC BGM files => CriFs redirecting to my custom files => AWB emu replacing entries in it, before music finally plays

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that's also assuming the file would work normally since it's 10k entries of like 100 sample ADXs lmao

split dove
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well, I don't know what you do with the file but if it loads already then this should be no differend i'd think

strange mauve
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you can add the missing costumes now @split dove

split dove
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does that mean that these can now have a pme?

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i.e. Joker/Phantom Suit/(name?).pme

strange mauve
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yep, they're treated just like mod outfits

split dove
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does the pme need a specific name or is any name fine

strange mauve
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was about to mention it'd be: Joker/Phantom Suit/music.pme

split dove
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gotcha

smoky jacinth
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Just to clarify we don't actually have to put a new Phantom Suit model in? We can just make a folder with the correct .pme?

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Also no crashes or softlocks on my end

smoky jacinth
crimson oasis
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i was actually thinking of recreating some older sound mods with something bgme-related, i might use this

strange mauve
smoky jacinth
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Very cool and very lit

strange mauve
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doing too late and it, you guessed it, crashes naodead

smoky jacinth
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Gotcha. I noticed it still happened on 1.0.19 but I saw no mention that it had been fixed so I didn't say anything

strange mauve
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i put it to the side because i thought i had the solution figured (i didn't πŸ˜” )

strange mauve
crimson oasis
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well for now im just sorta seeing if i can recreate ambush bgm expansion, and maybe after ill try something more ambitious like larger-scale replacements

crimson oasis
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adxs still in the same place?

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or

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wait

strange mauve
crimson oasis
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ah

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i havent fully memorized how battle themes works so my brain was jumping to the bgme way

strange mauve
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should be, anything you'd set music to in an encounter[] block you can set the battle theme to

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the main adjustment is for randomized BGM since you can't use IDs directly, you'll have to use arrays with random song

crimson oasis
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ah

split dove
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is there a guide for battle themes specifically? id imagine itd be better in some specific instances

strange mauve
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haven't made a full guide since it's not released yet

split dove
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gotcha

strange mauve
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you can also use any vgaudio supported files for music, but since it's p5r exclusive in this case it's better to use encoded adxs already

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originally designed for multi-game battle bgm packs

crimson oasis
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is there a way to change just advantage or just normal (or disadvantage) in battle themes
the way you phrased it, i got the impression id have to use the battle_bgm function, and since you cant call existing dlc bgm id have to reimport base game themes which i didnt feel like doing (and thus its currently on the bgme method)

split dove
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cue id 911

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wait, i got got by reloaded not updating cache again nvm

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carry on

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sorry about the ping lol yeah, it works now

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global_bgm[911]:
  music = 10999
end```
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I think that's now all the bgm that were used implemented through bgme or costume framework

strange mauve
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I've got descriptions working better now, but I think my hook might've changed some arg in the stack lmao (my desc has clr 2 but it's normally ignored still is πŸ˜” )

strange mauve
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Descriptions seem to be fully working and hopefully shouldn't affect other BMD stuff naocheer @smoky jacinth
Example Description:
description.msg

[f 0 5 65278]From the Persona spin-off that[n]basically no one can play.[n][e]

Message labels are auto-generated so leave it out.

split dove
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nice

split dove
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I just realized, this now means I don't have to include name tbl or datDressHelp bmd

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or hook the leblanc box function for outfits

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which means mod should now be compatible with other languages?

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I mean, it always was, just, y'know, Name tbl and descriptions pak is like most of the important text

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anyway since I'm "fixing" the DLC BGM by reimplementing it with costume framework, I decided I might as well make some tweaks too here and there, here's one such example

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(excuse the very excellent video quality, it needed to fit on discord)

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shown in order
ambush -> normal -> ambushed

strange mauve
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my brain was glitching out trying to place the ambushed song, diff intro threw me: time to make history, reach out, then reach out first battle?

split dove
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yup

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p5/p5r both just have time to make history for all battle themes lmao

strange mauve
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lame, especially since they have a builtin method for masking songs lmao

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btw i've been getting this error on AOAs (presumably Futaba ones)

split dove
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oh yeah cus of the method I used for replacing the futaba AOA model with the outfit ones

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I forgot that also has code for grabbing her outfit id and applying it

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lol

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guess i should also boundary check it

strange mauve
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πŸ˜”

split dove
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this is the one that also has the bgm code removed

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wait i forgot one lol

cursive grail
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im hoping it is

split dove
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no

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that has nothing to do with me

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lol

cursive grail
strange mauve
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:SadgeInTheRain:

idle mauveBOT
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:SadgeInTheRain:

strange mauve
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guess that feature broke

split dove
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having to edit like 60 bcds or so

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thats me now

strange mauve
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i see why cbt was an apt name for the mod mikustare

split dove
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you don't know the half of it

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no sane person would've done this, I can tell you that much

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ok ive confirmed the skill bcd replacement working on both base game outfits and framework outfits

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this is a framework outfit

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yes the coat rigging is kinda fucked, no im never fixing it or touching that again

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anyway lemme check the AOA one cus it has 2 epls and i dont know if its 1 bcd calling them or if they actually have 2 different bcd like savages

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πŸ™‚

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@strange mauve

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πŸ™‚

strange mauve
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it was the latter?

split dove
split dove
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when you start an AoA

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the game uses BKSK_ATTACK

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but for Futaba's it uses these 3

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one for each persona

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these 3 are what call the "internal" epl

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so I have to edit 5 BCDs per futaba outfit now

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isnt that fun

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and I think with the outfits I add its like 30 futaba outfits total

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skill bcd, aoa finisher, aoa attack 1/2/3

split dove
# split dove

these are in the goodbye folder too where the aoa one is

strange mauve
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what needs editing in each, can they not be shared or was it the model thing you mentioned?

split dove
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they cannot be shared, no

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because they each point to an epl that has a copy of the phantom thief futaba model

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isn' t that great?

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In this case there's 3 because they also each contain a copy of each individual futaba persona model too

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imagine calling the existing persona and futaba models instead of doing this

strange mauve
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stuff like that is just baffling, surely what they're doing right now is more work than literally anything else

split dove
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πŸ™‚

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it was already like this with the skill bcd in p5/ps3

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and instead of making it better on p5r they just doubled down and made even MORE like that

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imagine having to figure this out, then figure out where to patch and not to mention getting the assets ready

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welcome to just a fraction of the suffering

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i hope its been fun

cursive grail
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For randomizing costume

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if you try to use thieves assist

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the costume auto changed

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it was Default joker costume earlier

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latest ver πŸ™‚

split dove
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@strange mauve

[12:50:11] [Reloaded] Failed to Load Reloaded-II.
Failed to compile costume descriptions.
   at P5R.CostumeFramework.Costumes.CostumeDescriptions.Build(GameCostumes costumes, MessageScriptCompiler compiler)
   at P5R.CostumeFramework.Hooks.OutfitDescriptionHook.<>c__DisplayClass11_0.<.ctor>b__0()
   at Reloaded.Mod.Loader.Loader.LoadForAppConfig(IApplicationConfig applicationConfig)
   at Reloaded.Mod.Loader.EntryPoint.LoadMods(IReloadedHooks hooks)
   at Reloaded.Mod.Loader.EntryPoint.<>c__DisplayClass14_0.<SetupLoader2>b__1()
   at Reloaded.Mod.Loader.EntryPoint.ExecuteTimed(String text, Action action)
   at Reloaded.Mod.Loader.EntryPoint.SetupLoader2(EntryPointParameters* parameters)
   at Reloaded.Mod.Loader.EntryPoint.SetupLoader(EntryPointParameters* parameters)```
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its not telling me which one caused the error (if any in particular) lol

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ah found out why

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btw this didnt replace the all out attack bcd

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followed this

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so you can have a clearer visual of whats what

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this one is the one that uses the 3 different BCDs

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1 per futaba persona

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(and this futaba model is in the epl called by each bcd)

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and this one is BKSK_FUTABA.BCD and the model is from the EPL called by this BCD

smoky jacinth
#

Makoto uses 2 weapon files for her weapons. One for left hand and one for right. What are the names of the files supposed to be to load them?

split dove
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@cursive grail you alive?

cursive grail
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yup

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why?

split dove
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you get the no bgm bug sometimes too, right?

cursive grail
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correct

split dove
cursive grail
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you got it

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i know the pattern of which this triggers

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so hopefully it wont

split dove
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so what I did was, I patched all the dlc bgm table entries in the exe to all point to dlc bgm 42

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(dlc bgm 42 is what BGME loads)

cursive grail
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I see i see

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alright time to test

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though quick question

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which of these are no longer exist in newest cbt?

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i assume BGMAMBUSH and DLCBGM

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I still figure BGMNEW is still used

split dove
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you'll be missing a lot of stuff since I'm fixing it on my side but yeah

smoky jacinth
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Funniest thing here is the HDD

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You are stronger than I haha

cursive grail
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haha i see

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ill delete that later

split dove
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its also 2tb

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its a seagate barracuda and I'd say I don't particularly wait long on loadings

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especially not on p5r

split dove
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just need to wait for the Futaba stuff now

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and a toggle to disable the costumes that costume framework adds because otherwise we'll run into the limit on the kasumi page a bit too fast

cursive grail
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I gotchu

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still testing

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and this is the part where it happens

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please be fixed

idle mauveBOT
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i forgot to add makoto weapons vibinmakoto

[Reply to:](#1188700814030672023 message) Makoto uses 2 weapon files for her weapons. One for left hand and one for right. What are the names...

cursive grail
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oh god it didnt trigger

strange mauve
cursive grail
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but lets not be too happy first

split dove
cursive grail
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ill test 20 more battles

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if nothing happene

smoky jacinth
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I never did understand how to properly import an AoA Futaba model. The only time I tried with the EPL injector the model just A-Posed and I said "fuck it I'm never doing Futaba outfits again" haha

cursive grail
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then i can say it's fixed

smoky jacinth
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Why make life harder

split dove
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some rabbit holes are simply not worth going down

cursive grail
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@split dove we got it

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muted victory

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the bgm uses last surprise which is incorrect

split dove
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well thats a new outfit, which doesn't exist in dlc bgm table

cursive grail
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no i dont use any costume bgm

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it's just a costume

split dove
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yes

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but the game loads dlc bgm based on outfit id

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dlc bgm system is what bgme is trying to use

#

thats why I said to try to fix this issue joker's outfit has to be checked and patched into the bgm table every time it changes (which i dont do)

cursive grail
#

unfortunately, it also happens on Default outfit and there's evidence already

#

~~Although it wasn't me who tried it ~~

split dove
#

but if you use one of the original game dlc outfits that had bgm this issue shouldnt happen

cursive grail
#

let me send the small video footage

#

original outfit

#

muted bgm

#

there are 2 scenarios when this happens:

  1. If the music Battle song is MUTED, victory plays last surprise
  2. If the music battle song is last surprise, victory plays MUTED
#

in my case earlier, i got 2

#

in the video above, he got 1

split dove
#

in any case, I already gave a suggestion that might fix it, but its not up to me and try and implement it since I don't handle bgme

cursive grail
#

@strange mauve my guy... you have to πŸ₯Ί

split dove
#

what i did for randomized dlc bgm was, every time you changed joker outfit, I just patched joker outfit id to the first entry of dlc bgm table (which has outfit id as 0 and bgm id as -1)

#

so the game just loaded the dlc bgm for me

cursive grail
#

yeah i can tell yours didnt have anything like this happen

#

100% no issue

split dove
cursive grail
#

I see i see

#

now we just have to wait for rena

smoky jacinth
#

MOOD

split dove
strange mauve
split dove
#

oh well!

strange mauve
#

it was a larger value getting casted to an ushort all along naosmiley

split dove
#

lmao

strange mauve
#

@split dove @smoky jacinth

  • Costume melee and ranged weapons, also left and right: melee_weapon.gmd, melee_weapon_r.gmd, melee_weapon_l.gmd, and ranged is just replacing melee.
  • Fix Futaba AOA.
  • Costume folders now have a bind folder, example: costumes/Phantom Suit/bind so you don't have to throw everything in a global one.
split dove
#

I tried it myself for a bit and maybe it helped, maybe not, idk

#
    if (fix)
    {
        u16 OutfitID = getBtlUnitFromPlayerID(1)->outfitID;

        DLCBGMTBL* dlcBGMTable = (DLCBGMTBL*)GetAddressFromGlobalRef((u64)dlc_bgm_table_Sig);

        dlcBGMTable++;

        WRITE_MEMORY(&dlcBGMTable->outfit_id, u16, OutfitID);
        WRITE_MEMORY(&dlcBGMTable->bgm_id, u16, 42);
        if (DEBUG) printf("Patching Randomized BGM_%03d for Outfit ID %03d\n", 42, OutfitID);
    }```
#

i just hooked the function that requests dlc bgm and did this every time it was called lol

#

1556f4700 on day 1 exe

#
48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 81 EC D0 02 00 00 0F B7 2D ? ? ? ?```
strange mauve
#

maybe i should try that too, my method comes from the plain ASM inaba patch

split dove
#

what i did was, when the dll is first initialized (so game boot), i wrote 42 on all the bgm table entries

#

so writing 42 here is redundant, only needs to be done once

#
            if (dlc_bgm_table_Sig)
            {
                DLCBGMTBL* dlcBGMTable = (DLCBGMTBL * )GetAddressFromGlobalRef((u64)dlc_bgm_table_Sig);
                for ( int i = 0; i < 0x11; i++ )
                {
                    // WRITE_MEMORY(&dlcBGMTable->outfit_id, u16, 0xFFFF);
                    WRITE_MEMORY(&dlcBGMTable->bgm_id, u16, 42);
                    dlcBGMTable++;
                }
            }```
#

lol

strange mauve
#

huh, actually how does DLC BGM interact with mod outfits (when calculating the DLC BGM ACB/AWB)?

split dove
#

it just checks if the current joker outfit is in any table entry

#

and if it matches it loads the dlc bgm id from that entry

#

thats why I was always patching joker outfit id into first entry

#

so it always matches and always loads 42

#

lol

#

and because it matches first entry it spends less cycles checking the rest of the table

strange mauve
#

Are the bit flags important?

split dove
#

yes and no

#

they were the """"anti piracy"""" on PS3 to prevent the bgm from playing

#

whenever you got a dlc they enabled bitflags, those bitflags in turn were checked in the leblanc box function to give you the dlc clothes, and when you got them a second set of bitflags got enabled

#

that second set of bitflags is what they're checking

#

so I guess you wanna set it to some bitflag that's always enabled?

#

maybe 0 will work?

strange mauve
#

so uhh

#

it crashes when I try to write to the table hmm

split dove
#

oops?

#

yeah i had to do some uh, "shenanigans" to write to it

#

like changing memory protection settings

#

lol

#

isnt this fun

strange mauve
#

lol, haven't had to mess with that yet

#

i'll just edit the register after it reads it

split dove
#

true

#

in that case you might wanna make the register that holds the bitflag also always true

#

actually you can probably patch the instruction altogether

#

instead of check bit patch the instruction to move 1 to AL

#

this one

strange mauve
#

was wondering what that call was about

split dove
#

thats the bit check function

#

the non inlined one

#

(because they have it inlined everywhere)

strange mauve
#

zzz why does it keep using the bgm table pointer despite moving the bgm id into eax 🫠

#

fuck it, ima just make a fake table

split dove
#

i mean, i guess that works lol

#

ghidra is kinda stupid and you need to wrestle it but here's stuff renamed so you have a better idea

#

lol as soon as i removed this fix from my end i got dead bgm again lmao

#

so maybe it really did help

#

well the aoa futaba bcd works now, i found out thanks to a missing filesoftlock (on a file that exists)

strange mauve
strange mauve
#

they're usually searched relative to the BCD itself hmm

#

good news is I got my bgm file playing with new method, bad news is thieves den mute is back 🫠 i think i know why hopefully

split dove
#

the futaba aoa uses bksk_splatter.epl

#

so i had to copy it to the bind folder in the costumes folder too

strange mauve
#

absolutely baffling, entering thieves den reloads DLC BGM despite muting it

split dove
#

almost there, just the triple BCDs now

split dove
smoky jacinth
#

The amount of over engineering they did for Futaba blows my mind haha

split dove
#

for some reason the bones of her jacket go flying off

#

and ofc the skirts arent animated

#

so i had to manually fix that myself on every. single. model

#

this is what it looks like if you use the animation as is

smoky jacinth
#

Smh

strange mauve
#

@cursive grail

split dove
#

lmao

#

I also just reimported the existing models to use the combat model skeleton since some people have mentioned camera issues

#

so you end up with redundant costumes too

strange mauve
#

i just implemented dc's suggestions

#

Marshal.StructToPtr my beloved naostare

split dove
#

from what i tried it should work fine now

#

and the game actually does check if the bgm is already loaded before attempting to reload it

#

so its probably thieves den specifically being troll

#

cus normally they request it on every field change

cursive grail
#

2 Battles now

#

18 more to go

split dove
cursive grail
split dove
#

I knew this had to work lol

#

worked for me when i did it for bonus tweaks since I'm letting the game's own code load it

#

that's a huge problem solved at least

cursive grail
#

ikr? I am hoping this doesnt trigger

#

im 19 battles already and nothing happened. It should be a good sign

#

let me clear the palace while im at it

#

@strange mauve Shall I Congratulate you for finally making it? πŸ₯³

after 33 battles, nothing happened. And the usual trigger pattern that triggers it doesn't trigger it.

@split dove finally it works very well

split dove
strange mauve
#

WOOOOOOO THAT'S BEEN A BUG SINCE DAY 1

#

Huge thanks @split dove naocheer naocheer naocheer naocheer naocheer naocheer naocheer naocheer naocheer naocheer naocheer naocheer

strange mauve
#

for anyone using battle themes, i think there's a bug with files ids mismatching after adding new tracks
in your mod folder, delete the BGM_42.AWB folder it created it should update the files properly

cursive grail
#

@strange mauve now that bgme bug is gone. You can rest with ease.

#

just want to report than randomized outfit for costume still has a bug 😦 not recommended to turn it on yet

strange mauve
#

that's unlikely to be fixed, all i do is changed the equipped outfit id

#

it glitching is the game not liking swapping models sometimes naotoshrug

cursive grail
#

aww too bad

#

DC's randomized outfit has exactly the same issue as yours. @split dove what was the solution again last time? Update the model in field or something?

strange mauve
#

time to sell out

cursive grail
rough swift
strange mauve
cursive grail
#

So is costumes finished? or is there more updates?

strange mauve
#

wanted to give weapons updating one more shot, but besides that I think it's finished?

#

right now im just organizing the posts

split dove
#

BKSK_ATTACK_NRB_FUTABA_0X.BCD

strange mauve
#

Should they all redirect to the same BCD or also new 1, 2, 3 BCDs?

crimson oasis
#

one per persona i think they said?

split dove
#

yeah its one per persona

#

because they use EPLs so its 3 different EPLs

strange mauve
crimson oasis
rotund stratus
#

not sure if this has been reported already but i uhhhh think i might've found a bug

#

i'm not sure about melee weapons but during fox's showtime w ryuji his ranged weapon doesn't change to match the one used in battle w a costume equiped

sly lagoon
#

Isn't it always that gun? thinkfall

strange mauve
#

Does the ranged weapon normally use the current equipped one in Showtimes?

#

yeah, because it'd be weird if it doesn't but not get replaced. it should always get the costume weapon whenever it tries loading the weapon.

rotund stratus
strange mauve
split dove
smoky jacinth
#

Pretty sure in those cases the models are in the item folder

split dove
#

im pretty sure its just part of the showtime epl

split dove
#

alright i finally got around to testing the futaba stuff

#

@strange mauve so how did you enjoy a small taste of my madness?

#

very fun, wasn't it?

strange mauve
#

thankfully it's not too bad, i'm able to just reuse the delegate function but man does it not feel great to have "do this EXCEPT for Futaba, and set this register EXCEPT for Futaba when X"

split dove
#

πŸ™‚

strange mauve
#

when i asked for your futaba AOA feature, i thought you were just setting a flag somewhere. i literally could not have thought it was a bunch of unique files because why would it be, atlus 😭

split dove
split dove
strange mauve
#

Narrator: It was actually Akechi's AOA
🫠

split dove
#

was it because of the 09_1 thing

#

cus akechi has 2 AoAs too

strange mauve
#

he sure does (and the compiler decided to use the character id register for his if block) death

#

i swapped to checking the AOA file it's going to load

strange mauve
split dove
#

now i need to suffer a third time with all the futaba files

smoky jacinth
cursive grail
#

it's just sad randomizing outfit will never be fixed due to weird bug it happens

#

changing outfit in battle, and field. Imagine new experience

split dove
#

keep in mind, we both had completely different methods of doing it

#

and still had the same exact bug

cursive grail
#

yeah 😦

#

if im not wrong

#

yours randomizing outfit via battle right?

zealous wolf
#

πŸ€” does this mean we can make it so it replaces field animations or item gmds but only when some custom costume from the mod is equipped?

#

cuz i have an idea

#

ann's guns from her and mona's showtime are an item gmd

#

i wonder if it's possible to make each costume load a separate item

#

so each costume would load different guns

#

ah wait i had a reading moment, it's a setting in the mod

cursive grail
#

@split dove @strange mauve quick question, is this bgm meant to be played on intro?

crimson oasis
#

for cbt it should be between phantom royal and strikers depending on which title screen ver you roll

split dove
#

you also still have the old version which is playing the wrong cue id because BGME also happens to use that cue id for redirection

strange mauve
#

should be fixed with the bonus tweaks update i think

split dove
#

yup

cursive grail
#

awesome

#

btw
BGME 1.3.1 does not play any of my custom bgm
you change something from 1.3.0 to 1.3.1

#

1.3.0 is Perfect
flawless
in 1.3.1

it becomes like only play Last surprise, Take over

#

Okay I think I understand now after some tests

ver 1.3.1 BGME makes it as if it never use the mod/utilize the custom bgm at all.

Advantage: Take Over
Neutral/Disadvantage: Last Surprise

Basically it's like playing vanilla royal

split dove
#

what

#

it works fine for me

cursive grail
#

no im serious. None of my custom bgm plays in 1.3.1

#

reverting back to 1.3.0 works now

strange mauve
#

ark

#

update costume framework?

cursive grail
#

yup it's updated

#

i mean, i just grabbed in gamebanana like an hour ago

#

unless this new option has something to do with it?

#

Current party bgm only?

strange mauve
#

Outfit BGM only gets added from members in the current party, instead of everyone all the time

cursive grail
#

ok so thats not it. I guess? mothsweat

strange mauve
#

but yeah im dumb, most of your music is through BGME Framework right?

cursive grail
#

yes correct

strange mauve
#

hm, it kind of sounds the bgme folder in mods is being ignored

cursive grail
#

ikr?

#

finally i wasn't being DELULU

#

thank you for finally believing me

#

πŸ₯²

cursive grail
#

@split dove last ping for today I promise you have done something about cutin in CBT right? So what rena did in this mod is Cutin will always appear upon hitting Weakness, Critical, Technical. However, there is one issue which is enemy may also use a cut-in that if not found can lead to softlock

#

i was hoping you may be able to shed some light to ma friend rena.

split dove
#

I can also confirm its broken on latest update lol

#

only costume pme files are being read

split dove
#

because the game has specific hardcoded checks so it only goes through for specific enemy IDs

cursive grail
split dove
#

for custom bonus tweaks I make the cutin enabled if the custom enemy used the new custom command i made called AI_ACT_PERSONA_SKILL because in the original game only persona user enemies have cutins

cursive grail
#

@strange mauve seems like you will be going another overtime

split dove
#

and my method isnt even global, its only limited to the custom battles you call with the command

cursive grail
#

rena's method is just noping this

#

so i guess it will need additional check functions

split dove
#

yeah, no, that will not work lol

#

because you just make it work for everyone

#

and as you said, a LOT of enemies dont have cutin

#

you need a dedicated function hook etc etc

cursive grail
#

sounds like super pain indeed

#

i love the always cut in though

idle mauveBOT
#

new bgme update should fix the issue
i forgot to add music scripts from paths to collection of music scripts hee_melt

cursive grail
split dove
# cursive grail sounds like super pain indeed

not sure how itd interact with other things though, for example, i don't hook the global method, I hook the encounter specific method to the encounter code my mod uses for the new custom bosses

#

which allows me to make a command that allows the user to either use the original p5 style cutin (so just a dds), or a p3/p4 cutin which means you need to include the whole gmd

cursive grail
#

Ahhhh i see i see JAM

split dove
#

but with this method youd have to patch almost 100 different encounter codes

cursive grail
#

blobdead wtf

#

yeah massive pain

split dove
strange mauve
#

why can't things be simple with this game

split dove
#

they never are

strange mauve
#

i'll just disable crits from enemies 🧠

split dove
#

lol

crimson oasis
#

lol

smoky jacinth
cursive grail
#

πŸ₯²

#

We still got a minor issue with bgme SadgeInTheRain 1.3.2

the victory bgm plays one of the battle bgm
thats it

I seriously dont want to tire rena any further

strange mauve
#

i'll need more information than that since the music script parsing code hasn't been edited

#

post your music script, can you reproduce it with a simple script?

cursive grail
split dove
#

well the costume victory themes i have still work

cursive grail
#

so the battle bgm is using this

#

which is alright. Nothing is wrong

#

but the victory plays this

#

which is wrong

#

should be original p5 victory since i dont have victory group for that song

strange mauve
#

i autogenerated that from your files, it's pretty easy for a song or two to be used in the wrong place

cursive grail
cursive grail
#

the reason is because i use the same musicscript in old version 1.3.0 and even way before the muted issue is fixed

#

it plays that particular song and it always plays Original p5 victory, never other battle bgm

#

so it is safe to conclude that Music script is safe

#

however if you need more proof i can try tomorrow

#

I suspect one thing

#

whichever custom bgm song that does not have victory bgm will automatically play battle bgm

strange mauve
# cursive grail should be original p5 victory since i dont have victory group for that song

you do though?

const Trails_into_Reverie10114 = 10114
const Trails_into_Reverie10115 = 10115
const Trails_into_Reverie10116 = 10116
const Trails_into_Reverie10343 = 10343
const Trails_into_Reverie_victory = 10343
const Trails_into_Reverie_array = [10114,10115,10116]
const Trails_into_Reverie_songs = random_song(Trails_into_Reverie_array)
const Trails_into_Reverie_battleVictory = battle_victory_set(Trails_into_Reverie_songs, Trails_into_Reverie_victory)
strange mauve
cursive grail
#

the bold one is the one that does it

cursive grail
#

in that case, i will try simple music script tomorrow and randomize just 1 song

#

with no victory bgm

idle mauveBOT
#

the jenga tower of jank is cracking naomac

split dove
#

lol

strange mauve
#

hmm

#

place costume framework after battle themes

#

i think that should let BGME scripts overwrite stuff
don't think that's actually possible. music scripts get added/removed immediately but battle themes changes get buffered before the new music script gets sent. meaning it always gets sent after the music script, having "higher priority" hmm
if you have a list of unused battles, i can add them to special battles so they don't get affected by normal battles changes

ashen valley
strange mauve
#

@split dove uh, was this the second DLC BGM disable?

split dove
#

perhaps?

#

I never actually checked during life will change

#

i dont think the second NOP is the issue here, because remember that this NOP is for loading the dlc bgm acb/awb, its unrelated to music itself

#

the issue is that I assume BGME is just forcing the bgm change

#

because P5R specifically prevents its own bgm changes when life will change is playing

#

(or rather, they toggle a specific flag, and when that flag is enabled, the bgm changing code for battle is disabled)

strange mauve
#

hm, i don't think it did it before because i remember being (pleasantly) surprised that it played like the game but idr when that last was

#

@cursive grail did your bgm during heist play life will change like normal or has it always played bgme songs during battles?

cursive grail
#

It changes to bgme custom ost that i assigned

#

normally

#

it should be always Life will change

#

however i entered battle during calling card and it plays my custom bgm

#

which i love it

#

@strange mauve

strange mauve
#

ima just call it a feature leave it as is naosit

#

that's a lie ima add a toggle, life will change and i believe are too goat'd

cursive grail
split dove
#

you just bitchk flag 0x20000050

#

if its enabled, no bgm change code for combat

#

if its disabled, run like normal

#

you can see an example here

#

i believe 907 is take over?

#

you can see they explicitly check this flag before trying to assign the combat bgm

#

I honestly forgot this was a thing lmao

#

p5r has so many random tiny "gotchas" that you don't remember until you run into them

strange mauve
#

it's an asm patch so maybe i can just move it to right after it does the bit check? then i can get the value and manually set it depending on a toggle

split dove
#

ah

strange mauve
#

also, i've been curious, how do you call native functions? do you always have to sigscan them?

split dove
#

yuuuuuuuup

#

i dont know how reloaded handles it but you def have to do it like that in cpp

strange mauve
#

🫠

split dove
strange mauve
split dove
#
4C 8D 05 ? ? ? ? 33 C0 49 8B D0 0F 1F 40 00 39 0A 74 ? FF C0 48 83 C2 08 83 F8 10 72 ? 8B D1```
split dove
#

the fun never stops as you are beginning to now notice more and more

strange mauve
#

yeah, i've learned to never leave my BGM safe space naosit

split dove
#

so, I downgraded bgme all the way back to 1.2.6 but the P5S Title Screen theme just always fails to play now

#

and ive changed literally nothing on this one from how it worked the first time

cursive grail
#

@strange mauve ok so remember the victory bgm issue that it plays other bgm battle song instead of p5 standard victory?

#

it happens to me now

#

apparently from what i know, this issue seems to happen only if there is no pair song BATTLE and VICTORY BGM

rotund stratus
#

not sure if this is worth raising but with overworld outfits enabled and a costume replacing jokers default phantom thief outfit the game seems to hang before loading the main menu

strange mauve
strange mauve
rotund stratus
strange mauve
rotund stratus
#

btw not sure if this is something that already exists via other means, but it would be cool to have specific animations tied to costumes without the use of character slots, this'd be rlly useful for mods that don't fully replace characters but still want to use different animations that could be put in the bind folder ?

strange mauve
#

that's what i originally wanted to do, but the game loads some animations at the start and never reloads them. if it's an animation that gets loaded on use, then it's possible to tie it to an outfit else πŸ˜”

rotund stratus
#

damnsad_uwu

strange mauve
#

maybe i can do something similar to descriptions

rotund stratus
#

my rin mod has unique aoa anims

#

||tbh i thought i included them when i sent the early build of the mod but i checked bc i accidentally deleted them and they weren't there so i had to redo it all hollowcat||

#

here's a wonder outfit and anims which'd probs be easier to test w bc it has full battle anims instead of just aoa

sly lagoon
#

This solution would still mean toggling config options in two different mods and that's really confusing for users who just want to disable some characters or extra stuff like balance changes.

strange mauve
#

max really went "does it support x, y, and z? no but now it does. i didn't really care about x, y, and z." naotocry

sly lagoon
cursive grail
strange mauve
#

it's not in your main music script at least

cursive grail
#

okay let me have a look

cursive grail
#

the only one that i know using global is CBT

strange mauve
#

dc doesn't use 115.adx so i don't think it's that either

smoky jacinth
#

If you're looking for 115.adx that'll probably be my stuff lmao

#

Which is currently set to a victory theme for the KH3 sora outfit

smoky jacinth
#

I see you are a Foobar2K believer as well

#

Never again do I need to destroy my headphones listening to encrypted adxs

cursive grail
#

but at least nothing is wrong with the mod now

smoky jacinth
#

I started at 100 because I didn't think anyone was gonna have more than that many tracks haha

strange mauve
cursive grail
#

but yet again ercar

#

you cant make any more than 291 total songs combined

#

if you do that,

#

crash

#

confirmed with @strange mauve

smoky jacinth
#

I did not know there was an actual limit

strange mauve
#

ercar's pack only adds 16 songs rn lmao

smoky jacinth
#

Again I didn't think people would add that much lmao

cursive grail
cursive grail
#

that exceeds 291

#

congrats

#

BOOM

strange mauve
#

you need to use less songs, or remove them and their music scripts from other mods πŸ˜”

smoky jacinth
#

Tbh I nuked the CBT tracks and costumes for my own use lol. Just made it easier to keep track of what I was doing and kept load times down.

cursive grail
cursive grail
strange mauve
#

i've got bonus tweaks + ercar pack + persona themes + spinoffs, still only halfway to the limit

cursive grail
#

cause i had to make my custom OST the lowest list to be able to play mine

#

i can do mine of course but it is going to be confusing since i did a lot to my music script

strange mauve
split dove
#

i use a cpp dll, there is no reloaded code there at all, so i dont really know anything about interacting with reloaded stuff

strange mauve
#

unfortunate naosit

crisp basalt
#

hey is it normal for costume framework to delete akechi's ||black mask outfit ||?

#

when first loading into the palace it was listed as something to the effect of "UNUSED (Do not equip!") and booting up today its just gone

crisp basalt
#

Yeah it’s just completely gone

#

Even after removing Akechi’s costumes the game just defaults to the Prince outfit

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And I have no clue as to why or how it deleted the other one

strange mauve
#

very normal. i don't like it so i just removed it from the game naostare

zealous wolf
#

goat

ashen valley
#

cook

timid rivet
split dove
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I didnt even know this was a thing lmao

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i just added copies of both of his PT outfits for use in cutscenes

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since cutscene outfits ignores 51/52 models lmao

crisp basalt
split dove
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its just model 52 from the game

crisp basalt
strange mauve
crisp basalt
strange mauve
#

check here in like 4 mins

crimson oasis
#

qq: if you have two outfits with music scripts on different characters in the same mod, and you have both of them on, how is that handled

strange mauve
#

they're just regular music scripts so they'll be combined, with the latest one winning any conflicts

#

battle bgm scripts just get added to the pool

crimson oasis
#

i mean like
if i have a ren outfit and an akechi outfit in the same mod, that both edit the same fights in conflicting ways, what happens

crimson oasis
strange mauve
#

in costume framework, it allows multiple outfits to add battle bgm

crimson oasis
#

i think i get it?
so if outfit A called song A and outfit B called song B, both by battle themes and both for, say, normal battle with advantage, itll randomly pick song A or B?

strange mauve
#

yep naothumbsup all battle themes added (either by outfits or a mod like randomized battle themes) get added to a pool for music then randomly get played

crimson oasis
#

aight

crimson oasis
ashen valley
#

for the latter: yes

crimson oasis
#

unrelated jumpscare

crimson oasis
crimson oasis
crisp basalt
crimson oasis
#

it comes with cbt lol

crimson oasis
#

im also getting outfits in cutscenes, despite the feature being disabled in cbt
havent done enough testing to be sure of the cause but i do have overworld outfits on in costume framework settings

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(7th palace spoiler ig)

crimson oasis
#

im not sure what broke here

smoky jacinth
smoky jacinth
crimson oasis
#

poor little meow meow

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(i closed the game after taking that screencap since that was clearly a softlock)

strange mauve
crimson oasis
#

hmm. i did have a bgme mod at lower priority, ill try with it off

#

when its not 5am pst

crisp basalt
# crimson oasis it comes with cbt lol

Ah. See I didn’t use CBT cause I had been using FeMC mod (which doesn’t necessarily conflict but since joker model is changed certain things may not play nice) til it completely broke on my end and I had to get rid of it. I’d get it now but I’m on the very last palace so I feel at this point it’s not worth setting up lol

strange mauve
crimson oasis
#

dang

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(to be clear, the context with DISABLE_BGM gets the normal non-dlc bgm aka take over for advantage and last surprise otherwise)

strange mauve
#

that's how i want/will make it function

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honestly, not entirely sure how the current code isn't breaking encounters that aren't edited lmao but i guess it works within the full asm context

crimson oasis
#

oh

crimson oasis
#

oh yeah forgot to mention

a while back i got a showtime with makoto in one of the january outfits i forget which, and during the little animation for getting the prompt she sorta disappeared. i thik the camera was in the wrong place
i actually got this while first making the crossdressing mod which is where i recognize this visual bug, i think it was something to do with the transforms of the face? idk that anything can be done about it, just thought id bring it up

strange mauve
#

anyone ever notice issues with teammates shielding?

smoky jacinth
#

I'll try and check

smoky jacinth
#

Took me like 40 minutes lmao but the game did not crash for me

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Side note this random chimera in the final palace just seems to NEVER wanna attack Joker even though Joker has a weakness that it can exploit lmao

strange mauve
#

thanks for testing ercar risepray

smoky jacinth
#

I'm gonna test again with some other outfits and the DemiFiend mod to make sure none of my animation stuff does it

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Yeah nah no crash

strange mauve
#

i remember dc mention using models not meant to be used as outfits could have bugs during showtime, i wonder if they were using one of the sumi or akechi outfits it adds πŸ€”

smoky jacinth
#

The messy hair akechi didn't crash

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I don't have Sumi at rank 9 though

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Ratkechi didn't crash either lol

icy edge
#

Is it possible to change which Joker bustup is used with Costume Framework? Unless it is already and I missed it
It's super minor but it frustrates me that all additional costumes use the everyday bustup and not his PT one dark

strange mauve
#

well if outfits already do that then it might be; i didn't bother since i doubt anyone would make custom ones for an outfit

split dove
#

they dont

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it could've been done in ps3 with code patching

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but i dont know if that code got inlined or not in p5r

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never really found it again as i had no reason

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(we needed to find it on ps3 because they hardcoded the PT Joker bustup to only work up to model id 169 or something like that)

split dove
#

did anything change in recent updates?

#

getting people reporting costumes missing now unless unlock all costumes is enabled

strange mauve
#

i don't think i've changed the item code since i wrote it hmm

#

it having the name wrong but still working is also weird:

if (this.costumes.TryGetCostume(itemId, out var costume))
{
    // Get name from config.
    if (costume.Config.Name != null)
    {
        return StringsCache.GetStringPtr(costume.Config.Name);
    }

    // Get name from costume object.
    // Only for mod outfits so NAME.TBL edits work.
    if (costume.Name != null && VirtualOutfitsSection.IsModOutfit(itemId))
    {
        return StringsCache.GetStringPtr(costume.Name);
    }

    return this.getItemNameHook!.OriginalFunction(itemId);
}

return this.fallbackNameStrPtr;
}
split dove
#

btw, there is something I noticed now but I don't know if I'm just trying something unsupported

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I can change the name of an existing (unused) costume and override the gmd just fine, but the description.msg file seems to not be working

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should be working fine since I copied the description msg from an existing one that does work

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(and then edited the text)

strange mauve
#

i already fixed it just never updated naosit

split dove
strange mauve
#

now people can stop asking you how to remove it lmao

split dove
#

🀠

rugged atlas
#

im just gonna remove akechi's costume again, this is stupid

strange mauve
#

thanks to sniwe and dc risepray

strange mauve
#

is sumi working for yall sadsumi

stable drum
#

yeah

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but Costume Audio is broken again

crimson oasis
#

broked how

stable drum
#

no music

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I made a post about this a while ago

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basically this happened again

strange mauve
#

posters say it was fixed naosit

stable drum
#

Well it ain’t working now

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Even I said it was fixed in the thread lol

strange mauve
#

well there's been no updates to p5r, cf, or bgme since then so naotoshrug best guess would be there's a bug in the music script

stable drum
#

This started happening after you updated Ryo Framework

strange mauve
#

i have zero connection to ryo framework cowboy_naoto

stable drum
#

Oop

strange mauve
#

going through the ryo commits, there's no changes since oct that could've affected p5r ryo except for maybe one

#

but that was a bug fix, and chlor hasn't mentioned it breaking anything in p5r

smoky jacinth
#

Wouldn't costume music not go through ryo though?

#

I mean for cf stuff. afaik it was always bgme

strange mauve
#

all new audio/music gets added through ryo, bgme just handles some bgm specific stuff nowadays

smoky jacinth
stable drum
#

did anything else get updated recently?

strange mauve
strange mauve
#

if you have a small mod that showcases the issue, i do have p5r installed again