#Unreal Essentials
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Here's it from one of my projects
https://github.com/Sewer56/prs-rs/blob/a2efddd24ae4b279ef7a46dd0de17421667fa311/Cargo.toml#L28
(sorry for delayed response, PC swallowed notification)
oh i've always had that
rustup toolchain install nightly
rustup component add rust-src --toolchain nightly
And make sure you have nightly, as well as the Rust source.
That changed nothing for me, it said they were both up to date
lemme try this on my end
Try this, but with MSVC target
RUSTFLAGS="-C panic=abort -C lto=fat -C embed-bitcode=yes" cargo +nightly rustc --release -Z build-std=std,panic_abort -Z build-std-features=panic_immediate_abort --target x86_64-unknown-linux-gnu --crate-type cdylib
I copied from another command of mine, should have been cargo +nightly rustc, not cargo +nightly build
Now I get error: -Zbuild-std requires --target but I do have target set ๐
Set-Variable RUSTFLAGS="-C panic=abort -C lto=fat -C embed-bitcode=yes"
cargo +nightly rustc --release -Z build-std=std, panic_abort -Z build-std-features=panic_immediate_abort --target x86_64-pc-windows-msvc --crate-type cdylib
Maybe due to Powershell, I'm not sure if Set-Variable can set environment variables
Try $env:RUSTFLAGS="-C panic=abort -C lto=fat -C embed-bitcode=yes"
Same thing
Kinda curious, lemme see what happens when I reboot to Windows
oh btw
you'll need to move the profiles up 1 folder
# Profile Build
[profile.profile]
inherits = "release"
debug = true
codegen-units = 1
lto = true
strip = false # No stripping!!
# Optimized Release Build
[profile.release]
codegen-units = 1
lto = "fat"
strip = true # Automatically strip symbols from the binary.
panic = "abort"
There's a Cargo.toml in folder above Cargo.toml, it seems it only fetches the parent one for profiles
I didn't even know this was a feature till I saw it today haha
Oh, I see. I've done that now
On Linux the binary was around 130k, Windows will probably be a bit smaller
got 133k with those settings, though my laptop doesn't have the latest build pulled atm
I had success with $env:RUSTFLAGS="-C panic=abort -C lto=fat -C embed-bitcode=yes"; cargo +nightly rustc --release -Z build-std=std,panic_abort -Z build-std-features=panic_immediate_abort --target x86_64-pc-windows-msvc --crate-type cdylib in Powershell. 133k Binary size
ah, I see
Accidental -- before --crate-type

Not sure if that was the cause, but it was there
Ah lol
anyway this worked for me, while being in fileemu-utoc-stream-emulator directory
I've got it working as well now, thanks
If you're curious where that 130K (~100K code) comes from in current binary, I had a look. Mostly string formatting.
Path and string stuff is like 35k (out of 100k) of the code lol
core::fmt in Rust is very fast, but very expensive on code size, haha
I'm getting errors trying to publish utoc emulator ๐
E:\Github\UnrealEssentials\UtocEmulator\UTOC.Stream.Emulator\Reloaded.Trimming.targets(30,5): error MSB4036: The "ComputeManagedAssemblies" task was not found. Check the following: 1.) The name of the task in the project file is the same a
s the name of the task class. 2.) The task class is "public" and implements the Microsoft.Build.Framework.ITask interface. 3.) The task is correctly declared with <UsingTask> in the project file, or in the *.tasks files located in the "C:\
Program Files\dotnet\sdk\8.0.101" directory. [E:\Github\UnrealEssentials\UtocEmulator\UTOC.Stream.Emulator\UTOC.Stream.Emulator.csproj
Sorry but I'm kinda tired and don't feel like troubleshooting things that much myself ๐
Oh right
I haven't gotten around to updating the template, not sure when I will
I'd take a PR for it though
Weird that it worked with unreal essentials though, maybe I leeft it targeting .net 7
It was probably TargetFramework = net7.0
so it used .NET 7 SDK
if you had it installed
Can you show the top of your .csproj ?
If it doesn't work, try TargetFramework = 8.0-windows
nvm it was my fault
I added the package in vs but it didn't save the csproj
it works now ty
no sweat :p
I actually wonder what'll happen if .NET 9 rolls around, whether 8.0.1. of ILLink.Tasks will still be valid. Only one way to find out, wait, haha
๐ Why is --out-dir an unexpected argumeent in this...
cargo +nightly rustc --release -Z build-std=std,panic_abort -Z build-std-features=panic_immediate_abort --target x86_64-pc-windows-msvc --crate-type cdylib --out-dir "../../Publish/ToUpload/UTOC.Stream.Emulator"
rustc != build
build is essentially a wrapper around rustc
But we invoke rustc directly so we can set crate type
(Note that's actually not necessary for this specific project, as crate type is already cdylib in Cargo.toml)
So you can probably remove it and just use build with --out-dir
Oh, ok
I just put it there because that's what I use in CI.
Since I make libraries that have C exports, but are also regular Rust libraries
(I need to explicitly specify when building)
Apparently I need to add -Z unstable-options but it also has -Z build-std-features=panic_immediate_abort already and doesn't seeem to pick up unstable-options
Bruh I'm also editing the wrong ps1

I'm tired lol
Surprisingly editing the right file makes it work
LOL
In my CI workloads, I manually extract the built files, since specifying --out-dir might (maybe, unsure) have unwanted files
What I do in CI anyway: https://github.com/Reloaded-Project/reloaded-templates-rust/blob/a967b8c1b3b0c67b4a4659b2a96e888f9e944aa3/.github/actions/build-c-library/action.yml#L46
didn't you say yiu wantes reloaded 3 to be on rust ? Is that template supposed to be some sort of transition for r2 to r3 later ?
I'm using a mix of the rust and normal c# reloaded publishing template stuff though so it's making a bit of a mess. The publishing tool is deleting the compiled rust stuff ๐
(Or it might be the publish script...)
Yeah, I think that's it
It's too late for me to deal with this stuff, my brain is turning off
I'll finish it off tomorrow morning, sorry I couldn't get it done today. We're so close...
Don't worry ๐
Good luck and good night ๐
I'd say go sleep, no reason to be hurrying yourself along
Alright, it's time to finish this off





Lesgoooo
I got it building but had to go out for about two hours. When I get back home I'll finish off the documentation and release
Sorry it keeps getting delayed but I swear it will happen today ๐
Dumb question but will other framework tools like AWB emulator (for music) work when this comes out? Or will that need to be updated separately
probably need a bit of an update i assume
I think they'll need to be updated, it seems like the format for them is a bit different or something.
I'll work on bf emulator but AWB will be up to someone else, I don't really know anything about them
Could you send it
The screenshot's fine. That looks right...
Oh
Yeah you have to export them from a utoc
Yeah, uassets inside of utocs have a different format than those in paks
We (Rirurin most likely) will probably add something to automatically convert them eventually but for now you need to deal with a bit of pain
umm I think it's just uassets that are different
i knew that feature was going to come in handy at some point
yea the uasset structure is completely different between cooked packages and io store packages
I open every uasset on mod init to check if they have the cooked package file magic, and if I do, stop it from getting merged in and write it out to the console
ubulks contain the texture data lol
uasset is just metadata
Oh, I thought you meant do you need to export them from a utoc
Damn
Ok, onto that then
Could unreal people confirm whether a pak with the structure ../../../CUIO_Xbox/Content/Xrd777/UI/KeyHelp/Platforms/_Win64 should work with P3R? (which uses ../../../P3R/Content/.....)
If it should work then it's something I'll have to fix
๐
ok
Yeah, I'll try and fix it
Maybe it doesn't get released today ๐ฆ
What is p3r.dependencies.unreealessentials?
Neither unreal essentials nor utoc emulator are being loaded
Is that your mod?
wdym
I made a mod to dump unrealessentials into and use as a dependency
And I'm using the jsons so I didn't do the UTOC stuff
I'm not really sure what you're doing but it's wrong
Unreal Essentials and Utoc emulator are two mods you install
Then you set unreal essentials as a dependency of your mod in reloaded
Also you can't use the json file, you have to edit the actual uasset
....are you trying to load the json you exported from fmodel without converting it back to a uasset?
bc yeah that's not gonna work
Apparently you have to hex edit to do it...
What do you mean by this part? Am I supposed to be finding it here?
Here's the current Unreal Essentials and UTOC Emulator @visual bramble. I think it should be good to go but I'd definitely appreciate testing (from anyone who is willing)
Now everything goes in the UnrealEssentials folder, no UnrealEssentials/PAK or UTOC. This includes loose files and full ones
[Go to message!](#1195558171377422346 message)
That's the one I'm using
Show me your list of mods
overall list or p3r?
yes
You've done something wrong
there's no IO
You don't hav io store emulator and unreal essentials should not be made by "Someone"
All you needed to do was put the two folders in the linked zip into your mods folder
oh no!
apsaras out here about to make unreal essentials from scratch
(ignore the top one)
earlier when I created a mod for reloaded it wasnt even showing up in p3r list
i had to make a second one and then move the config over to that one
๐
(for the second one i left everything at default)
Oh yeah, I fixed that in a recent version
If you just add an UnrealEssentials folder it should be fine
Back onto Pixelguin's thing. For some reason it works fine if I make it load from the Unreal folder, I don't know why...
kind of random question, but has someone tested what happens if a file is both in a utoc and a pak?
which one would take priority

How could a file be in both?
they shouldn't be
Yes
pak is just for storing formats io store doesn't support
they're mutually exclusive
(After I change the code to look in there)
It shouldn't, literally just changing this string
My guess is maybe utoc emulator is messing with stuff
That's the source code
As I and others have said, there's no public version
Just the ones I've sent in here or in the github actions build artifacts
so just go back to the old one and add a folder file?
You can use these if you want (just built from the latest commit)
The only change is the fix to that crash which won't happen once you actually put stuff in your mod anyway
Weirder still, it immediately crashes if I don't add any mods to utoc emulator and load the full utoc from UnrealEssentials
the folder with the second zip inside?
Yes, the .7z
nvm it did something weird, i got the normal zip
i should just put on yakety sax in the background lol
Is this more what I should be seeing until I figure out my mod?
Yes
to do what?
To edit the file
At least that's what mudkip told me
Idk if there's a way to just recompile the json
guess i'll ask them about it
oh, there's no existing tool for that?
There's one that only works with uassets from paks
that's uassetgui right?

It's no problem, just didn't want you to think I wasn't listening to instructions or something
Where is a safe place to ask about the uasset stuff?
you do it via a mod, silly!
Yeah but the game would never do that
It would just never look for the one in the pak
I thought separating it out into UnrealEssentials/PAK and UTOC would fix it. Apparently not ๐

What chunk id does the emulated utoc use @dusky steppe?
I'm wondering if it's a conflict
(I'm also not sure how to check myself)
oh i thought that was getting set by essentials
Idk
Set order of [mod_path] to 1000
oh yeah that chunk id
If it's something I could change using essentials I don't mind doing that, I just don't even understand where it's set
I assume it's just a part of the format that I couldn't really do anything about
the container chunk id is made for the toc in new() in impl TocResolverCommon for TocResolverType2
as of P3RE_TEST that was just a hash of "Game"
that might be an issue if the root folder's name doesn't match that then (though I thought that had been fixed?)
Hmm ok
Well I change the root folder to Game (if it isn't Engine) so I think it'd be fine...
ah
Well it's probably not a conflict then...
I just don't get why it works in Unreal but not UnrealEssentials. Makes no sense
what mod was having problems specifically? I've so far checked mod menu which is fine and the controller buttons which don't work bc it uses cooked packages
Controller UI Overhaul with the full utoc and pak files isn't working
oh right
This but with the right folder
fwiw the hex edited uasset I put in my mod didn't do anything when I tested it
Did it show it being added in the log?
That says it found nothing...
Wait, it's looking in the wrong place
Did you make Unreal Essentials a dependency of your mod or io store emulator?
my mod
That doesn't answer the question
I think I worded it poorly
What dependencies does your mod have?
just unreal essentials
Ok, then it should work
strange
Seems like you've somehow got an old version of unreal essentials. Can you extract these two into your mods folder (should be the latest)
pretty sure it should be UnrealEssentials\P3R\Content\blahblahblah not p3r\content\blahblahblah?
Yes it should
That's why I had it in the unrealessentials mod at first
I think I get it now tho
Much better, nice
Does that mean everything is perfect on your end now or do you still have other stuff that needs testing?
bruh it loads on P3RE_TEST but not latest


Maybe my change to utoc emulator broke it?
That's the only time I touched the rust code
(Sorry if it's bad code, literally my first time writing rust lol)
It (AWB) should work out of the box assuming UTOC and/or PAK's loose file loading is to spec
(also just woke up aaaa)
Script compiler has to be updated to support the new files (they're in uassets now plus a new opcode plus new library)
I meant AWB* oops
And I think something's different about the awbs although maybe that wouldn't effect the emulator, just the way people make the files (do not quote me on this, I know nothing about audio files)
In AWB's case, it's a simple archive container for files. Just some metadata in header and then files, with padding between them.
The problematic thing is the header of the AWB file is copied to the ACB, and the CRI code basically never uses the actual AWB header
In any case, I was a bit lazy and decided to modify the ACBs by sigscanning the AWB header in them
So although it unfortunately means you can't add many files to the AWB (eventually header will become too big), it should handle format changes in ACB just fine.
Unless they decide to compress the ACBs
Alright, well that sounds like good news for music modding people (not me)
Anyway back to broken stuff. I'll try using a version before that commit to see if it's still broken
:p
Nope, still instant crash
That's the commit just after I merged utoc emulator and just before I made unreal essentials depend on utoc emulator. So, I guess when I switched that around I messed something up...
yea I imagine that'd be the most likely reason
Well I'll have a look at that, hopefully it's something obviously wrong
What's the latest build?
It really helps to scroll a little doesn't it...
@wild abyss I'm having SteamInput issues whenever I launch through reloaded
Opening the game up in steam and then opening it through reloaded seemed to help for me
I don't think that's consistent though (and it's not a very good solution if it is)
Then Deploy ASI Loader, the oldschool way
and boot via Steam
bruh
Yeah that didn't work for me
SteamInput works by DLL Injecting into the process, so Steam has to be the one booting the game. There's no 'official' workaround for that AFAIK
Idk, the same thing happens to me
DS4 Windows doesn't work either...
Is this with asi loader or still through reloaded?
still through reloaded
(Steam probably stole his controller)
Steam is known for stealing DS4 controllers and making them not work with anything that isn't Steam
My right stick will move around the mouse, I'm pretty sure that doesn't normally happen
I'll try my DualSense
nope
I refuse to use my xbox controller because it's covered in dust
Closing Steam doesn't work either
I tried disabling Steam Input too
ASI loader don't work either
I think I fixed it, the file size of any ucas that contained UnrealEssentials was being overwritten
Since you put stuff in the UnrealEssentials folder that means all them 
(It's just meant to be UnrealEssentials.ucas)
are people not using loose files? 
It makes sense for Pixelguin's case
He said file size went from 4mb to 80mb or something around that
If that's happening I think it's fair lol
So what happens now?

That is not a good thing lol


Anything can be fixed with patch later
No I know, I forgot itโs a smile and not a frown
Itโs 4 am leave me alone lmao
This is what happens when P3 consumes my brain
Oh so that's what it is
Well I fixed the crash but it also hangs on boot ๐
o no...
It was a dumb mistake, I think all's good now
Oh ok
Like allllll?
@low saddle would you be able to test your controller ui mod with this version. It works for me but I just want to be sure
If everything's good this is what will be released
Live Femker Reaction
YOOO MOD MENU
Alright, the build's happening now. It'll probably be about 5 minutes



@visual bramble it's out

So this be the UTOC emu?
Ideally at least publish to 2 sources, so people don't have download issues
So I guess both then
Though for the purpose of cleanliness, maybe make a 'P3R Essentials' mod. This is so people can put it as a dependency when making their mod; to keep things simple.
And 'P3R Essentials' can include things needed by the game as dependencies of itself. (It can be a dummy mod for now)
Yeah, that does make sensee
The other benefit of that is if the game had some radical change that broke stuff, you could fix things that way.
@visual bramble don't publish any tutorials just yet, I'm going to make P3R essentials
For example by replacing a dependency.
Yeah, good idea
All good
Ping me when its out so I can publish mods + finish tut 
I'd say ask ๐ฑ
๐ฑ?
Nice,that was fast
yup
I don't think I could if I wanted to, they're not in any servers I'm in
Also no idea if she cares about p3r
Go for it if you want to 
Yeah
Ya
I guess since she made the p5r essentials one
Speaking of which, I wonder if that thumbnail should be updated now it supports multiple games 
It looks so good though
Lol true
It could, though in the long run the mod should be split into separate games.
Because right now the user is technically paying the cost for code that's not used.
(code for other 2 games)
I don't want to risk breaking mod setups though, so it's a thing that's 'left for R3' like many others.
Since for R3 I intend to repack (republish) all mods to make sure they meet packaging standards.
(There will be auto converter, but mods will still require human review before reuploading)
People don't actually even need to download or enable essentials standalone
They download any mod they want, and it gets auto downloaded as a dependency
If the mod isn't published right, that can happen, but if you download any mod that is published right, it'll download it and you're good. So if you download 2 mods you're unlikely to run into it.
For example (and I know this sounds overkill), single music tracks will go into their own mods.
Then any other mod will be able to 'reference' that music track file, and map it to an arbitrary location. (I.e. they place a text file and it uses the music track file from other mod)
What it means is multiple mods (even across different games) can use the same music track, but the music track is only downloaded and stored on the disk once.
Or didn't have update info setup, ya.
That may sound annoying to work with, by the way, and in some aspects that may be true, but there's also upsides.
Say you want to use an ADX music track, you can search the mods for the 'asset mod' with a track, set it as a dependency and say in text file 'include this file from this other ADX music file mod'.
Now you've avoided having to manually rip the track from another game (or looping it yourself), and can just use it with a single line of text.
In the ADX example case, the repository of music tracks would become eventually big enough ||Smash Custom Music 2||, that you could just find whatever you want outright, rather than looping it yourself or ripping it. So it'd be annoying at first, and convenient in the long run.
And if I do this right, say, with Virtual FileSystem, then mods won't even need to be aware of it.
So VFS extension reads the text file, it redirects your ADX file to AWB Emulator input, AWB Emulator kicks in and it 'just works'.
Without AWB emu needing to be aware of it
I thought it was my fault for the affinity modding but this one should work and it is claiming a mismatch then having the same number
Idk probably not actually
Well try with latest (download them from here) and if that doesn't work send me the mod and I'll see if I can work out what's wrong
it could also just be the edited file that's cooked, and its not a problem with the loader
I've gotten that crash before when I accidentally put in the wrong values when hex editing ueassets, so almost certainly it's not an issue with unreal essentials or anything, just something wrong with that file in particular
Given that it's only 1 byte difference my guess is that they accidentally deleted a byte and didn't realize or smth
Which version is io store supposed to be at this point?
Oh I thought they were the same number
latest ver is 1.0
it got released along with essentials
Just putting it in the mods folder should have updated it right?
I tried about a day or two ago in P3R and it doesnt work at all so they're probably doing some trolling
According to what they were talking about in #p3-modding-chat
The AWB files are prefixed with some external header
That's probably Unreal specific
Could probably extend AWB Emu to handle that. Past that one specific header it's still pure AWB
does this work for loading acb/awb files loosely right now?
No idea personally, haven't tried the game
Wasnโt someone trying to do loose loading for music and it didnโt work?
The loose loading shouldn't be a problem. If you make the files right it should work just fine with anything
Then I'm guessing you'd probably need to write an extension like
https://github.com/Sewer56/CriFs.V2.Hook.ReloadedII/tree/main/Extensions/CriFs.V2.Hook.Awb
CriFs.V2.Hook.Awb, but instead to pull the ACB from the uasset
If you want nested emulation
โฆ.maybe I should just wait for documentation unless you wanna help me set this up now lol
It's released but I don't believe it was pushed outside of GitHub
Well, speak of the devil, they're here
i wasn't aware you were finished with awb emulation cool
Huh
I did AWB Emulation like 2 years ago I think now
Edit: 1.5 according to commits
Back around the time when P5R released
It's been that long?!?
yeah
Time goes way too fast
woah
Anyway the situation with unreal essentials is it's fully working and releasd on github. You can use it for your mods rn if you want but don't release any just yet.
Persona Essentials is being made (just a dummy mod) and that's what you'll set as a dependency. I'm just waiting on a thumbnail for it
Ther's documentation on using it in the github repo (if it's unclear lmk so I can improve it)
man i just hopped into bed too after a 12 hour grind ๐ guess im turning my PC back on ๐
happy gaming :p
Dumb question but to get mods working for P3R on Steam Deck should I just have protontricks load R2 through P3Rโs prefix and add the launch command to P3R on Steam?
Should be pretty much same steps as any other game on deck
Iโm assuming so since thatโs how it works for P5R and this is a R2 side thing
Ok
but yeah that's one way to do it
Thatโs the way instructed to do it for P5R so
Just to ask will P3R be out today do you think?
It's like midnight over there in Australia, so probably next morning, when it comes to announcement and stuff. (If I were to guess)
But the code's out there, you can run it if you want
Yeah it's 1am. I'm going to bed soon
Ah
I'll do stuff tomorrow
Right
1:30am, give or take half an hour depending on timezone :b (I need to sleep)
:v
Itโs 10 am for me so I guess the answer will be yes lol
Uh oh
it's fine if I ignore it
happening to me too
They had to modify build script by hand manually, always a chance something weird happened.
Since they're building .NET code with some code native code in Rust as part of 1 build
@wild abyss You need to specify "UseReleaseTag": false,
Since you're shipping 2 different mods under 1 release page.
oh ok
And it's using the GitHub tag name as version
So although version is 0.1.0, it thought 1.0.0, leading to error
On UTOC Emu, yeah
both files inside utoc and pak files can be put into UnrealEssentials folder to load them loosely?
Well I'll fix it tomorrow (today technically, you know what I mean) when I update it with the nuget source
Yes
(there's a small readme)
If someone wants to write something more detailed I'm happy to put it there, that seemed good enough to me though (I'm obviously not a good judge though given I made the mod lol)
oh nah i was just skeptical for a moment because utoc and pak emulators are separate mods
Anyway I sleep now, have fun with whatever you're doing 
god why does fmodel's website look like such a carefully crafted scam
Think I might wait for P3R essentials since otherwise itโll just be setting up twice
Gn
stay safe
Stupid question that mightโve been better suited for AnimatedSniwe but would it be worth getting UE essentials set up before P3R essentials is released? Or would it just be a hassle to switch from UE Essentials to P3R Essentials
at this point it'd be best to wait for P3R essentials
we're actually close to release now
Nah I know Iโm just debating between doing it now and waiting another 8 hours or so for them to wake up lol
i should sleep soon too....
P3R Essentials is UE Essentials
for future release it would be better to just use P3R Essentials?
P3R Essentials is just a dummy mod right now, that enables UE Essentials as a dependency.
The purpose is so mods can target it as a dependency; so if game updates etc. happen, we can get some custom logic in there if needed so things work right.
And so non-code mod authors don't need to specify multiple dependencies.
You can just set UE Essentials as dependency and switch it to P3R Essentials before releasing your mod, it won't make a difference.
its also where merging is going to end up should it be needed
Yup
No I know, Iโm just not sure if itโd be a hassle to try and set up a music mod that uses UE Essentials now and then switching it to use P3R Essentials as a dependency (not releasing until P3R essentials) or if itโd literally be as simple as downloading P3R Essentials then changing the mod dependency
Which side note Iโm not even sure how music modding is different for this game compared to P5R, I know how to do music replacement in P5R but I donโt know what file format the music should be (should it be the P5R encrypted ADX? Something else?) and I heard there was some weirdness with the Unreal stuff regarding music mods
Thereโs gonna be
Theyโre gonna be releasing a separate thing that is atm just a dummy mod
In any case, Just get your assets ready
Know what file you are replacing, the file path, Prepare your replacement track
Just in case
yup
I mean a music replacement mod just needs essentials and AWB emulator no?
.
@low saddle
just a small derp
Cause if so then it shouldnโt be too hard to set up
Simply making a mod thatโs dependent on AWB emulator and UE essentials
AWB Emulator doesn't work yet with UE4 games
trust me, first thing i did was check about 2 days ago
Since they managed to do a music replacement for Buddy Holly of all things
repacking the entire acb/awb which is the "old way"
Ah.
the issue is the acb being stuck inside a uasset inside the utoc
Odd, I was testing the release version for a mod I was making last night and I didn't get that error ๐ค 
Sameeeee
Lemme check amicita actually
โฆ.and the game doesnโt have a page on amicitia rn
It does actually
Persona 3 Reload is a remake of Persona 3 developed by P-Studio using Unreal Engine 4.
โฆoh
Nothing on it really tho 
Skill IDs thatโs it lol
Well a P3R essentials package
^
but also this, ya
Hey sewer you made AWB emulator right? How soon should we expect for it to be updated to work with P3R
Sorry to bother Iโm just wondering
Not trying to pressure
It probably won't be me, I'm way preoccupied

:3
I suggest finding another CRI game that runs on Unreal though to find out if it's a CRI+Unreal situation, or Atlus situation
wait shit launching from reloaded doesnt make the game recognize my controller
i dont care i wont release this
i have a ds4
i think thats why
lol
steaminput was making it work
Steam probably stole it, deploy ASI Loader (see: Edit Application menu) and boot via Steam
ya
oh music is just gone now
that works yea
oh wait nevermind
Not really. UTOC emulator almost entirely written in Rust though, which I suppose is unusual.
But that doesn't make a difference packaging wise
that one is from utoc emulator
yeah
it caught me off guard too LOL
i mean yeah LMAO
id be more surprised if there was a lot on it 

(she looks cute...)

she is :3
smash
this
i mean- what?
:v
i'm totally innocent - idk what you mean :p
:3
modding
qq: what would it take to make bmd emu run with p3r
i mean ive been eavesdropping lurking this channel so i have half an idea but someone give me the tl;dr pls?
i have just awoken
has it been completed
also wtf get that pink bitch emu out of my sight 
this pink bitch
i very much dislike her :3c
UE Essentials with UTOC emu is released but mods cant be posted on GB yet cause
theres gonna be a P3R essentials
for now itll be a dummy mod
YOOO
but if theres specific dependencies for P3R that arise via an update or w/e
then P3R essentials can be updated vs updating UE Essentials
and also AWB emulator needs to be updated before music modding can really start
sadly
Sponsored by Raid Shadow Legends
because AWB stuff is wrapped in some unreal bullshit

so someone needs to update it
(I beg of you, please dont make me have to build a whole AWB)
counterpoint I'd like to not have to extract the whole game's files LMAO
.....you gotta tutorial of some sort
Oldschool? The Aemulus way?
Keep a whole 2nd copy of the game just in case
So you can revert

All it'd really be is updating script tools to a version that works with the game. Rirurin is working on that so when it's done bf and bmd emulators should work for Reload
(We could also add logic so we include dummy bfs and it gets the real one from the game's files, I'm not sure how hard that'll be though, I kinda don't want to...)
@wild abyss are we still waiting on p3rssentials?
Yes, I promise I will tell you when it's done
Oh right, I think I'm just waiting for thumbnail
Did Cherry ever respond?
Yeah, that'd be cool of you if she doesn't want to.
@hollow glacier @boreal fiber Did cherry respond about the thumbnail?
oh
Well I guess we wait on sewer then
Seems he was already friends
can't you just ask her in amicitia?
I'll dm her too 
Why not just make your own atp
Is a logo really gonna slow modding down here 
Fair enough 
she said yea
closes photoshop
@wild abyss are there any specs / requests you want for the thumbnail? (question from cherry)
I don't really care
It's Persona 3 Reload Essentials, make something that looks cool 
(Could also call it P3R Essentials if that fits better, up to her)
include a gun
I trust Cherry will make something good, she's clearly very talented 
her no aoa fade in thumbnail is insane
@wild abyss
Woah, that's awesome
this isn't related to p3r but is it fine to release/update mods for other games yet or should we wait until unreal essentials is in R-II download mods tab
did she (or could she) make one that's not square? That'd work great for the icon in Reloaded but it might be a bit weird for the gb thumbnail
If it's hard to do though I am still happy with that, it looks really good
That is true...
I don't think she did... what's the aspect ratio for gb?
It looks kinda funky in gb though
"coming to a gamebanana near you: dersona 5"
I guess 16:9
ฮ5
I usually upload my thumbnails in 1920x1080 or 2560x1440
it looks a little wider than 16:9 in that but it should work fine
it's slightly off that
you can make the thumbnail 16:9 ofc, you'd just have to make sure there isn't anything important on the top and bottom
Yeah, the top and bottom get a bit covered so you have to keeep it centered
I took a screenshot of the mod thumbnail in gb and it seems to be 240x112
thumbnails are stored as 220 x 124, but are cropped to 220 x 90, with all the cropping happening on the bottom
has anyone here tested the actual full release of ishin with unreal essentials
or only the demo
i only ever tested with it with the demo
cool
I only tested the demo
good to know
I don't own the game
theres someone on the yakuza modding discord who wanted to try using it
wondering if its worthwhile to explain it to them
nvm turns out dude was talking about P3R
if i do find someone to test with ishin i will let yall know
so what now?
I guess I wait to see if Cherry is going to make a thumbnail with the different aspect ratio
I'm working on uploading unreal essentials and utoc emulator to nuget as well
Prayin that P3R Essentials comes out soon 
@brave sinew did Cherry say whether she would make an edited version with the different aspect ratio?
that is an absolutely FANTASTIC logo/icon good god 
literally just good enough to it's own piece of standalone art haha, cherry doesn't disappoint ๐ฅ
yea she said she will
Awesome 

Please thank Cherry for me, this is absolutely amazing ๐ฅ
alternate one with the text lower
Perfect
idk
it'd look better on GB
but as a graphic i prefer the first
but maybe i just like corner aligned things
Eh just pick one and run with it

I think I'll go with the centered one since gb
If gb didn't cut stuff off I think I'd use the other
see i think that's it because i use left aligned
i also use win11
just with the taskbar aligned to the left

i use explorerpatcher too but just to remove 'recommended' in start menu

i don't know what i'd do without my taskbar
the reason i can't switch to linux is because i couldn't find any good distros with good taskbars
esp for multiple monitors
Not even xfce?
Unless you are one of those who actually liked kde
ehh overall ui design of xfce threw me off
Join me on the dark side that is steam deck
im good actually!
@wild abyss
https://cdn.discordapp.com/attachments/932501271649321052/1203896044820369469/Blue_GameBanana.png?ex=65d2c290&is=65c04d90&hm=8435b0286922a1b817449362bdd627d276ad4c9a53ffa04fe5be91aaf4dc7f14& https://cdn.discordapp.com/attachments/932501271649321052/1203896045374021712/Pink_GameBanana.png?ex=65d2c290&is=65c04d90&hm=278f48765cfdb0e3e1d251676bcf8bc08ffb52ce99dd01498f467de4b4ff2d15& https://cdn.discordapp.com/attachments/932501271649321052/1203896045835264040/Pink_Thumbnail.png?ex=65d2c290&is=65c04d90&hm=663bc064be852119b29cc03f30c1f0b238c1c553a4c99b26247d72c9f6ccd05a& https://cdn.discordapp.com/attachments/932501271649321052/1203896046237786163/Blue_Thumbnail.png?ex=65d2c290&is=65c04d90&hm=545d212fc4e8927e3abe237da9d2263d7163f33fff9b2df585ea2200b95bc1a7&
no idea lmao
Well ok, I changed it anyway
but now there's a pink wide one

I'll include both on the page since gb requires two screenshots (a stupid requirement)
oh yea i forgot about that
I always just post the same one twice
lol

My second one is usually just something tangentially related

It's often hard to screenshot the kind of mods I make
ah
Ah.
ah.
yea I should actually release something for P3RE
A rare Rirurin mod release
my last mod was 2 years ago
lol

I think you can count UTOC emulator
(Even though I'm technically the one that released it lol)
my last would've been unbreakable hero's equipment for totk (9mo ago)
but i just HAD to go and make a fusion alarm mod
I was gonna do something big for P5R but I never ended up actually committing to doing the making part and just spent a year doing REing to prepare lol
for me with my thumbnails since i usually put the name of them in the thumbnail i just turn off the text layer and use that as the second image lol
altho the mods i make usually would have screenshots to go with them anyways (to best show how they work) so it's not even really like i need to do that most of the time haha
i just used morgana getting kicked
so true
@visual bramble it is out https://gamebanana.com/mods/494020
(I really hope it all works lol)
If you're getting screenshots and things for your guide I'd recommend deleting all of the wip versions of this you have to make sure it all downloads nicely
(I should really try myself but you can be my guinea pig)
YYYEAAAAA
sure ill give it a shot
Dumb question but does R2 need to be updated to recognize P3R as a valid library
very awesome swine
doenst look like its working.....
@coral vale did filepath stuff change
none of my mods be working now 
It should show up right immediately
Swine publishes
3 messages saying "Swine it's broken"
Swine suffers
many such cases
Nice ping lol, that is not me
LMFAOOOOOOOOOOOOOOOOOOOOOOOOOOO
yea i can't get mods working with p3r or hi-fi
Quick fix...
hi-fi says it's missing 3 sigs
[Unreal Essentials] Found GMallocPtr at 0x14101842D
[Unreal Essentials] Found GMalloc at 0x1472E7750
[Unreal Essentials] Found GetSigningKeysPtr at 0x1425E3D29
[Unreal Essentials] Found GetSigningKeys at 0x142626760
[Unreal Essentials] Found GetPakFolders at 0x143EAA5D0
[Unreal Essentials] Found GetPakOrder at 0x155163BB0
[Unreal Essentials] Unable to find PakOpenRead, stuff won't work :(
[Unreal Essentials] Unable to find PakOpenAsyncRead, stuff won't work :(
[Unreal Essentials] Unable to find IsNonPakFilenameAllowed, stuff won't work :(
[Unreal Essentials] Found FileExists at 0x143E97D10
yeah, mod i made that was working before isn't working now 
weirdly sackboy has 2 missing sigs but that works
[Unreal Essentials] Found GMallocPtr at 0x7FF774200807
[Unreal Essentials] Found GMalloc at 0x7FF77826B430
[Unreal Essentials] Found GetSigningKeysPtr at 0x7FF7754B15BE
[Unreal Essentials] Found GetSigningKeys at 0x7FF77427D2E0
[Unreal Essentials] Found GetPakFolders at 0x7FF7754B11B0
[Unreal Essentials] Found GetPakOrder at 0x7FF7754B1370
[Unreal Essentials] Unable to find PakOpenRead, stuff won't work :(
[Unreal Essentials] Found PakOpenAsyncRead at 0x7FF7754B75D0
[Unreal Essentials] Found IsNonPakFilenameAllowed at 0x7FF7754B3B60
[Unreal Essentials] FileExists doesn't exist, stuff won't work :(
It's because you've now got P3R Essentials as a dependency instead of unreal essentials
If you switch it back it'd work

I'm dead
hello swindlesmccoop
swindlesmccoop did filepath stuff change
Unfortunately I cannot verify
swine runs that not me 
Should only take a few minutes
yes
As long as there aren't a huge number of mods
I think there's a limit as to how far back it looks
think all there is are requests
im waiting to upload mods again until p3r is fixed, i dont wanna have to reup
So is it working rn or should I just wait until tomorrow to set this up lol
Give me a second to double check my fix worked
pixel you're using loose loading right
Chunk id conflicts are going to be a problem
Use loose fils if you can
Hmm, then idk
What are the two mods?
Can you just set the chunk id to something different
Do that then
Weโre gonna need to figure out whatโs in each chunk
I don't know if there's another fix. I think chunk id is baked into the file too much for it to be easily changed
Pak emulator would be a solution but that's a lot of effort wheen loose files exist
just use loose files 
And presumably would have thee same problem anyway with file size
yeah that's because loose files don't have any compression
Maybe we could come up with a way to compress the files without putting them in paks
Idk, this probably isn't a problem that's getting solved now
yeah, I've thought about that a bit
Later on
Btw does P3R modding still fuck up steam input
Yes
Nah Iโm just wondering
Cause Iโm on steam deck so if I need to use ASI loader thatโs important
Another problem, I don't think gb has reloaded one click installed enabled for the p3r page
btw ryn's GB is https://gamebanana.com/members/2403954
Itโs been a hot minute but I forget how to use ASI Loader through steam deck, is that was Special K was for?
Could someone with connections get this fixed?
I don't think Sewer is awake
tom isnt either
well rip
good thing I tell people to add p3r to r2 huh 
No
no were waiting on swine to fix it
It's UnrealEssentials
p3ressentials broky rn
Should I change it...
NO
you have to set uessentials as the depedency
hence why p3ressentials is broken rn
No
Of your mod
I know it's wrong, just wait a minut
build is happening
ummm
then idk why it wouldn't work
Could you send the mod?
Yeah, that's right
No
It does absolutely nothing
It's just a blank code mod
I'll probably add some stuff later
Intro skip and whatnot
uessentials will install as a dependency
Okay
my favorite part of publishing, finding out immediately that nothing works
good luck

๐ซ
UE 1.0.2 is now out, if you restart Reloaded it'll probably find it straight away
its not for me 
I've just realised UE could mean either Unreal Engine or Unreal Essentials, fun. It's obvious based on context here though
Alright, time for me to re-test ๐
damn tim sweeney going back to the roots
I think UEssentials is also fine. A bit long though
UEss
That's another thing lol
worky
Yep, can confirm that works now 
time to publish nyehehe

you love to see it
Real
Good 
it got the anniversary update
Meanwhile Iโm tryna figure out what the hell is going on with R2/Protontricks
if someone beats me to a portable music modpack before i get home tomorrow i might cry tears
it was working with the anniversary update before
thats why its not working
Fwiw I did like 2/3 of the work for ya LMAO
wasnt new content added to it recently?
yes but the wip version of unreal essentials was working with hi-fi rush's anni update
the release version doesn't
yeah but im gonna redo it all because i have autism and everything must be done the way i like
yeah I never looked for sigs for the loose pak stuff for hifi
Rirurin can work it out lol, he owns the game
ah
Mood
im gonna up my mods then hopefully by that point r2 will have cached some mods I can use for screenshot in tut

the sigs it can't find are PakOpenRead, PakOpenAsyncRead, IsNonPakFilenameAllowed
Woah
posted it earlier too but sackboy has 2 missing sigs but weirdly mods still work for it so idk lol
how nice
:p
I have
Shows if you hover over the submissions button
why does steam input not work for this but it did for the older version I was using
I don't think unreal essentials has anything to do with it
are you launching it through reloaded
It's just random, steam just doesn't like launching through reloaded sometimes
While I wait for .NET 8.0 install to my P3R wine prefix
we're in about the same boat then :'3
zamn
As in โsometimes input will be thereโ or โsome games donโt have inputโ
Sometimes steam seeems to just steal your controller
do mind that the number that shows up for mods when you hover over the submission tab includes mods you have set to private and not published
Not that that makes too much difference tbf but still, affects the numbers lol
It either doesn't work at all or inputs are doubled
Like it simulates a keyboard input but also recieves the real controller one
It's funky
I'm fairly sure every mod in there would be public for me. I only put things private temporarily before release
I vaguely recall P4G being a nightmare cause of that back when I played it
It's weird, I've never had the same problem with another game through reloaded
if you're using a ps controller, make sure you force ps support on in controller settings









๐
