#P3R Memento Mori Rebalance Mod
1 messages · Page 3 of 1
if it feels way better balenced then I wanna go in vanillia just hardest difficulty
I wasn't sure if it would be engaging or not
but if its balanced better around the thurgies then yeah that's great news
it was there but then why can't i use the band ace item to revive ?
yeah, it ain't a bad idea to wait until i make some progress into overhauling the answer
uhhh... hm...
here, send me your version of it
oh, wait, uhh...
ye and I'm sure Heartless will be engaging enough. Honestly the biggest thing for me is I'm overjoyed to have an actually good gameplay version of The Answer
go back to Xrd777, check UI\Tables\DatItemCommonDataAsset.uasset
since it makes it easy to just play Persona combat when I feel like it without having to go through the social stuff
love the social stuff but having a dedicated dungeon crawler "mode" as it where is great
that could cause a problem with that, the item having the wrong skill id, not the skill being wrong. that would make more sense, actually.
i copied the file there. As you said as of now with the new update the game crashes with the mod on right ?
ah, yeah. you have to delete DatBtlTheurgiaBoostDataAsset.uasset and DatBtlTheurgiaBoostBossDataAsset.uasset in Battle\Tables to manually fix the current version..
do you have datitemcommondata there, though?
where is that supposed to be ?
UnrealEssentials\P3R\Content\Xrd777\UI\Tables\DatItemCommonDataAsset.uasset
yes i do.
hmm, i don't get it... let me finish actually fixing the mod real quick, anyway, then i'll figure that out. not much point in helping you fix that when the mod's broken now anyway.
okay. thanks for the help by the way.
although, does the band-ace happen to heal 20 hp, if you recall?
i think it is supposed to restore 35% of health just a bit less from what the revival bead does.
yeah, it's supposed to be the same as the revival bead, just slightly weaker. what effect is it having for you exactly? that would tell me what's going on.
it heals 15% or 20% of health. Which surprised me considering that the description said it revives and restores 35% health.
uhh, i remember thinking it "felt" a little lower than one-third of the hp bar, but i didn't make any mistake entering 35%. i'll actually check the numbers on it in-game and see if there's something weird going on later.
No rush whatsoever but when is the fix expected to go live?
if you don't know yet that's no problem!
in a couple minutes, probably
Dope
there we go. i don't think it should affect the answer besides some basic shared values, but the main game now won't, you know, crash from entering battles.
i'd wanted to test the big tactics overhaul i'd been working on more a little more, but i included it anyway since it's obviously a big improvement from the unmodded tactics even if there's a couple mistakes. that also will not affect the answer, though.
ye I'm just gonna play The Answer vanillia as I said but I was planning on finishing the playthrough tonight so thanks
Ok it's about 8 to 9 hours into the answer that the domino effect of level scaling, crit rates, and slash boost starts getting really funny
haven't tested this on an actual boss yet though
it's also basically the optimal build you can get for this kind of strat at this point in the game, but i didn't exactly work too hard for it
Just noting placeholder text in Be Blue V for this move
not sure how i forgot that
so skills having Japanese text is not normal ?
it's not. the mod changes skill descriptions.
that's a missing placeholder description
although, in the current version, only the english language ones will be changed
a skill for Orpheus called lyre of rebirth has a placeholder description also it has no cost when using it don't know if that was intentional or not.
yeah, so both the skill data and the skill description data isn't loading for you, then...
how can i fix it ?
wait, i have an idea. do you have any other mods that affect skills, items, anything gameplay-related?
because if orpheus is learning the skill, the mod is loading the modified persona growth tables like normal. just not the skill table.
No i don't.
actually i use usefull dsectriptions. better salary and a couple others
yeah, useful descriptions is definitely a conflict. drag rebalance mod to the very bottom of the list in the mod list.
you can disable useful descriptions since this mod does exactly the same thing, except accurate to this mod
does the mod conflict with social stat tracker ?
let me check
no, it shouldn't
it's unfortunate, but if any mod you have makes even the tiniest tweak to something like a skill costing less sp, that's not going to allow any other mod that changes the same file to have effect
the mod order determines what takes priority, though
i see. mods that change the ost should be okay right ?
definitely
it should be only stuff related to gameplay in some way. items, skills, personas, shops.
so that means i have to disable better salary.
uhh, no, that would be fine. only changing shop inventories would matter. and it wouldn't affect the things you're having issues with anyway.
let me know if the mod order thing works, anyway
i will try it tomorrow and i will tell you if it works the way it should be.
by the way, now that i know all the unnamed placeholder skills i thought would be used in the answer are still unused, i've basically got room to add up to 40 new custom skills to do whatever i want with, but only one of each skill animation. if anyone has ideas or suggestions, feel free to mention. this includes stuff purely intended for bosses to use, like i wanted one with a unique gimmick skill. i'm definitely not going to actually give the player another 40 extra skills. (yes, even i have a line for what i consider bloat.)
once i do that, i want to finally get serious working on overhauling bosses, since i'll have more options for what they can do and what kind of fights i can make. i should start doing first-passes of bosses instead of fully overhauling them once at a time, though. i have a lot of plans for what i can do with nyx that i'll have to try out and test, but that's really no excuse for not giving her 2 turns and basic ai in the meantime.
When it comes to balanced skills I have no clue
Whenever I make them they’re always fun but broken
ah, broken stuff is fine if it's for bosses. i'm adding some more phys skills like ones cut from fes and a few from other persona games to fill in "gaps" in the skill list. aki has to wait a whopping 30 levels before he can replace his one fist skill, would be nice if there was something in-between. after that, i don't have any real plans for more player skills.
i put in last resort (which reload also cut), fire/ice/elec/wind walls maybe for some bosses to use. also luster candy, which i don't even know if i'll put on a boss. it's in the toolbox now, anyway.
what even are the support flags for walls
tetrabreak=8388608, makarabreak=16777216, tetraja=33554432, fire wall=67108864, 134217728=ice wall, elec wall=268435456, wind wall=536870912, psy wall?=1073741824, nuke wall?=2147483648
i do not actually know what the last two are. they may be used for something.
light and dark?
uhh, it was awhile ago, but i assume i assumed and tested that
i don't think those existed in p5, so if that's what they are, they made them and never used them. there's two breaks for whatever it is too.
that's great though I was wanting to fuck with walls
yeah, bosses with no weaknesses aren't always the best, but bosses you can totally shut down at all times by knocking them down aren't either
note that they cannot be broken by breaks, though
yeah
note that if you give bosses breaks, they need a check that you don't both resist their element and have a wall up. otherwise, if someone has anti-whatever master, they will continually try and fail to break it.
yea
i knew this intuitively and did not make a mistake like that
i used skill 483 and 484, tetra/makarakarn, as fire/ice and elec/wind walls since there wasn't really a nice set of 4 buff animations to do them individually. and changing animations, i ain't gonna go learn something that hard.
Is this the part where I bless you with knowledge
MQ 2.0 is getting like 60 new skills 
You can change what animation the placeholders call
oh
so i'm bringing in uniques from smtv
not only that, you dont even need the placeholders
so, uhhh, what files do that
yeah, i figured if you could change animations, well, now you can just add an animation to any blank skill
Have you read the code on the placeholders by any chance
no, just looked at their tables
right
So you know the unused skills softlock the game because there is no blueprint attached
but there are a few that don't, because they do have animations
yeah, yeah
Okay, so
let's take 445
that's a copy of Garu
look at the code. it's just calling 0030
which is garu
you can hex edit this or recompile the blueprint
it really is that easy
why must i assume things are more complicated than they are
just copypaste one of those unused answer blueprints
hex edit the values so the game doesn't cry
wait, wait, wait, now i get to flex my knowledge.
445 is the one singular placeholder they DID use
it's almighty onslaught now
when
Ah in Astrea
that wouldn't matter
I'm pleasantly surprised to see Episode Aigis has all the Journey data intact
yeah, me too
very convenient
I want to do the reverse though
I want to call sees battles in base game
i need it for a thing
yeah, i can think of a lot of interesting possibilities this opens up
now there's an idea
something i'd like is if there was a boss fight against aigis when she's reprogrammed and attacks everyone. but she's the one party member you can't fight. so that's probably not happening.
yeah aigis can't be plopped into the game that easy as an enemy
i could do metis, shadow mc, anyone but the one party member that does, in fact, attack you in the game
joker persona 5
okay, let's see, how about a boss fight against shadow protag, joker, elizabeth, takaya, and jin or chidori
or maybe reaper
sounds good
i wanted to do Elizabeth and she'd summon Strega members
but one small problem
every persona game HATES putting persona users outside their respective battle
so you can't do this
oh, if they try to summon their persona?
it crashes because of the persona yes
it's very hardcoded to their specific battle ID
if i'm remembering right, chidori can't do anything without her battle event script, so that must be why i didn't encounter that issue
you can call chidori to replace elizabeth
she'll even have a death animation
but her persona will be orpheus
yeah, i was surprised they kept her death animation. most of the full moon bosses didn't keep their attack animations.
very convenient she has a downed animation too
anyway, the next thing after changing skill animations would be making single-target animations not all play at the same time and multiply their volume if turned into aoe's
that, i don't think is happening, but apparently the last thing i didn't think was happening was just a single hex edit
oh, yeah, definitely not happening. obviously it wouldn't be that easy. no way in hell i could figure this one out on my own.
since when could we recompile blueprints, by the way? i'm sure it's a pain in the ass, but i should look into it either way.
Well i'm pretty sure you always could with kismetkompiler, but in this particular case, you can convert the uasset with zentools, edit in uassetgui, then convert back to iostore
this does not always work, it very often leads to file corruption
skills are just good rng like that
yeah, i had no luck with that in the past. i'll give it a try on the skills, though.
the placeholder skill blueprints are quite literally just filepath links
change the filepath, and the skill will use the anim/sound of another
just the placeholders, however
skills that are used have actual properties in them
just renaming a file will absolutely crash the game, but you can reuse this code to replace any skill, even the used ones
simply change the path to the new skill ID you want too
this gives you upwards of like 100 skill slots
maybe more
i didnt count
yeah, those would be nice to edit like interval time up there, but one thing at a time
im not sure that's a problem
marakukaja for example just calls rakukaja's effect
ah
i see what you mean
it would just spam all targets at once
believe it or not some people might actually prefer that 
yeah, the placeholders don't have it in them
it's also very loud if there's 5 enemies
i don't like that
i've done an attack where it does rakukaja (very loud) on 5 enemies
it wasn't earrape

hm, i've only tried it with single-target phys attacks that were obviously not meant to be aoe's
hence why i tried making them
looked cool, though
could you toss me a skill blueprint you edited for me to reference? isn't quite working on my first attempts.
it wouldn't help at all but i can do something better
i think it would to compare it to the unedited one
This is all you need
but, we'll see what you got, apparently
essentially, open the skill, edit 0030 to whatever (in my case it was 0181)
then reconvert to io
if you want the skill to be any other ID, change 445 to your desired ID as well
change the filename too ofc
obviously you only need this if you are creating a skill blueprint
the placeholder ones you can just edit the existing one
thought it would work with just a hex editor... i guess it's fine either way, though.
oh yeah no i tried that and it didn't work
doesnt quite work like that
you can hex edit i couldn't tell you how though
why not go for uassetgui method
oh, i thought you had suggested hex editing first. never mind about that, then.
sorry, and what are you using for this?
Had to double-check the tool was public, this is a fork of unrealpak for 4.27 by Ryn, provided by Saitsu
- Edit Command.bat to put the files in the correct path and to redirect to your P3R Custom Project .uproject as well as the crypto.json
- Recreate the entire path of the file inside of that folder (for example pakchunk\P3R\Content\Xrd777\Blueprints\Battle\Skills\BP_BtlSk0445.uasset)
- Edit PakListStore_P3R.txt and put the path to the file in your drive, and the path that the file should go into in the game
- Run Command.bat
For some notes: Sometimes the command will crash endlessly with no way to fix it (UE4 is awesome!!) the fix is to just restart windows, if it keeps happening then you're doing something wrong
This will output a Test_P.ucas and Test_P.utoc, which paired with the provided Test_P.pak will load as a traditional UE4 mod. You can extract the individual loose files with FModel.
well, most i could do with getting a custom skill blueprint i could also edit the interval time and scale of was making one that doesn't softlock but doesn't have any animation. i'll consider that a success for now since it's not like i urgently need interval'd audio-friendly luster candy asap.
break effect looks good enough as a wall, anyway. (but part of me wants to know what if i made it BIGGER too...)
Couldn't you just copy Marakukaja and change the filepath from 181 to heat riser's
it would keep all the timing properties of an aoe skill
i wasn't having success copying other blueprints over other skills, whether i change all, none, or only some of the id's in it
maybe if i look at it again...
I'll try later tonight if i can remember
oh yeah, i'll have to swap the animations for arrow rain and myriad arrows back too, since reload swapped them because. i dunno, maybe an accident.
man, i didn't realize how much p3r muddied the tiers and progression of phys skills until i finally sat down to take a look at getting things back to their fes state. deathbound was learned level 52-63 in fes, 42-76 in reload. myriad arrows, 65-77 in fes, 43-79 in reload. feels like they passed out skills kind of randomly. i wonder why.
Probably because it would be less work for them.
is it normal for hama and mudo skills to hit their targets but not instakill them ?
yeah, they deal slight damage even if they "miss"
they still don't knock down, though, since then you could just mudo them again
well, i say it's because that, but it's because i have no idea what causes skills to be able to inflict knockdown or not and how to change it
Sorry I've been sick so I completely forgot to report this
I get a consistent game crash with the mod when I try and trade for items in Mayoido Antiques
idk if its just a me thing or not
yeah, i already found that and it'll be fixed next update
it only happens past a certain date, november, i think, hence why i didn't see it in testing earlier
also found a softlock that would occur if mitsuru's ai had theurgy ready and both unlocked but there were enemies with ice affinity unknown. i knew i'd screw up SOMETHING like that with my tactics changes.
okay, this pretty much fills in each tier of phys affinities having about 2 skills. should help with progression, but i have to change the whole phys skill distribution on personas first.
moved around the damage and tiers of some existing skills so they fit in right. like torrent shot is moved up a tier since it doesn't have to take double fangs and twin shot's place.
whats the effect on randy haze 
HMMMM, sounds like you're trying to COPY MY IDEAS, huh.... i dunno....
just kidding, i've got half my work done because of you. it's seductive breath.
for what it's worth, i had charm bonus implemented way before you even knew how to do custom skills

wtf.... persona modding admin COPYING ideas from other modders??
oh THAT'S what it looks like? ok
which you also stole from me 
have fun, these are mine
truly evil crime
even ATLUS copied my idea to buff aigis' theurgy gain from being shifted to in the only balance tweak to the main game in the answer update
Atlus saw Modded difficulties and were like “Yep, it’s jonker time”
oh, i was using dekunda for tetraja. you don't get a chance to see it up-close since it's an aoe.
and there's already a single-target dekunda that goes completely unused
this is so boring
oh, wait, i shouldn't tell you to do the same thing as me. that defeats the point of having two mods if they're the same.
and to think i need to put these on personas next
we already share quite a few similarities so i don't feel the need to put up barriers

yeah, i was being somewhat facetious. my sarcasm is kind of dry. it's kind of inevitable there's being to be similar changes because, well, they work. like making aki's bladefists slash and pierce. just makes sense.
"ohhhh no you stole my idea of giving nyx two turns!!!"
shamelessly stealing Hashino's ideas from 2008
and hashino shameless plagiarizing that evangelion game. what a hackshino.
By the way, does the Memento Mori mod work on Episode Aigis? Like the simple XP reduced, incoming attack/damage dealt changes, stuff like that
my major disagreement with your mod was theurgy pierce removal, but episode aigis encounter design would benefit so much from it that i'm just willing to implement it myself too
not as a blanket
i think Hound of Hades needs to pierce to be viable
but some of them yeah
yes, i didn't remove pierce from ALL of them
i'm down to remove pierce from them since the protag is also getting regular piercing skills (which are obviously way weaker due to how stats scale)
since koro's theurgy is a super buff to him that can be used offensively, i let his theurgy not pierce. ken, though, since his second isn't, his pierces.
i do think that's the best way to handle theurgy, add more utility, less raw damage, but give some ways to do 1000+ damage if you really set things up right
what did you give hound of hades to stand out
I gave Cyclone Arrow Charm Boost
I gave Divine Retribution Down Bonus
I gave Blade of Execution Crit Chance
I'm not sure yet how to distinguish Akihiko's, the rest can just have utility added in
this is with nerfed theurgies. to be fair, though, it's on a low level enemy. although with level-damage scaling off.
non-charged
but you'll usually get 250 with no buffs or prep, 500+ with knockdown, tarukaja, rakunda
tbf vanilla game theurgies do also range from complete garbage to oneshot depending on many stacks are multiplied
some things charge slower, but there's secondary conditions that give you more opportunities to affect charge rate. aigis likes to be shifted to, protag at low hp gets more, mitsuru using support gives her more.
yeah i had my own table but i didn't port them over yet
mc's charge condition was completely removed and changed to receiving shifts
passive gains were removed but active skill usage buffed
aki would get massive boost from getting a crit with gloves
i don't think there's a template for the new one, so i just hex edited it
the template can probably be fixed
i fixed the skills/encount one at least
well
half fixed idk how long the struct is
yeah, that too. why wasn't the charge from crits from weapons higher than from skills? they look way more hype.
realistically no one's gonna use em
ehh, i gave mitsuru an accessory that raises her weapon crit rate. that way, her best option after inflicting ailments would be to weapon crit.
felt kinda weird she can't take advantage of her own ailment amp thing
anyway
Jack Bros.: 50 power, 50% Down, (from 80, 80%), +Matarunda, +More damage to downed enemies
King and I: 130 power, Single-target, 65% Freeze, +Sukunda, +Effective against downed enemies (from 180, multi-target 50%)
Best Friends: Samarecarm + Heat Riser + Rebellion + Fire/Ice/Elec/Wind Wall to 1 fallen ally
Scarlet Havoc: 85 power, 4% crit rate, +Marakunda, +Effective against downed enemies (from 250, 20%)
Trickster: Single-target, 99% Ailments, +Fire/Ice/Elec/Wind Break, +Tetrabreak, +Makarabreak (from multi-target, 100%)
Cyclone Arrow: 160 power, applies Tarunda, +92% Charm/Poison, +Effective against downed enemies (from 220)
Tranquility: 100% HP restore + Dekunda + Heat Riser to all allies [It technically bugs out if you try to use Dekunda like this, so this is actually 2 hits of Heat Riser and 50% HP to create the same effect.]
Hack 'n' Blast: 180 power, 5% crit rate, +97% Confuse/Distress, +Effective against downed enemies (from 250, 20%)
Blaze of Life: 280 power, +Fire Break, ignores resist (from 450)
Lightning Spike: 60 power, applies Masukunda, Shock 50%, +Effective against downed enemies (from 100)
Electric Onslaught: 150 power, 95% Shock, +Elec Break, ignores resist (from 200, 80%)```
Blade of Execution: 250 power (from 350)
Orgia Mode: 30 power (from 100), 20% crit rate, applies Marakunda, Ignores resistances, +40% Shock
Maximum Firepower: 200 power, 0% crit rate, +95% Distress, Ignores resistances (from 250, 15%)
Divine Retribution: 170 power, +Ignores resistances, +90% Insta-kill/Distress (from 230)
Divine Intervention: +Tetraja, +Heat Riser, only affects fallen allies
Hound of Hades: 170 power, applies Rakunda, 96% Fear/Distress, +Effective against downed enemies (from 220)
Power Howling: Dekunda + Heat Riser + Rebellion + Power Charge + Mind Charge + Fire/Ice/Elec/Wind Wall to self
Bleeding Fury: 65 power, +Ignores resistances, 100% crit rate, 100% Down (from 280, 30%)```
they're not exactly perfect, but theurgy balance is hard
thats a big nerf wtf lol
well, yeah
and people said MQ was more aggressive than MM
i don't find it to be that bad in practice
that's why i don't try to make any judgements about your mod or anything. 'cause, you know, i haven't actually played it, just seem some on-paper.
mixing dekaja and debuffs / dekunda + buffs breaks?
shit i had dekaja + rakunda on tandava

did that work when you tested it?
also extending buffs with custom skills gives out "No effect!" as a system message but it actually does work
I havent tried yet
adding dekaja and dekunda as multi-support effects seems to glitch out for me
i think if they don't actually have a buff to negate
dekaja and dekunda would naturally break
like so
Tranquility: 100% HP restore + Dekunda + Heat Riser to all allies [It technically bugs out if you try to use Dekunda like this, so this is actually 2 hits of Heat Riser and 50% HP to create the same effect.]
how are you adding walls to self on an offensive skill wtf
if it has nothing to dekunda, it doesn't like that. it softlocks, if i recall. was awhile ago i tested it though, so, whatev, test it later
is it a special function
on what?
yeah, power howling is orgia mode for koro
might be a tad excessive, but, eh, koro's job is survivability
and do keep in mind i have no fucking idea how the theurgy damage calculation works. i think half of it comes from your level.
the damage changes look more severe than they are
plus the extra damage to downed is x1.60
but, yeah, they are a lot weaker. i don't want any to exceed 1000 damage by much.
yeah i'm just gonna embrace them hitting the several 1000s with full boost/prep
kinda battling against the current with that one tbf
i'd rather make encounters more difficult to set those conditions up or something
yeah, i am having a little trouble letting you actually get full theurgy before boss fights end if people keep going down. gonna try resetting tham to 10% instead of 0.
i still think strike with high shock would be cool if you remove the piercing
more reason to give them different elements if they no longer ignore resistance too
elec with debuff tbh
you're removing his tarunda so could put the tarunda on the theurgia
doesnt that conflict with blade of execution
blade of execution is single target and also much later
well its aoe ig
wait a second... if i can make a custom blueprint for any skill animation without altering its original copy's stats...
it wouldn't exactly work
somebody stop me before i do something mad
no, i've used it before. it looks a little off, but it works.
hypnos and moros?
hypnos + thanatos fr
maybe thanatos
uhhhh, i dunno
oh, yeah, that will. it's tried paradise that i've tried and works for some odd reason.
it is very janky, yes, so i probably won't do it
but he doesn't t-pose, at least
why, i don't know. he should. the game should softlock, honestly.
yeah, i'm sure there's demand for adding the cut fusion spells the answer added into the journey, but that ain't happening, i think
recreate all the blueprints and make custom anims, ofc

can technically make new theurgies that way
its never happening
but you can
oh dear
Didn’t you post a funny video of a different character doing Orgia mode a long time ago?
And it was all screwed up?
anyway, most enemy-only skills look fine when used by the player. ones that don't: heartbreaker, invitation to chaos, doomsday doctrine, obvious ones like arcana shift.
jin's grenades all work
and, naturally
the fact aigis is half animated here makes me think they cut it later on
maybe. could be generic theurgy intro? the fact that protag doesn't t-pose from paradise means something.
oh yeah, something else i tried was adding moonless gown to nyx. have her change affinities the same way the empress and emperor do. didn't work, though. might need to edit the btl event, or maybe it was the paradigm shift skill itself not working on nyx.
i restored almighty attack but moonless gown seems a bit tough to do
paradigm shift should work because the skill itself doesnt do shit
yeah, but it does have an enemy id and an enemy affinity id
I plan on playing Memento Mori mod today, do you still recommend AI Tactic fixes with the mod? Saw in the patch notes that the Tactics AI had a revamp
Yeah but you should be able to just do skill_ex enemy id then new affinity id
maybe it's diff on nyx because they do arcana shift
you could change affinity just fine in p5r
rip
??? has like 10 persona change skills
but joker doesnt i dont think
maybe can use joker code
should be some way to do it
ah, i added an overview of mori's tactics changes, i remember
Tactics AI is overhauled to be much more functional and fleshed-out. Notably, party members will perform Shifts and use buffs more intelligently. Theurgy use conditions now reflect this mod's changes, primarily avoiding targeting immune enemies. Characters will generally try to maximize its damage as much as possible rather than immediately using Theurgies on the highest-HP enemy. They will use a Break skill if needed and available, immediately prioritize downed enemies, otherwise try to buff or debuff beforehand, and knock down enemies before using Theurgy on them if possible. Against bosses, if they have no other options, they might still use their Theurgy against something that only Resists it. They also will not attempt to get One More's off full moon boss weaknesses (or bosses like Strega that they can't reliably count on hitting), and they're able to use some skills they didn't have AI for before. There's more nuances than I can fully described here, but you can read BF_BtlPlayerAI if you really want.
1. When healing, Yukari and Ken will always pick Media skills over the same tier of Dia when multiple characters are under 50% HP, with an exception being if the protagonist is under 25% and needs the extra boost. They will also use Media if all characters are under 75% instead of waiting for one to go under 50%. Characters with only Dia skills will always heal the protagonist if he's below 50% HP, even if someone else is lower. If his health is extremely low, healing takes highest priority over all other actions for all characters. This is all to try address complaints about healing with Tactics in FES.
2. Characters on Act Freely give higher priority to support skills against bosses (especially full moons), then less as enemy HP gets further below 50% HP. They won't use Support skills twice in a row unless on Heal/Support, unless it's a "urgent" bad buff situation, which will also happen on any Tactic. Highest-to-lowest Support priority is: Mitsuru/Yukari, Ken/Aigis, Aki, Koro, Junpei/Shinji.
3. Shift conditions and priorities are to Shift for someone to hit a weakness, use Media, Recarm, Dekaja, Dekunda, then, based on RNG and factors like HP and SP, they may randomly Shift to another party member. Different characters like to Shift more or less and have different characters they're likely to Shift to, but the general trend is to go from low-damage party members to high-damage ones. There's no AI function to check other unit's learned skills, so they will assume Yukari/Ken have Media/Recarm and Ken/Aigis have Dekaja/Dekunda even if overwritten.
4. Ken and Koro watch everything's last-used skills to try to cover weaknesses with Tetrakarn/Makarakarn/Tetraja. Ken will watch for someone that last used a phys attacks to give Rebellion, Koro will only pop Revolution when both on Heal/Support and either Junpei or Shinji are in the party or protag's last-used skill was phys.```
man, i really do need to learn to be concise
im not sure i can realistically support tactics in mq 2.0
how so?
there will be too much reliance on specific orders of action that if I code tactics to do them for you, it's effectively fully on auto pilot
i'm making certain bosses spawn minions and shit to make magic more relevant
Ah, so tactics is compatible with mori? Which one should be on the higher priority slot or does it not matter?
mori includes its own tactics fix

there was still some stuff that was tricky to figure out on my own, though
So I don’t need to enable the AI tactics fix mod, correct? Sorry if I am misunderstanding it. Just wondering if it’s built in like MQ
yes, you don't need ai tactics fix. memento mori has built-in tactics changes.
since there's very conveniently NO chk or tar enneutral, to do that, i had to basically do process of elimination checking every other possibility
int var54;
int var55;
int var56;
int var57;
var53 = ( AI_GET_P_NUM() + 1 );
var54 = ( AI_GET_P_NUM() + 2 );
var55 = ( AI_GET_P_NUM() + 3 );
var56 = ( AI_GET_P_NUM() + 4 );
var57 = ( AI_GET_P_NUM() + 5 );```
if ( ( AI_GET_UNIHANSYA( var53 ) != 1 ) && ( AI_GET_UNIMUKOU( var53 ) != 1 ) && ( AI_GET_UNIKYUSYU( var53 ) != 1 ) && ( AI_GET_UNIRESIST( var53 ) != 1 ) && ( AI_CHK_UNIHOJO( var53, 32768 ) != 1 ) )
{
AI_ACT_THEURGIA( 280 );
AI_TAR_UID( var53 );
sVar0 = 10;
return;
}
if ( AI_CHK_ENCNT( 1 ) != 1 )
{
if ( ( AI_GET_UNIHANSYA( var54 ) != 1 ) && ( AI_GET_UNIMUKOU( var54 ) != 1 ) && ( AI_GET_UNIKYUSYU( var54 ) != 1 ) && ( AI_GET_UNIRESIST( var54 ) != 1 ) && ( AI_CHK_UNIHOJO( var54, 32768 ) != 1 ) )
{
AI_ACT_THEURGIA( 280 );
AI_TAR_UID( var54 );
sVar0 = 10;
return;
}
}
if ( AI_CHK_ENCNT( 2 ) != 1 )
{
if ( ( AI_GET_UNIHANSYA( var55 ) != 1 ) && ( AI_GET_UNIMUKOU( var55 ) != 1 ) && ( AI_GET_UNIKYUSYU( var55 ) != 1 ) && ( AI_GET_UNIRESIST( var55 ) != 1 ) && ( AI_CHK_UNIHOJO( var55, 32768 ) != 1 ) )
{
AI_ACT_THEURGIA( 280 );
AI_TAR_UID( var55 );
sVar0 = 10;
return;
}
}```
wasn't sure how else to do it
maybe. maybe. but my philosophy is that if it works, it works.
same but sometimes its too much
oh yeah, if anyone is playing moribalance, try playing with tactics for me and see if there's any bugs or oddities. then, i can fix those in the update soon(tm).
the one i know about is mitsuru's softlock with her second theurgy. i had her try to check for ice-immune enemies with mabufu before using theurgy and accidentally had her using mabufu as a theurgy, which, uh, doesn't work.
next update will be phys skill additions and skill progression overhaul, as well as a first-pass for nyx avatar to make her at least on par with fes again. then, i can experiment with making nyx more complicated later.
yessss make nyx harder
yeah, my reasoning for putting it off was that i'd have to do more work going back and changing it again as i ended up changing the endgame progression curve and stuff, but there's no excuse to still leave the fight in the sorry state it's in in the meantime. was kind of silly of me.
so i can get nyx to arcana shift to a moonless gown state, but i don't want to actually arcana shift, just change affinities...
paradigm shift has the animation work, but her affinities don't change...
well, i'll figure it out later. moonless gown can be tetra+makarakarn in the meantime
i'll mention another upcoming change that regular attack crit rate is up from 3% to 8%. (was 5% in fes.) trying to make them useful again even if i can't increase their damage.
no... my source of a random gamefaqs post from 15 years ago was wrong?
i really need to find a 100%, full database for fes values
there's probably a japanese one...
here, i've got a good one https://megamitensei.fandom.com/wiki/List_of_Persona_3_Skills

pretty sure yuki had one, trying to find that rn
this one is good, but i'd like enemy values https://docs.google.com/spreadsheets/d/1cpkJYdxfDqPRYBVN1twpfTyJdyjBR7zSJCThsWUWJr8/edit?gid=0#gid=0
oof, I do believe that is the one I have lol
yuki did make one for p3p though if that helps. ik the balance isn't the same butttt https://docs.google.com/spreadsheets/u/0/d/14wetkLNjJgc-cP36yYXmexUMEBd8kcvejE-VGQMM_7Q/htmlview
wait, i can just look it up in the server
https://docs.google.com/spreadsheets/d/1F2RrgcxTwZ-wvp7HKu1N6ScftEk_GiXbwp_sc7ZK1t4/edit?gid=1699068884#gid=1699068884 here, does this have what you need?
that's better than what i had
it's enemies and encounters that i really would like. i'll poke around japanese websites for it.
the one i linked didn't have stuff like sacrifice. so it's only 100, apparently.
like, boss ailment resistances, that's nowhere
but, it's not super important, anyway. most of the reload bosses don't have fes parallels anyway. probably can find some in gamefaqs guides, maybe.
Hard pill to swallow, but FES 1:1 would make some aspects of reload even easier
oh, totally, yeah. fes was NOT a masterpiece of game balance. i'm going for an in-between.
some reload content is much harder in its design, but the mechanics surrounding it are what keeps it from acting on that design
base nyx is in many ways designed as a much harder encounter than the fes version, but every piece that surrounds it does not support the design
yeah, i want to give bosses back their fes skills, but not just that
that said, there are still tartarus bosses that are severely nerfed from fes. sleeping table is an absolute joke.
yeah, magic mirrors fuck him up
i ain't going for a total fes clone, just using it for inspiration. if people wanted pure fes authenticity, they should, you know, play fes. it's a good game.
and, yeah, i'm not hiding that my mod is 100% nostalgia bait. that's what the "memento" means.
ok, looks like from my testing that sharp student does half apt pupil's boost. a 10% crit with apt pupil against sharp student is still 10%, not 15%. good to know.
tbf sleeping table wasn't actually that hard 
for me it was intrepid knight. fucking hated that guy
yeah, all depends on your strategy. i did talk to a guy that put the game down for awhile after getting stuck at sleeping table, so, you know. different experiences for everyone.
just like i've seen streamers get stuck on nyx avatar for days because they didn't prepare, or you can one-shot her with armageddeon
sorry, him/her/it/them
sharp applies 0.5x to the base critical rate of the skill
it ignores boosts
yeah, i was wondering if it was 10% x 0.5 x 2 = 10% or 10% x 2 x 0.5 = 15%
i assumed probably the former, but it's good to know
wait, uhh
wow, i can't believe how bad i am at math
like, i've always known i am, but damn
rather, 10% x 0.5 + 10 = 15
which doesn't make much sense they would do it like that, so figured probably not
i guess since every other crit rate boost is an addition, it made me think apt pupil might be too
apt and sharp are applied to base
math 🔥
ye, just double-checking
still a little iffy on how different ailment affinities interact, but i can test it in-game later. i know the game uses rage=neutral(-50%), but i'd like ailment weaknesses to be visible with rage=weak. not sure what actual reduction that would be, if any.
yeah, i did exactly the same (great minds think alike), but the in-game testing i tried didn't give me the numbers i expected. i'll have to look at it with ue4ss later.
I beat Nyx the other day at level 99 and of course with proper planning and level 99 Nyx isn't gonna be hard but one thought I had. Which idk if this is planned or not or how feasable this is
is to give Nyx two turns by default
Nyx is a weird fight in general since yeah I second FES being a badly balenced game
a lot of what people remember being hard about it was artificial difficulty from not being able to control your party members/not using tactics
but I do think Nyx having multiple turns is something good to take from it
not really sure what's artificial about that, its like integral to the gameplay
the main things from fes that are like actually bad balance/design are things you'd probably logically know not to replicate like 100% shock thunder reign and shit
I personally don't think the tactics system is integral. It's totally fine if you prefer it but the game (on hard difficulty) if you know how to use the tactics system it just feels like a slightly janky version of direct control
my statement was more 99% of players didn't utilize it very much is all
I don't really think P3's combat mechanics would function properly with direct commands
The limitations of tactics are what things like the knockdown system and 1-more are designed around
yeah, p3's gameplay is better designed around tactics
anyway, giving nyx 2 turns is in the next update, hopefully soon
does she really not have two turns in vanilla lol
no, neither should she
almost all of reload nyx's moves are severe
fes nyx spammed tier 1 magics
nyx has 3 turns from hanged onwards in reload
i think i can balance it, anyway
that's not a level 99 team with the best armor on the highest difficulty, though
obviously not going to let the ai do ice storm twice in a row or anything. nyx has to conserve her infinite sp, after all.
only reason I don't necessarily agree with 2 turns is because it directly contradicts the gimmick of her having a move that increases action count
unless you make it turn into 4 turns from hanged onwards or something
which is ridiculous
that was something i thought about and am still thinking about how to address
pointlessly reverting things to be like fes even if it adds nothing is a point of my mod, though
sweep is 30% crit, if i recall
absolute madman
but no its not 30 lol
it's 5 and 10
for sweep and sunder respectively
i made them almighty and adjusted crit a bit so it's not always locking you out
it's 30% by default, right? that's what the database says. and what i recall.
i am curious as to what they were thinking with that
i wonder if i should change the "hard" difficulty name to "normal" instead... it's kind of awkward telling people to play on the easiest difficulty, "hard", if they just want the balance changes.
this is why you balance it for just one mode, people will always jump to merciless
oh, i'm not changing "heartless", though. the only more-fitting name for it would be "purgatorio", and the answer already uses that name in it.
yeah, i tried to include as many warnings as possible... but i simply find it fun to have different difficulties.
worst case scenario don't give them thematic names and just be outright about what they change
boring but they'll get the message at least
probably one of the problems is i used the "hardest difficulty is the name of the game(mod)" trope, so i really hope people don't think that's the intended difficulty. the name's supposed to be the "you WILL die" difficulty.
i think i did that okay. "hard" is identical to "hard", "risky" is similar to merciless but not identical, and "risky" is what p5 called merciless in japanese.
"lunatic" has the same damage value as p3p's maniac mode (x2.00 damage), so that conveys the idea
well, i guess i will if i decide to make "hard" easier. it's supposed to be about the same as p3 fes on normal or hard, so if i playtest it and decide it's harder than that, then i'll change the name.
i didn't expect that to actually work. i don't think i'll actually use it in the fight, but it's an interesting idea.
it would be interesting to turn this scripted fight into an actual fight.
i'm gonna do what i can to, but it's hardcoded to not let you die. i've done most of the work turning it into a real fight where it doesn't die in 3 turns, attacks both you and takaya, and takaya uses different skills. i've just had to pull the old reload trick of making him not target you if you're at low hp so it doesn't break the illusion it's scripted.
only thing i don't quite get is how to properly trigger takaya's dialogue when and where i want it, so i put it on the backburner for now since it's low-priority
i even scripted takaya to diarama you if you're under 20% hp and don't heal on your turn, but he does a custom wait message to "look at you with a mocking expression"
i guess i can pass it off as him healing you as an insult that you need him
more importantly: turning persona 3 into a metal gear solid stealth game
i went and double-checked the dashing tutorial since i remembered it saying it made enemies detect you easier. it doesn't actually affect any of them except treasure shadows, it seems.
ahhh, yes, you can make the reaper shoot his guns at you from a distance to initiate battle. good shit.
please make this possible in the fight 
its also hardcoded to not let you kill it
i tried forcing it to make you gameover if you don't do x damage or reach 1 HP, but the gameover screen loads the mainmenu and glitches the whole game
so i just gave up
sorry, it ain't happenin
i'm pretty sure i killed it once after takaya did his skill 355. you just can't kill it before then, unless i'm remembering wrong.
it's impossible to die, but isn't that normal for p3r bosses to never kill the protag?
i said this, but none of these variables actually delay when his attack's hitbox comes out, and it comes out almost immediately. the only time i can see his attack animation is him shooting his guns is when it misses. and this is one of those things that i think i could find which file and what to hex edit with my trusty brute-force method, but it would take days, so it's not happening.
shadows that have eyes in the front but not the back is happening, though
uhhh, any requests while i'm changing dungeon movement and (probably) making the player very slightly faster...? there's so much here i don't know where to begin. i could make the party members player tracking more like fes, i guess?
this might be overtuned
lol i feel like the base movement speed is honestly too fast, you made it faster?
no, i made the ambush state speed faster
it is not actually faster than the normal dash speed normally
i'm making shadows able to hear you and turn around if you're dashing (the tutorial says they do this, but only treasure ones do) and the time to get into the ambush state longer, so i think there should be more incentive to do it now that's it's both harder and dangerous
real glad i figured out how to change the time for ambush state, by the way. it's way too strong, but i'm really trying to avoid making a "rebalance" mod that simply removes features from the game instead of balancing them.
except ali dance. it's gone. no regrets.
ali dance is not bad enemies just do not counteract it properly
50% is also excessive
we have a 15% magic evade skill, 15% phys evade skill, 40% single element evade skills, 30% phys evade armor, 30% magic evade armor. that's good. i think that works. i don't see much room for a 50% evade everything (INCLUDING ALMIGHTY) skill to fit nicely into here. no ali dance.
i don't know how much of all that stacks precisely, but i'd like to put it all on at once and lower the minimum accuracy to 1 to see what happens
more importantly, all work on moribalance is halted in favor for the sonic the hedgehog mod
my modding team's artist has already begun work
scratch that, it will take more work to polish than i initially thought if i'm going to take it seriously instead of purely as a joke mod. it seems totally workable, though.
gonna try to get v1.7.6 out today. i've really waited too long when it has like three major bug fixes waiting. i need to do hotfixes more.
can i add a fourth number to reloaded mod versions...? 2.0 is when all major project goals are done and fully playtested and polished, v1.9 is when all enemies are done, and v1.8 is when there's about nothing left but enemies...
why don't you just do like... 1.7.10 etc etc?
1.10.12 etc lol kinda like what Minecraft does
well, small hotfixes should have smaller numbers than big updates......
i guess i care too much about small details
i would look up semantic versioning
maybe following that standard will make you happier lol. but in all seriousness a lot of modders follow that standard as is
look it up for more details, but generally, it follows the format a.b.c where
- a is for major framework updates
- b is for smaller content updates (maybe you didn't have chidori boss in the last update but you added it in this one, so increment this number)
- c is for small tweaks and bugfixes
adding chidori is exactly why i added a b
but wait, no, i can't do that for EVERY boss, oh no
release updates less frequently 
that could be good if i wasn't a dumbass that has bugs i need to fix
that's what using c is for 
this is modding anyways, so you can always bend the versioning "rules" as desired
😔
i mean they were all major goals, though. the first one was letting you raise the difficulty to merciless, since that was a big deal if people were stuck on the highest difficult designed to genuinely kick your ass
wait, wait, i got it. just double-check everything is working before i update. sure, i checked the antique shop is good after i changed it, but did i try it in JANUARY, huh? no?
I usually bend the rules a bit and allow small additions to be in those minor version updates. I'm not sure if you're technically allowed to do that if you're abiding by the rules of semantic versioning but also reality can be whatever I want
it's a good way to let people know i haven't really added anything and they don't need to check the update log, just had to fix something small
i can do more than just have a .txt file in the mod folder?
not really related to what you said but you can do that lol
when you publish the mod there's like a drop-down for a changelog readme
you can specify a changelog.md file (I don't think it has to be named that but I could be wrong)
as the .md extension suggests, it is formatted in markdown
oh, i remember now, using the .md format annoyed me, so i didn't do it
haha it's not too bad tbh
idk how you're doing it with txt files rn but markdown is pretty conventional anyways so it shouldn't be hard to get adjusted
yeah, i used to have the full readme, changelog, and ENTIRE changelist documentation in one .txt when it was smaller, but now that that's separate, it's probably fine. the change list stuff is largely for myself to keep track of shit.
updated. i don't know if anyone will actually notice it when they're playing, but i think my attempt to get party members to move together more as a unit like in the original turned out well.
and there's the new shadow detection stuff. longer range, smaller field of view, will hear you if you're sprinting nearby.
Is there a way to remove or edit the new field changes like the other parts of the mod? I couldn't find the corresponding files being mentioned in the readme doc.
oh, sorry, i forgot to list them. they're DA_FldEnemyDataAsset.uasset and DA_FldCharDataAsset.uasset. look in unreal essentials, field folder.
Awesome, thanks!
Also, I understand that you made adjustments to the Physical skill tier placements this update? I think some of the skills or their descriptions may be broken. Swift Strike, for instance, has become single target despite saying it hits all enemies. Haven't encountered any other skills with that issue yet but will keep an eye out...
yeah, phys skills are kinda overhauled. i'll check everything again and make sure all the descriptions and effects and stuff match up.
oh, yeah, swift strike somehow got turned to single-target somewhere. i was mainly double-checking the new phys skills, not the old ones. i'll check for more stuff and do a hotfix soon.
by the way, something interesting is that a load of the cut, replaced bosses from fes are unfinished and unused in the game. which is extremely convenient for a mod like this. some of them have other duplicate entries that are used in monad and stuff, but some of them like jotun of grief, are just gone from the game.
oh, also, i am still testing and tweaking field movement slightly, so feel free to complain or nitpick. i'm a bit unsure how to handle sprinting since it wasn't actually in the original game. the tutorial says it makes shadows detect you despite it not, so i made it do that, but maybe the radius is too big... i'll test a few things.
hotfix update
next update will have tartarus aesthetic changes for the fes restoration aspect of the mod, so if you think they don't look quite right, feel free to mention it now
i don't even know if this works as a comparison shot because you can't see shit unmodded
this feels like feature bloat for a rebalance mod
Either separating the feature or just accepting the mod is something else (renaming it) would probably do better for searchability in GameBanana
i also strongly disagree that it makes things more fes-accurate, the ps2 game wasn't dark af
for Tziah you'll need to edit materials (there's some Kiwami green in there still) but that's relatively simple to hex edit, I did it for Nyx's arena
I am in agreement
make it a separate mod imo. you could also rename the mod but I think the name is pretty good as is
visual changes just fall outside the scope of a rebalance mod, some people may want the visuals but not the balance changes and vice versa
hmm, maybe... i'm assuming The Fog was a gameplay decision to limit your field of vision to somewhere similar to the original game, but you can see the stairs through The Fog, and it doesn't block your vision in tziah, yabbashah, and adamah, only the other three blocks.
when i was testing out the shadow detection radius changes in the last update, i did most of it in tziah since it's so big, and once i got things feeling natural there, i went back to arqa and found the changes to be annoying
i suppose i could keep The Fog opaque but make the distance farther away, but i don't think that really changes the fact people might not prefer it. it's been in the mod's description for a long time that it has a small number of aesthetic changes, but that's only included skill names ("concentrate" to "mind charge", "drain fire" to "absorb fire", etc.) and persona ui action animations so far.
honestly, i feel like the range at which you can see stuff is even smaller in reload since you can't see around corners anymore
tziah is the only block i made changes to are that are pretty much purely aesthetic, but i feel like it's fairly defensible, falls in line with the mod's goals and description, and probably won't get complaints
the shinjiro thing was the one aspect of the mod i did decide would be better as a separate mod, but that was pretty self-contained and a big departure from the original. the fact that there's new (cut from reload) weapons that unlock for him in the shop after 10/4 and his later skillset is different won't affect you if you're only using rebalance, but i don't think i can fully defend the movement changes without the fog change.
just double-checking, using a config.json with settings to selectively load .uasset's isn't going to work out, right? i'm aware that, if it even is, it would take some coding to do, but i have visual studio code and can successfully write a functional hello world that outputs text, so if i can manage that, nothing should be beyond me.
but i have a feeling that wouldn't work, and it would be wasting my time looking into it more
I have never done it myself but I do believe it's possible to set up a config for UE games. You'd either use the Uessentials or P3R essentials API
in P3P/P4G/P5R, you'd use the APIs from CriV2 or File Emulation Framework. I would imagine it's a similar deal here but with either of those two APIs
thanks, i'll look into it and see if that could work as a solution
it wouldn't be a config.json or any json by the way, it would be a DLL you compile using VS or similar
yeah, it's just the config.json that reloaded ii uses for the button itself. i think.
I'll look into it in the next few days bc my only non OST P3R mod doesn't use a config and I would rather it use one, so if I figure out a solution I will let you know. but you probably have a lot of catch-up to do regardless lol. I made a help thread in either P3 or P4 modder help a long time ago to learn this stuff if you want to search for it, but maybe I should also write up a guide too
that'd be great to let me know if you learn anything on your end. i was able to find very little info about this, certainly not a guide.
it's too complicated for me to cover it briefly especially since I'm on my phone anyways lol. so i'll see what I can find
like, it's actually a decent amount of work just to make a config lol
apparently configs are not a super trivial thing to set up in general? or else I would imagine it would be simpler than coding one in C# and compiling it using a 10GB program
yeah, i deduced that. it might not be worth it if it was just for this, but it'll be handy to know in general, maybe get other use. at least worth looking into more.
i got that idea just from looking at the mods i have that do use it
it's pretty useful tbh, I've used configs and code stuff in general for several of my mods since I learned how to do it
there's a lot of knowledge in general that I have that really needs to be documented 😭
unfortunately, documentation is the number 1 enemy of any persona modder 😔
indeed
ok I haven't tested it ingame yet but I do think it's possible. I think you would use Unreal Essentials (specifying this just to say like, hey, don't use p3r essentials)
the only thing I'm not 100% sure about is how exactly Unreal Essentials handles its file paths, you might have to experiment a bit
ok I got it 😎 it works and that was surprisingly quite easy
so first off, you can copy paste my shitty code here for reference if you want
you'll want to follow this https://reloaded-project.github.io/Reloaded-II/DevelopmentEnvironmentSetup/ and then this https://reloaded-project.github.io/Reloaded-II/ProjectSetup/ (I personally use Visual Studio as my IDE of choice, pretty much everyone uses that one so just use that)
make a new project named p3rpc.mementomoribalance, find a good place to put your code.
download the Unreal Essentials code repo here https://github.com/AnimatedSwine37/UnrealEssentials and extract it somewhere
in the Solution Explorer on the right, right click your solution -> Add -> Existing Project -> navigate to the Unreal Essentials code repo, find the UnrealEssentials.Interfaces folder, select UnrealEssentials.Interfaces.csproj
right click on your project in Solution Explorer (p3rpc.mementomoribalance) -> Add -> Project Reference -> check the box next to Unreal Essentials
add a using UnrealEssentials.Interfaces; at the top
then copy my config code and edit it as desired
in my code, the Theurgy/Theurgia folders act as the UnrealEssentials folder in an R2 mod. you can just download Asshole Igor Reload if you want a closer look at file structure https://gamebanana.com/mods/506582
this is a quick and dirty way to do it all, I should write a proper guide soon that uses submodules and doesn't just reference existing code, etc. hopefully this is helpful to get you started at least
great, thanks a bunch. i'll, uh, read through it later.
hmm.....
yo, can i see your project file too? not having much success with the error, and that'd at least help rule things out.
oh, did you set a mod dependency on unreal essentials? I forgot to mention that part
if that doesn't work then I can see about sending over my code once I get home
in mod.cs?
in R2
yeah, i have it checked
I won't be home for a few more hours so you'll have to wait
no problem
usually I would expect to get those sort of errors from improperly setting the dependencies though
it's like... since you're adding unreal essentials as a dependency in your project, you need to set it as a mod dependency for its functionality to actually work. same with anything else you import (example from the other persona games: bf emu, which you wouldn't normally set as a dependency bc persona essentials already interfaces with it)
if you still can't figure it out I would go to #programming and ask there bc the people in that channel are smarter than me 
alright, seems like i got it, thanks
nice, what was wrong?
- case sensitive filenames and 2. something else i'm not sure exactly
case-sensitive filepaths, rather. the 'c' in the "Contents" folders caused the same error as whatever the other problem was.
interesting, I feel like I haven't had errors related to that before but I actually don't remember the last time I fucked up case in a path like that so maybe that's why 😆
well I'm glad you got it figured out in any case
you should have a lot more power now though, having mod configs is kinda awesome
anybody has something they want a toggle to disable added, feel free to mention
yeah, i've had comments asking if certain things can be disabled, and the most i can do is direct them to the files to delete. this gives me more freedom for stuff people might not prefer.
someone here asked earlier about deleting the field movement edits. while i think it's more balanced, i can totally understand someone getting annoyed shadows will notice you and chase you down if you don't watch their line of sight. it's more chill and relaxed to just sprint towards shadows and still get ambushes all the time.
finally thought of a better name for the highest difficulty
i'd originally wanted something like "death" or "hell", but that wouldn't fit p3. realized, oh yeah, there's a greek word that means literally exactly what i want, a journey into hell like orpheus takes.
thought about making the answer's "heartless" into "purgaturio" or "pandemonium" since the abyss of time is literally named after layers of hell, but now "anabasis" makes a nice parallel, ascending back from the journey down. although technically you go down in the abyss. and ascend in tartarus. through judeochristian realms of earth to reach adamah to till the soil for mankind to continue to be born from. p3 really likes to mix its allusions and symbolism together.
guess it's a "life and death are two sides of the same coin" thing. i digress.
updated
Added mod config that can disable certain features.
Reduced fog in Tartarus blocks, increasing your field of vision.
Made the (still) scripted Takaya co-op battle more interesting.
Thought of a better name for the highest difficulty.
Overhauled Junpei and Aigis skillsets around the adjusted skill progression.```
what are the new Junpei/Aigis skill sets? Is Aki not also being adjusted?
some new phys+debuff skills, but only on junpei and aigis so far. need to continue with persona skillset changes.
phys+debuff as in things like fang breaker, or new support skills too?
aki has two more phys skills to fill in the gaps between his 3 he gets so far apart
that was in the last update, though. aigis and junpei got their ENTIRE skillsets changed.
and, yeah, fang breaker and stuff
does Junpei resemble his original skill set more where his aoe phys is much later?
koro gets debilitate and suddenly has 3 debuffs and 1 buff in 2 skill slots, and i tried to buff the others support instead of nerfing koro
ye
jumpy is
Skills: Cleave, Agi (4), Baisudi (7), Rakukaja (9), Power Slash (11), Double Fangs (15), Assault Dive (18), Gale Slash (20), Mabaisudi (24), Kill Rush (29), Agilao (32), Counter (35), Torrent Shot (38), Herculean Strike (40), Crit Rate Boost (42), Marakukaja (44), Counterstrike (46), Gigantic Fist (48), Blade of Fury (50), Twin Slash (54), High Counter (58), Agidyne (61), Deathbound (62), Regenerate 3, (64), Spring of Life (65), Slash Amp (67), Armor Puncture (69), Brave Blade (71), Vorpal Blade (75), Ragnarok (82), Apt Pupil (90), Amrita Shower (99), -Bash, -Shift Boost, -Fire Break, -Vile Assault
does akihiko not get his debuffs back lol
aigis
Skills: Arrow Rain, Swift Strike, Tarukaja, Rakukaja, Dekunda, Kill Rush (29), Cruel Attack (32), Sharp Student (35), Needle Rush (37), Marakukaja (40), Fast Heal (42), Herculean Strike (44), Matarukaja (46), Shift Boost (47), Vile Assault (49), Aeon Rain (51), Heat Wave (53), Strike Boost (58), Diarahan (59), Sonic Bullet (62), Auto-Masukukaja (63), Samarecarm (65), Shift Amp (66), Myriad Arrows (67), Cripple (69), Akasha Arts (71), Primal Force (74), Pierce Boost (79), Photon Cannon (84), Justice Shot (89), Insta-Heal (93), Drain Elec (99), -Null Dizzy, -Diarama, -Resist Phys
any reason akasha arts is earlier than primal?
roma fulmen does tarunda+rakunda now, so he does, actually
i see
why does junpei need slash amp and apt pupil when those are already easily accessible on equips?
Removal of Vile Assault on Junpei is good though
simply to give the option. he doesn't "need" it. it frees you up to be able to use other equipment if you want, which you can swap around to fit the situation more easily than skills.
Aigis has auto-masuku but no Masuku itself?
yeah, controversial decision, maybe, but that's what i did
feels a bit like a filler skill
i think 3 buffs on aigis would be overkill
not really tbh
two is probably enough but i don't think 3 would invalidate other characters considering they probably have more utility besides that
is it bad to have filler skills? you're not going to want to keep sharp student and shift boost on aigis forever, but it's something to use in the meantime.
it only costs one evening time slot to respec a character if you want to switch them in or out
controversial, perhaps, but it is the mod's philosophy
only including skills that are the optimal 8 meta skills to take the endgame removes any decision-making on your part to figure it out yourself, and i'd consider that hand-holding
oh, and because that's how it was in fes. even in reload, aigis always learns aoe's before single-targets. it's a trait of hers.
Well they just feel somewhat forced so to speak? In the sense that like, some of these skills are obvious picks while others I could never see actually using
Part of the nature of the way Reload is to a degree but I do like the idea of skill selection mattering more given how it just doesn't in 4/5
But crowding up characters with frankly kind of bad skills kind of leaves too much room for player error in my opinion
Where people will just inadvertently cuck their characters with dumb decisions
isn't the goal of an rpg solely to try to make good decisions? i do get what you're saying, but i don't think there's anything too awful. eh, maybe auto-masukukaja is too late to be useful.
replacing aigis' null dizzy with sharp student is nothing but a plus, though, i think
I think some are good and some are confusing
I don't really understanding crowding phys characters with damage boosters, kinda feels like its stepping on magic's turf a bit
some of those skills feel too good to not be equipment only
but, yeah, it was going to be pierce amp instead of pierce boost, but i kinda went back and forth on it
like you just said
I don't really think any of them need it tbh
maybe Aigis just cus her pierce boost weapon is very late
but like Junpei definitely doesn't need that kind of help
hmm, i've tried to be generous to junpei because of all the phys and crit nerfs. maybe too much.
yeah, okay, slash amp off junpei. i can vibe with that.
67 for slash amp is too early anyway
Junpei probably has enough good stuff to carry him
yeah, crit rate boost is something he couldn't get before, and spring of life is his new game-changer, makes him more self-sufficient
but what to replace it with...
tempest slash or some other filler phys skill maybe
are you using every slot for skills lol
feels a little excessive but I can kinda get it
Think it bloats a little personally
Also don't really get Amrita Shower as a level 99 skill lol
i've played p3 before, so, hey, maybe i'll take some different skills this time and see how it goes
it's only single-target. i switched the names around since i realized it made more sense.
it's a slightly better ziodyne
i felt like amrita shower was technically a logical evolution of his baisudi, but it's obviously moving into yukari's territory, so i felt like i'd just make it extremely late
it does feel like a wasted slot though given 99 is an obvious milestone
don't really have a great alternative to a level 99 skill, though. i'm not giving him heaven's blade.
(shinjiro gets heaven's blade)
I've no real ideas to propose either unfortunately
yeah, that's why i ended up settling on amrita
give him salvation so he's the best phys attacker, magic attacker and healer in the party 
that is an excellent idea
you could do power charge or smth but it feels unnecessary
eh, nah. aki has bloody charge now, shinji can take power charge as an alternative to bloody if you prefer. we don't need charges on everyone. junpei's got regenerate and spring of life to help with his hp skill cost.
arms master maybe?
don't think it fits junpei. like i said, getting his hp low and needing a diarahan is part of his game plan to refresh his rebellion with spring of life.
arms master would be for aigis or shinji. and shinji does have it.
junpei overexerting himself by using too many phys skills sounds very "junpei" also
fair
i'd say apt pupil also doesn't really fit Junpei personality-wise, but it does fit his Reload archetype
oh yeah, i should have mentioned i do want to give more effects to different equipment and make those choices more meaningful. yeah, junpei can get apt pupil from equipment, but i don't want EVERYONE to do that and make the same obvious choices.
so that's affecting my decision-making on the passives
the defogger is really the most important part of the update
i'd make a standalone mod for it, but i'd want that to be a full fog remover from the game. and i don't like to do things if i'm going to half-ass it. maybe someone else will upload it as a mod if they feel differently, though. i made sure to add to the readme anyone can use anything for anything without permission.
made some adjustments based on your feedback, by the way. on junpei, -strike amp, replaced with viper smash at 66, tier 7 strike instead of your tier 7 slash tempest slash idea. amrita down to 82, ragnarok/inferno is his level 99 instead. same as aki, ulti is a straight upgrade to his -dyne. aigis, moved auto-masuku down to 56 where it seems a good option over shift boost, ditched strike boost, moved pierce boost to 66, added arms master at 79. i think they're good now.
it's aki and ken that had weapons master, so phys amp's should be on them instead. i'll probably do smaller overhauls for the other characters, so any suggestions from anyone is cool too. thinking about giving endgame ken a single-target rebellion+revolution skill. maybe.
(crit rates and damage are lower, remember!!)
updated the banner. probably better than the last, but still sloppy. will come up with something better one day.
what was changed? I can't progress through the takaya coop fight anymore
the fight's not working?
you have to lower its health to 35%, then takaya should finish it off
if it's taking a long time, he should use some stronger skills like megidolaon
isn't that kinda padding since you can't die and there's no way to add a game over condition
yeah, mostly. he should do enough damage to do it himself after several turns except maybe on the lowest difficulty if you don't attack it yourself. technically, since it regenerates health, there is still an incentive for the player to help kill it, but even on the lowest difficulty, takaya does more damage every turn that its regen.
he tried but it regenerates too much lol
what difficulty are you on?
since takaya is an enemy, he does more damage on higher difficulties
i tested it on the lowest difficulty, and it should still work. i'll edit his ai to spam megidolaon more if it's not working.
he's vulnerable to pierce, elec, wind, and light. i didn't change that. maybe i should.
rakunda is useful too
no prob
the issue is only on the lowest difficulty, it's a massive drag
you are practically forced to rakunda basically and drag it for many many turns
otherwise it works as intended in all other difficulties
okay no it's dragging in other difficulties too lmao atleast in the hardest one
if you enrage it you solve the problem, rage + rakunda basically
hm, yeah, i feel like even on guarding on low difficulty, i remember this going faster. i'll switch it from regen 2 to regen 1 too.
Switching that I think solves the problem in all difficulties
Otherwise you are forced to enrage + rakunda for more damage
Where in the mod do you exactly want feedback btw
Like what parts of the mod do you want feedback on
that's a hard question since a lot of things aren't final or fully implemented yet. any likes or dislikes with the general state or direction of something, any specific changes that feel rough or feel good, or suggestions or ideas for new changes. it's useful to have simple hot-or-cold feedback even without someone proposing something should be done about it. helps to know what's working well and what might need to be rethought.
i wonder what the game's intended average damage on merciless is "supposed" to be... like, the equivalent equal to it without the big weakness damage modifiers. i wonder about ailment accuracy too, how to offset the game's inherent x0.80 to enemies' chances and cap on affecting more than 3 party members.
lovers was definitely balanced around that cap. sexy dance from it with charm boost and seductive breath was like 95%.
night queen has a 100% ailment rate, so i don't think so
from this specific day fight
the first boss was awful, the second one was fine
i think lovers is the second one and it was okay
the first one was an absolute drag
from the chariot double fight, i think the tank takes way too long and the separated forms are way too easy even if intended
night queen gets all four though
are you perhaps confusing it with charm having been removed from the ailment list
ive had ailments hit all 4 before
boss specific?
oh, i didn't think they'd punish you that hard for not having null ailments
im pretty sure it gets all 4
the hiero and lovers phases do not
but it will get the mc if someone else nulls ailments
there are some bosses that use the regular ailment skills, but not the full moon ones
inb4 actually skill specific hardcoding
just make a duplicate of the skill!

even if you restore charm and all-4 ailmenting, direct commands makes charm salt impossible
unless it rolled confusion on everyone
and trying to force iconic things from the original to happen is how you get reload's design
reverting me patra at least means you can't cure 3 people charmed instantly
it's something
well, baisudi at least still cures frozen and shock. i could have outright renamed it to re patra.
then mabaisudi would be me re patra. brilliant.
give patra and me patra freeze/shock cure (accurate to fes)
i think hiero takes way longer than lovers
at most you just slightly increase the damage it takes and that's it
i didn't increase his hp, so i guess i'll decrease it a little. just lowering theurgy damage and turning the 200% theurgy charge rate to 150% is basically increasing his hp, but that's why i added a weakness.
just decrease it a little bit and that's perfectly fine yeah
the first one just gets so long, the second one is all good
@late raptor you were going to add custom skills with support effects like fang breaker in your mod too, right? did you make any progress on getting the skills to display proper jyokyo support messages? i'm having trouble figuring out how it calculates which msgno to display. hardcoded to skills, maybe...?
hardcoded as fuck i think! let me know if you manage
extending buff effects on custom skills also gives "No effect" as the jyokyo
which i'll probably just edit to "effect extended"
since its unused
yeah, i'd noticed that, which made me further confused
might be a table
no clue
def wanna know tho
theres a ton of jyokyos for p5 skills
walls, etc
indeed
yeah, i did find this and made note of it, but i'm not sure exactly what it's used for
tetrabreak, makarabreak, and tetraja aren't listed, which are the three that are not used in the final game in any way, but those also do work fine
well, the support effect themselves work, i mean. casting tetraja gives no message when using the skill, only when it activates.
would be jank for shit that does dekaja but works for buffs/debuffs
you can't extend dekaja

does p3r handle it differently on custom skills
wont even let you cast
oh fr?
also the game does use "No effect."
for stacking 15+ turns on a buff
but it doesnt use "No effect!"
which is what customs use
(by the way, i've been having discussion about mori mod more in scarkadia's server recently instead of here, so i should mention that to people who were here to follow the project. i didn't stop working on it or anything.) https://discord.gg/ZGsnTzuR
(hope that's not a weird advertisement)
fixed this possible softlock situation where this shadow 80-degree vision range was long enough he could sometimes attack you before touching the trigger for mitsuru to tell you to kill him, making you unable to progress
really not something i would have thought of would be a problem if someone hadn't found it
(that's the range at where it starts now)
currently working on adding custom skill cards and and tweaking the existing pool to match skill progression. will do that, test change relic a little, then update.
there were some odd card choices like getting swift strike in (tier 4) late arqa, then getting assault dive (tier 3) in late yabbashah
playing with tartarus floor generation. obviously not making floors this big, but i'm seeing if i can get them a nice balance closer to the maze-like floors in fes.
also want to make them have more variety floor-from-floor
probably have them get bigger before boss fights and late in the block. maybe one really big floor right before border floors as a last challenge.
Been a while since I’ve looked through here. Felt like looking through the update text file again. Every time I look I’m more and more impressed. Thanatos has Door to Hades now and the thing which made wanna write this.
Link Episode fusions are no longer locked to them!!!!
This was one of my biggest gripe when playing Reload realising that “where was X persona?” Only to see them in an LE.
I still have plenty more I missed to read but again thanks for all your hard work 👍
Guess I got a bit too ahead of myself it was only Surt that was swapped
I suppose they can’t be removed without being replaced by another persona I assume
Which is sad cause this means Persona like Horus which vastly underleveled when by the time you get them (or any LE persona) will basically just not be used and made fodder instead.
i can remove their unlock requirement without replacing them, but it feels wrong to get nothing from finishing the link episode
Is it possible to replace them with a skill for that character?
i think. that might work.
Nice. Give players a reward and a Persona doesn’t become redundant.
it isn't
you can add and remove skills but unlike p4 and p5, the function doesn't check for the skill slots already being full, so it will never register the skill as being added
it'll also never be added to the re-learn list
the only way to do it currently is
- Remove every single skill from the persona
- Add the new skill
- Open the re-learn menu and let the player rebuild the persona
it works but it's a hassle and technically cheating too
Thanks for this. Guess it’s just personas alone.
its kinda useless but you could make the event give you a skill card
it's reload though so
🥴
Okay if skills are out of questions could the personas be replaced with ones that are around the level for January?

i don't think it would be worth screwing up fusion calculators
any change you make to persona levels also completely fucks calc
i'll probably have some item or something i need a place to give out that i can replace the personas with eventually
Man that skill card thing sounds pretty good now.....................
well yesnt
reason i said "it's reload" is because almost everything that has a skill card drops in chests and shuffle time
the only thing i think you cant get is like
crit boost
apt pupil drops
very early too
ailment passives are generally missing
oh, i was just mentioning a lot of them were unobtainable. i already made cards for the skills that didn't have them and added them to shuffle time.
I mean I feel like there has to be an answer. The persona's they took out for LE already messed with the fusion calc just by being gone.
Okay what about stat boosts for characters?
Maybe resistances?
dont LEs already do that
Weapons?
Honestly just trying to figure out what can replace the personas at the end
So long as it can made to be worth the effort
im having a hard time understanding why ultimates were removed from LE in the first place
its the same concept as SL
It honestly felt really lazy of them to take personas OUT of the pool, only for them to place in January where they aren't relevant anymore.
They could have made new ultimates
january is too late for surt, so i replaced him with medea
i only half agree lol?
ik magic is weak but it is the source for severes
i guess empress gets you inferno too
it cant directly affect the party member either because that's an inherent advantage on male characters which are already disproportionately stronger
So how about some VERY late game personas at the end of LE's then? Missing Social Links Ultimates already messes with some calcs anyway (like not finishing Star locks you outta Lucifer) so why not here?
i guess? what makes fusions completely impossible is when you start actively changing the levels of personas
it makes things confusing
Besides that. Replacing the current LE personas would at least give them some use in the game, like Surt now has since he was swapped for Medea
MC persona level is being slightly overrated here im afraid
You mean how dev taught it was GOOD IDEA to make you work for level 50 - 60 personas in January of all times?
no i'm saying for MC personas all that matters is the skills and their stats, MC level is what's used for damage calculation so the persona's level is completely irrelevant
the level is for gaining additional stats on top of their current base and unlocking skills
if Surt is good (subjective) being level 60 isn't a huge crime
Let's put it like, a player plays this as their P3 (Default) for the first time They will NOT know this and make the mistake the persona can't be good be cause it's level is too low compared to them or not even sure how to find the persona in the first place, not all players use a fusion calc, pre-plan their build or know what SL gives what at the end. Just let them use a persona at the level it was originally meant to be, they might find a new persona to like cause even as a someone that DOES do all that was mention I know plenty that don't won't even bother to not every has the patients to and when I see most of them unattainable like this till near the end of the game, they just have no impact to me, they are just skil fodder at this point.
you're absolutely right but it's also an issue that I don't think MM players would run into since it's targeting the niche of players who know their stuff
That's true but on the other hand I actually have recommended this mod to people of that mindset that gives people back that feeling of playing FES and the like but aren't super into build personas
And as for myself
I'd still like to use a persona at level 67, available at 67, while I'm at 67 (Looking at Horus) and not level 79.......................
it's fine if it's not a huge difference. surt was the lowest level of them, so that was good to change.
Speaking of Horus or more so in relation to it. I noticed there was no note of changes to Seth back to their FES counterpart. The reason I point this out is because their designs in the older games was more akin to "If they had to fight each other again after growing" with Seth gaining "Null Ice" (A skill that it would obtained easy from max SL Moon) and "Repel Light" (A skill that can only be obtained by leveling the persona PASS the max SL level) as Seth is notorious for always losing to Horus in mythology or to explain in gameplay terms because Seth is weak to Light it would always lose instantly and while not "weak" to Ice it is Horus's only main source of elemental damage so Seth "grows" to overcome it.
Just a nerd reason to say FIX SETH DAMNIT!!!!
will do
that is one of the reasons for changing things back, that, frankly, the original devs were smart and there's intentional reasons things were the way they were that i might not even realize. there's usually some kind of meaning, like yamato-no-orochi is weak to slash based on the story of susano-o killing him, rangda repels phys based on a story of her using illusions to trick a group of enemies into attacking each other.
Please and TY 👍
So idk if this is a glitch with the mod but I got Messiah to level 99 and I didn’t get the stone from it
i'll check it out
okay, yeah, i made the mistake of forgetting he's level 91 in reload instead of 90. i set him to learn it after 9 level ups when it should be 8.
Cool
just get him to level 100, bro
appreciated. i'll patch this real quick.
When i replay p3r in like…idk 5 years I’ll definitely play with this mod on
Maybe it’ll be at update 1.9.9.9.9
it might actually have the answer done by then





