#P3R Memento Mori Rebalance Mod
1 messages · Page 4 of 1
I got a free gamepass thing so I’ll probably just play the answer unmodded
It probably won’t be amazing but the soundtrack will be awesome
the answer's not so bad
uploaded a fix, but i don't think he'll give you his heart item without reloading, sadly
Use mod menu to give yourself the item you want?
I just made a new Messiah lol
My og wasn’t that good anyway
But overall I enjoyed the final boss a ton with your mod
High recommendation to anyone lol
Also I noticed this goof idk if this is in the og game but two items that do the same thing have different descriptions
Plus during the final boss’s last phase ||despite it saying Nyx was getting more turns, Nyx was only getting 1 attack per cycle. Idk if this is intentional or not but wanted to let you know. I played on Lunatic btw||
will fix the inconsistent wording. and that's not supposed to happen to nyx, but i'm in the process of rewriting death phase's ai for the next update anyway.
Oh and something I just remembered but idk if it’s related to this mod or not
But Nyx has an attack that is named “Almighty Blade” but it’s not an almighty attack lol
Is there like a tracker I can follow to see which Tartarus Guardians have been modified and which haven’t yet? Same for main story bosses as well?
How much would be left for the mod for it to be considered finished? I am curious
I would assume once these 3 goals have been completed. There used to be a 4th one but that’s been finished for quite some time
uhh, i mention it changelog when i update bosses, but i'll start including a list of reworked encounters in the main readme
Venus Eagles (5F), Barbaric Beast Wheel & Magic Hands (11F), Rampage Drive (17F), Arcana Priestess (5/9), Will O' Wisp Raven & Soul Ravens (28F), Change Relic (42F), Arcana Hierophant (7/7), Arcana Lovers (7/7), Sleeping Table (132F), Arcana Hermit (9/5), Chidori (11/22), Nyx Avatar (1/1)
11/76 of reload's bosses, which isn't very much, but i've been doing the ones that need the most changes and take the most time first. nyx avatar's ai script is becoming huge...
Oh yea, I remember now. I was wondering when the boss between ravens and change relic will be changed. Because I stopped my playthrough after beating the ravens.
I did remember beta testing Clairvoyant Relic and having to mod my post ravens save to do so. Good times
depends on what aspect of the mod you want to measure. skill, persona, and combat changes are mostly done, several different features are implemented. some things like items and enemies are only slightly implemented, but progress is being made. there's still things i need to investigate how to do and learn more about before knowing exactly what v2.0 will have in it, like tartarus changes.
i'm probably going to do the strega fights next since i deem them as having the next-largest need of it, but i'll see if i can sneak in a couple tartarus fights in-between
Ok, thats fine.
I did DM you my pack of saves(that are mostly Thebel and a couple in Arqa 1) in case you want to test out the early game tartarus guardian fights. Make sure you have the phantom thieves and shujin academy dlcs tho
anyway, i'll be glad once i get nyx avatar playtested and balanced for every difficulty. i'll probably just have to modify some saves to be various levels of endgame-preparedness.
From a decked out level 99 save with all ultimate weapons, accessories, and 99 stat personas on Hero all the way to a level 80(ish) save with some regular end game gear and personas I'm assuming?
yeah, something like that
Ah. Well, I only plan on fighting the final boss on the hardest difficulty(Katabasis). But its nice to see to make sure the boss is balanced on the lower difficulty levels as well. For now, I'm just gonna wait for the green light from you to continue my MM playthrough
According to the change log, most of Arqa 1 arc bosses have been modified. It's just the one between ravens and relic that I'm waiting on
I do have a save where I kinda went "underleveled" (low 80s) but also you can just look at my persona builds and see i gave up on trying, I just specced into scarlet havoc 😭
yeah, i do have that save, actually
you could probably just go fuse some personas from it if you really wanted to have more variety
the problem is, if you want to level those personas, you the player will gain levels lol
i'm sure mod menu and cheat engine can solve things easy enough
Ye but why use a mod menu? When you can just spend hours upon hours of making 99 stat personas?
Just have a no life grinder's memento mori save that is 400+ hours
nah for real, just reaper farm; maybe its slower in memento mori bc he has more than 9999 HP?
i would just try to set the bar for clearing nyx on normal hard mode to be based around that save, but, honestly, there was a level of unpreparedness for nyx in the original game where you just flat-out were not ready, and i'm not sure i want it to be easily clearable with only one good persona
True yea. Especially when this mod throw a lot of obstacles at the player for all the bosses fought throughout the game
minus the ultimate adversary ofc
Oh wait, I just realize navigating Arqa is gonna be a lot different than before because all of the floors are larger than they are in vanilla. On paper, its not a bad idea but I really hope I can feel the incentive to fight normal enemy encounters bc I am getting closer to that point in the game where I just rush to the guardian fights
yeah, i'm not going to enable floor changes by default until i make sure they feel like they're the right size
Ok ok. I do hope the floor changes make it to the Final Cut of the mod because it looks really promising
one of the issues is that the game perspective being to-scale now means that each tile of a tartarus floor is physically larger, so giving floors the exact same complexity they used to have is going to make them too big. i can speed the player's movement up, but this mod already makes you noticeably faster in tartarus, and i remember someone saying they already thought you felt a bit too fast. not sure how high i want to raise your speed.
You could hide a movement speed bonus behind a URL you can get later in the game
and the mod already does that, basically... i guess i will lower the time it takes to build up a little.
That can work. Does the issue with the movement speed in a mod becomes more prominent in Tartarus Block 3 or later?
a little bit, yeah. yabbs and tziah have large tiles.
i just need to keep that in mind and make their floors slightly smaller and denser
That’s a good idea. I’m only in Arqa 1 and I wasn’t able to test out the new floor changes to see how they are like yet
i agree with this. in fes i do think you can beat the game with like 2-3 personas on the final boss. it wasn't that hard. but not rly with just 1 persona lol
i would say broadly speaking, you should probably need a damage dealing persona (one drawback of my save is that i didn't spec into magic... because why would i? it's shit) and a healing/support persona
oh and i guess you have the phases which encourage use of different elements too
which uhhh i ignored that in reload lmao
yeah, nyx didn't require grinding or anything too crazy, but it wasn't QUITE a free fight. you needed to at least have fused at least one endgame persona or something or you'd just be banging your head against a wall for hours and hours.
i think i would consider siegfried effectively an endgame persona... but perhaps you just need something there where my lack of magic/backup support would make it more challenging
In original, prolly an endgame persona. In reload, more like an oddly placed weird early-late game persona? Idk. I hardly use Siegfried in Adamah
now siegfried isn't really a top tier persona per say but this is a case of, i didnt need anything better
yeah true....
late game probably, maybe not end game since theurgia isnt persona specific?
it seems like the old end game personas are like 5-10 levels higher compared to older p3
well, yeah, siegfried is effectively endgame in reload since he has brave blade, but he's not anymore in memento mori
Something tells me I may feel disheartened when seeing Siegfried in MM…on the bright side, this can leave room for other physical attacking personas. Like Chernobog
To unlock the therugy, you need to have specific personas’ records in the compendium. Otherwise, you can use the Theurgy on any of hero’s personas.
compared to fes, he's 5 levels lower and no longer locked behind strength 10, so he unfortunately had to be nerfed beyond just undoing reload's buffs to him. he should still be useful, though.
I think that’s fair. I do wonder if you edited the text that appears during the strength rank up 10 scene to make sure it doesn’t mention that you unlocked Siegfried
no, that's a change reload did, make atavaka the reward for rank 10 instead of siegfried
Ohhh, right. I forgot about that
Yay, I'd love to retry the finished version :p
For some reason, the skills stats aren't showing and the custom skills lack description
memento mori is on the very bottom in r2
nevermind, issue fixed itself
i think i'm gonna rework difficulties to have two sets of custom difficulty modes you can toggle on in the config. a default one that's based on values from actual megaten games and only goes up to the equivalent of p3p's maniac mode, then a "hardcore" option that unlocks the stupidly high ones.
doing it like that could also allow for some global changes that apply to all difficulty modes when "hardcore" mode is on. could set a flag that enemy ai then checks and changes behavior if it's on. which could be as extreme as gaining more turns or summoning an extra enemy to the fight.
Would those changes apply to Katabasis?
yeah, katabasis would only be available with the hardcore toggle on
something like this, i scribbled some notes with numbers to test later
man, i can still never get a good grasp on where overall player damage output probably would be around relative to vanilla merciless due to its weak/crit multiplier
i guess maybe x0.70
Ah ok. That sounds good on paper but I need to see how it would affect some bosses later in my playthrough. Like Arqa 2 guardians and lovers
oh, i mean i doubt i'd do anything more than maybe give a few bosses an extra skill just for players on high difficulty modes. if at all. just an idea.
Ohhh
“Katabasis/An-“
what’s that last part? You’re planning on giving Heartless difficulty from the episode Aigis dlc a new name?
it's already renamed anabasis
return trip from hades
despite the fact that the abyss of time is technically you descending into different layers of hell, so the exact opposite. it is THEMATICALLY a return from the underworld, though.
That explains it
there we go, i can edit skill animations more than just swapping them now
and all i had to do was put a picture of satori for the criware sound effect. i should have thought of that sooner.
Is there any way you can send those clips as mp4 files? Still can’t see webm on mobile sadly
but converting to webm's is quick and easy..... it's just a luster candy skill using the heat riser effect with its animation adjusted with an interval. really just a test for making new skill blueprints.
Ohhh
yeah, i figured this would result in no sound effect playing unless maybe i hex edited the blueprint after cooking, but, no, it's fine
i dont get it
you're still redirecting to 188
you remade the entire blueprint from scratch?
i was wasting time trying to replace whatever dummy criware plugin the p3r project with one more functional just so i could put in a dummy sound file to point to, but unreal doesn't like that
that was just a test though
and, yeah, i remade the blueprint from scratch, but look again at the actual skill blueprints. there's literally no blueprinting in them to recreate. just make a dummy BP_BtlSkillBase and make a child of it and you're done.
or you can do this
now i know it doesn't look right, but, you know. imagine if i did do it right.
effects should be a bit faster
So you just make a random actor blueprint, make a child of it, then replicate what the skills have
never made a blueprint before lmfao
i can maybe understand like 30% of what i'm looking at
new blueprint, and then pick the Btl Skill c++ class as its parent
name it BP_BtlSkillBase, then use that as a parent for whatever skill
easy
Correct, that part is simple enough, but child BPs aren't exactly empty
this would have to be recreated for every new skill right?
that's all inherited from the Btl Skill class. you just set the values you want.
is my project outdated or something, it only has default actor values on the child bp
might be. i'm using rirurin's more recent one, but i think even the year-old one would have them.
seems unlikely, this really is just a default actor blueprint class lol
i'll update i suppose
I was getting ready to remake the whole thing by hand


BtlSkillParam is a thing, but no mention of it on my end I think
it is from last year's build
so i might just be looking at this wrong.
BtlSkillParam is what i just rewrote to use a UTexture2D instead of UAtomSoundCue. or you can google the criware plugin and figure out how to make unreal engine happy.
right, but btlskillparam is what has the values to edit in skills
there's no mention of it when creating the dummy blueprint
the function is in the project though
open the blueprint, go to class defaults, click the + on effect list to add one
and it just werks for me, at least
ok that is quite literally skill issue
i see now
let me guess
your triple agilao is just 3 effects
you got me

my first big brain was to take an agi and then put more agis on it
this is stupidly easier than the convoluted method we used before
should probably document this somewhere
that's exactly what i thought when i figured it out
why isn't this harder than how i was doing it before
it only cares about the name and file path, apparently
the only difference the kind of asset it is makes is part of the object name
which is just fine, apparently
can i play matarukaja and marakukaja at the same time this way
for stuff like war cry
yeah, you don't need to add a vfx
no, War Cry is like attack + defense, so i'd play both visuals
to mix the colors effectively
and only one sfx ofc
that's not a bad idea, actually
xdd
i have some BPs to fix
its extremely tedious to replace skills in this game
in p5 you can just add the ID and it'll prompt you to replace
here you need to remove first
oh, i just use a cheat engine table for that
unbelievably based
last time i used CE was to make a trainer tool to fake the DLC unlocks in like a dragon ishin
then they updated the exe

damn that's useful
maybe too bright
Hold up, how come an enemy encounter you triggered(likely by a mod menu) has the arena of that encounter not load in at all?
a lot of battles do not have a map assigned
That explains it
hello, is there an orpheus moveset for this mod anywhere?
thanks
also this
do you have modded enemy field movement enabled in the config? reaper is supposed to be stopped by jamming in vanilla.
and, yeah, i see i have a mismatch between the item and skill id tables. i'll fix that.
it's enabled
everything is enabled except the expanded floors now
i'll see if i can fix that too. i'm almost certain i tested that the jamming immunity actually worked properly after i found the option.
cool
also, question
is Yukari's characteristics changed in any way?
it's a deciding factor in the choice between her and Ken as a healer
According to the document to the mod, there’s no mention of any changes to any of the characteristics.
it's the same. i've planned on toning it down to 50% for a long time, but there's a lot of other stuff that's had priority over trying to find her characteristic's value in ghidra and patch it.
i'd probably have to adjust ken's regen slightly too
Personally, I think you should adjust all of the cast’s characteristics at some point (including Metis if you plan on changing Episode Aigis at some point).
most of them are tweaked. the ones that had easy variables that could be changed, anyway.
aki having buffs effectively doubled on him was kind of extreme
Ohh
another question
are phys-magic skills affected by power charge or mind charge? and are they affected by Magic Ability?
power charge, and yes
can you crit with Lucifer's Blade? Freikugel can crit according to config and it's Phys-Almighty
yes, almighty weapons can crit
i should probably try to find a tutorial i can mention that info in somewhere. it's definitely not intuitive that magic can't crit unless it's almighty and then it can.
it's kind of dumb that you can't crit with magic, especially since you can do that with cheats 
like they could have made every skill have a crit rate and put magic on 0% just for modding
They could've but idk. I just think that could open up a whole another can of worms that ATLUS nor any modder could handle
Critical Hits tutorial maybe?
or Weaknesses and 1 More
Also, would it be possible to have a config option to revert Power Charge/Mind Charge back to Charge/Concentrate?
Asking for a friend lmao
that would be tedious to set up
Got it
oh, i'll fix that
I just used the theurgy early into the battle and then I was like "wait what the fuck, that's it?"
they did on some gatekeepers in the base game, but that one is a mistake on my part
i remember i specifically went and figured out the value on my own for an extra-damage-insta-kill-immune weakness just for the hermit and hanged man, but apparently it somehow didn't end up on him
updated with some fixes
Yea, that is why I stopped my playthrough after beating the first mini-boss of Arqa 1. Especially with how long the base game is
Based
not nearly as long as persona 5 royal
and given that i have like 800 hours in p3r, I'm only playing for the challenge at this point
You got a point there
800 hours? That is indeed impressive. Well, I can’t stop you from continuing playing MM if you’re willing to replay later builds of it(and whenever it covers content in Episode Aigis). It just that I don’t have that much of a drive to replay JRPGs that are pretty lengthy by their own merit
in my eyes, tartarus has really great replayability value - it's simple and straightforward
unlike p5r with puzzles that piss you off every 5 minutes
I can see why one wouldn't want to replay such a lenghty game though
theurgy isn't being charged at all during the chidori battle
that's part of the normal game
shes not supposed to be defeatable so they dont want you oneshotting her
unless the fight is scripted in the mod, then I don't see a reason not to use theurgy
junpei is bringing down the mood and their emotions aren't running high ): and it would break the fight's gimmick if you could just use everyone's theurgies on the same turn. she only has 1,200 hp.
I see
oh I thought it was because her persona was supressing the thurgies
It would be a cool explanation
that's a better headcanon than me
hopefully her not being scannable, not being able to all-out attack, and not gaining theurgy charge adds together to give the feeling things are intentionally different with her
although the reasons for all of those are completely unrelated
That reminds me, I need to make a BGM swap for Chidori
She is scannable
... Yeah I'm pretty sure I scanned her when I fought her
Yea, she is. She’s not on the first turn but she is on the 2nd turn. Maybe Memento Mori can change that to where she’s not scannable at all
Maybe drain fuuka's SP the moment the fight starts
Or switch the flag that determines the Navi back to Mitsuru
you don't see her hp and passives like the other strega members, i mean
That's the case for some shadows too though
And Strega got different moves that displayed anyway, at least on the 11/3 fight
Maybe add a misc Navi line saying that Medea must disrupt Juno's abilities or something like that
i guess i should go change the flag on all the gatekeeper bosses now instead of doing it as i get around to reworking their fights
As for that, when I cheated in theurgies, she just couldn't be killed, much like Jin and Takaya in their fights on 1/31
Gatekeeper bosses? You mean the Tartarus bosses like Clairvoyant Relic, Sleeping Table and others?
it would make the easiest solution to the fight to just wait until you have theurgies and use them all on the same turn if they were active for the fight. it's a dps check.
yeah
Ohhh
what the hell is Attack
I'm checking out Strega personas on a cheated save, and trying out builds for them
what even is Attack
should I keep it?
how much damage does it deal?
yeah, i actually learned about that yesterday. it'll be fixed next update.
just don't learn the skill
the skilll's supposed to be brave blade. i think i was testing the cross necklace heart item worked and didn't set it back or something, maybe.
okay, good to know
oh, and it has a base power of 15. but it would softlock trying to use it as a skill.
i assume due to the lack of vfx?
yeah. it is actually used in some way for regular attacks, though, since changing its crit rate was how i raised the normal attack crit rate.
speaking of normal attacks, why isn't it possible to make non-phys and non-almighty affinities crit?
at least I assume it isn't
game skips the calculation for it entirely
probably need to modify the BtlCalc blueprint
it would be neat if they could, though, so Conflagrant Fury would finally be useful on Junpei
I'm not expecting you to do it, I'm just saying it would be cool
this mod is already awesome as-is
that was a challenge to myself
that reminds me, i should remove the x0.80 modifier in BtlCalc to enemy crit rate
cant say i ever noticed with how often i get critted
i kinda get why they did it with how high the old crit rate were
another question, why does this show his passives and not the actual skills that he uses?
oh right, while I'm at this, Fuuka's theurgy transfers to boss battles, forgot to mention it when I was reporting Ken instakilling the Hanged Man with his theurgy
- enemy passives are usually invisible to the player but give more room for strategy if they're visible, and this is the only way to do that and 2. that's just how the game works. enemies have 8 tagged skills on them. if they're a passive, it applies that passive to them, but you can tag attack skills on them to show they have the skill.
i assume the series doesn't like to let you see boss skills since they often have more than 8 and it can't give you a complete list, but i'm just considering the scan screen skills to be a "selection" of their skills that only shows attacks if there's room for it
oh, when i rewrote it to check if someone was actually in the party instead of resetting everyone's theurgy, i had it check fuuka too. she's not actually considered to be in the party, though, so.
will fix that too
no problem, it's a quick fix, and i already fixed medea anyway
and, on an unrelated note
peak dungeon design
is this an issue with the expanded floors?
or can this bullshit actually happen in vanilla reload
would it be possible to make Junpei's Blaze of Life theurgy do phys-fire damage, rather than just fire? so it doesn't, you know, suck ass?
blaze of life already is the strongest theurgy in the game....
theurgy is calculated differently to skills
sadly, i can't even figure out how the layout combination tables even correspond to part selection tables. making prim bit 01 255 or slightly below makes this part selection use layout combination 6. but not if it's 256. which makes it use some combination that's apparently nowhere near 6.
and, i mean i guess i could if i wanted
i'm asking if it's possible, not asking you to do it lmao
yeah
it wouldn't change anything unless you made it able to crit since theurgy uses both strength and magic stat regardless of the type
oh huh
and it if could crit it would be a massive powercreep
yeah, it's fine how it is
since at its base alone it's already the top theurgy skill
so that's why Cyclone Arrow deals more damage than Garudyne, despite having the same base power?
I see
level is also used as a scaler for theurgy
yeah, i deliberately didn't include any numbers for theurgy skills in-game since it's just confusing
is nyx's apocalypse meant to set everyone to 1 hp or did I just get really fucking lucky
it is
wait what the fuck?
in the original game, nyx took 50% less damage from all elements except almighty, so effectively double damage from almighty
it's not quite as much damage that, but it's now flagged as a weakness
oh huh
almighty weakness still looks funny
reminds me of Marie's dungeon in p4 where enemies resisted almighty lmao
yeah. if the game's going to do stuff like that, might as well make it apparent in some way, anyway.
do you get one more from that or is it a soft weakness?
it's a hard weakness, but since nyx is immune to knockdown, you don't get a one more
I wonder if marking it as an explicit weakness might send the wrong message haha. but not having 1-more is nice
I wonder why that was the case in FES in the first place
ideally, i would have it marked as "vulnerable" or something unique, but i am merely a modder, so it's a compromise
and i'm not sure, honestly, but my best guess is it was an intentional aspect of the fight to take more damage from almighty. there are enemies in fes that resist almighty, and nyx's endurance wasn't even 99, so it's not like the resistances to other affinities were because they couldn't raise it.
the reaper is the same way, so maybe that's just a characteristic of death arcana shadows
i use weakness to highlight ailment susceptibility, but vulnerability is actually telegraphed by the game
fuuka will lock onto it with assist
oh, huh. i wasn't aware.
seems like it would still be confusing if there's no other indication, but i guess the few times the vanilla reload did use vulnerabilities, they were high enough damage that you'd probably notice
maybe an artificial buff to almighty :p
I think treating it as vulnerability is still better than marking it as a weakness
but that's just me
if death nyx was the only time it happened, i'd agree with you, but the mod uses the gimmick for all the full moon bosses, including nyx's earlier phases, so it's not a new gameplay idea introduced out of nowhere or anything
Finished my first memento mori playthrough, good shit. Took me 3 more hours than my first ever playthrough lmao
For that reason I've got a question - how exactly does this mod affect Episode Aigis. Can I transfer my compendium from my last playthrough safely? Or would the custom skills and Strega personas just break?
the mod basically doesn't affect episode aigis yet. it has its own skill and persona tables and stuff that aren't changed yet, but some general combat changes and the modified difficulty values bleed through to it.
transferring the compendium should be okay. custom skills will basically be random unnamed skills that won't crash or anything if you use them but you probably should just discard. i'd also avoid summoning strega's personas, but they also won't crash or anything.
Good to know, thanks
I guess Aigis is gonna have to fix my Freikugel Messiah
It was built for almighty crit 😭
well, freikugel is just sinful shell, so he'll at least have that
oh, and justice shot would turn back into armor-piercing shell, which has 2500 power. but don't try using it or anything. that would be cheating.
I'll just have to rebuild him for Almighty, so not a big deal
I also didn't have any Justice Shot personas
Unless I had it on Hypnos
I don't remember
would've been nice if a single level 70+ justice persona existed for me to have put it on
Highest level justice persona is Melchizedek at 66 iirc
Speaking of Strega personas, would it be possible for someone to record the voice lines for summoning Moros, Hypnos and Medea?
It's kind of weird that half the time when you use them mc just stays silent
And also somewhat of a suggestion. If you ever work on Episode Aigis, I think it would be cool if Aigis could fuse Athena instead of Telos
Give her Athena Telos and use Athena Picaro's model from p5 
i think it'd be possible to give them voice clips. just need to get aleks ye and akira ishida on the phone.
and, yeah, i had planned on looking into making palladion and athena fusable one day
If they're not prohibited to use their voice for mods then I don't think it would be that difficult to get a hold of Aleks
canonically, she has both of them back in arena, so
I know, I often play arena with my friends
I once tried to cheat in Athena for episode Aigis and there weren't any voice lines for Athena too
funny thing is that they did have voice clips for the protag and aigis summoning strega and sees' personas in the original, but trying to use them crashed the game
Though I don't think it would be difficult to port them from the base game
now it's the other way around
Like, the voice lines or the personas?
the personas
If you couldn't get a hold of their reload VAs then you could just get the voice lines from fes, maybe
With some audio mixing
Or maybe get someone else to do it, either way I'm pretty sure that having two different voices wouldn't be as out of place as not calling upon the persona half of the time
i thought about that, but i'm not sure it would sound good. especially since yuri's voice for the protag in the original was different than the one that's kinda been settled on in the spin-offs and reload.
at the very least, inserting a generic "persona" yell as their names would be good enough
True
It hurts me that they removed Frei and Psi for reload
Aigis could have gotten some cool Nuke skills
I wonder how hard would it be for someone to mod them in
If it's even possible
there's no unused attributes for them or anything, so you'd have your work cut out for you
That's a shame
on the subject, there isn't an affinity for it like the other ailments, and it doesn't actually do anything, but there is an unused bomb ailment
the hanged man used it in the original game
Kamikaze Slash - 200 power, 40% for bomb lmao
makes enemies kamikaze
So like the funny shadows in p5 that I don't remember the name of
... Phys insta kill? Would have been funny
it was basically just megidola that hurt the user too
i think they originally planned on implementing party split-up properly too
there's some field flags related to it, but they don't seem to do anything
Would it be possible to fully restore it?
no, there's not really anything to restore. field party members don't have any kind of unused states or anything for it.
like, there's one flag named "FLD_ACCIDENT_ON_PARTY_DIVIDE"
it doesn't do anything, but none of the accident flags seem to do what they say they do, so who knows
What does "accident" even mean in this context
abnormal tartarus floor conditions
like the dark ones
in fes, there was one where the party would start split up in different parts of the floor
Speaking of those, it's weird that there's no tutorial saying that the reaper would appear faster
does he on dark floors?
Yes, I'm pretty sure
Apparently reload just got updated
holy fuck it's real
The Persona 3 Reload Demo allows users to play the opening section of the game, and any saved data will carry over to the full version of the game.
*The demo version differs from the full version in some specifications.
*The demo can be played repeatedly.
…
89
didn't they learn anything from metaphor refantazio demo?
Also, why even release a demo after over a year
I wonder how much code is this gonna break
they did. it doesn't have the entire game included with it
also, all demos have denuvo now
also also, demos are a good thing
Yeah but, it's been over a year since reload released
oh, I just realized what channel this is in. thought this was P3 modding chat or something
Oh yeah same 
A demo having denuvo would have felt dumb if not for metaphor being cracked
Besides, since the demo is supposedly up until the priestess boss, wouldn't it be easier to just remake the game in the persona engine or whatever
Of course I'm 98% sure I'm wrong and I'm ignoring all the factors I don't know of
#persona-chat
well, at least the exe wasn't modified
You sure it wasn't? Some other people said that it was
oh, no, you're right, it was
i only realized last night the last update broke the patch to the persona evolution function i had to do for the wip stega mod
i should be glad they dropped the update today and not after i fixed it
also thanks for raising the crit rate, Nrub. managed to get a cool clip thanks to it
So..is this mod’s development put on hold because of this surprise update for the time being?
nah, it's not a big deal
Thankfully
Ohhh
you guys wouldn't think it was an intrusive change to raise surt's level a little and make him a special fusion still with no unlock requirement, right? it's kind of throwing off my plans for overhauling magic progression for ragnarok to be available at level 60.
Why change to a special fusion with no unlock requirement, instead of leaving it as a bonus for completing Junpei's link episode?
i prefer having medea there instead. mid-january to get surt seems too late.
and changing his level without making him a special fusion would screw up his fusion recipe and be too confusing
You can make it unlockable after some floor guardian boss
Like with Mothman or some other personas
alternatively, i could weaken ragnarok and niflheim to do damage more like tempest slash than brave blade, then there would be room for severe magic with all greek names like panta rhei. because greek game.
9 severe lv75-90 255 dmg Pyriphlegethon/Cocytus/Keraunos/Panta Rhei```
hm...
What’s Senpu Jin?
a wind skill in p2
What do you mean ?
How is that even possible ?
[Reply to:](#1214342041295790160 message) How is that even possible ?
the demo is heavily restricted, with a script blocking you from progressing
people removed that script but the content was missing, so then they copied the content from the main game
it kinda worked but was heavily broken because atlus removed most of the code from the game exactly so that couldn't happen
the "crack" just disables a lot of the game's functionality, effectively making it a broken crack
but then, when they updated the demo to include the performance fixes, they put the code back into the demo, and the crack started working.
[Go to message!](#persona-chat message)
Do you plan on doing anything with the bomb ailment? Kamikaze Slash/Strike/Shot is a really cool skill to think about
i plan on bringing back Last Resort as an enemy skill, at least. i guess i might as well use the bomb ailment to make the ai activate it.
It would be cool to see that in some of the Tartarus guardian fights
oh, sacrifice was the name of the bomb-related self-destruct, i mean. last resort is the other one.
bomb ailment 
is this another support flag not mentioned in the enums
no, it's an ailment
it does nothing
it's ailment 2048
while on the subject, here's protag inflicted with overheat
Can I put protag in heavy quotes?
just like the good old days
100% bypasses the hardcoded restriction for aoe ailments always missing one person?
hardcoded restriction???
it's just a skill flag, isn't it?
night queen's ailment rate is already 100% in the vanilla game anyway

maybe i just ran into this coincidentally every single time
but aoe always misses one person, usually the MC unless someone else is immune
100% rate ailments never do that
yeah, enemies have enemy versions of aoe ailment skills that have the flag for that enabled. they're listed here. https://docs.google.com/spreadsheets/d/1f4Bhkg0gBqUSm4YR1Bba1JsQn6w6fPDrqBTaWlHla8A/edit?gid=1814184438#gid=1814184438
you just flip the bit off in the skill table. repurposing the enemy ailment skills were some of the first custom skills i made.
that makes things so much better
ok
devious
now that i think about it some of my bosses did ailment all four
yeah, some bosses are allowed to use the normal skills
template doesnt have this flag in the struct does it
i don't think so. i just kinda turned it on and off and checked for a difference in-game back in the day to figure out what it was.
it should be the only flag enabled for most of them
please neft metis when you reach episode aigis phase, because she needs to chill the fuck down
if that's the greedy hand that's intentional damage numbers
it's a random shadow lmao
full clip
oh
that's still expected
you stacked every single multiplicative boost in the game and then used theurgy on a regular enemy that is underleveled, distressed, and probably has super low endurance
and that's without strike boost/amp
are you on the difficulty that triples crit damage 
heartless
I'm sure what's the crit damage multiplayer on heartless
I dealt 14k to Erebus with the same setup
well, except sister amp because you can't get a 1 more
i blame the mod then
fully boosted on vanilla is like 8 to 9k on crit
on erebus
unless you overleveled or smth
most i ever got was 30k on a greedy shadow but those have 1 endurance
i did get her on 99 strenght stat, though I remember you saying that theurgy damage is calculated differently so I don't think it changes it by a lot
it would massively affect the damage
theurgy uses both magic and strength
99 strength is giga inflated
makes sense
wait, do you still have memento mori enabled?
i figured the damage cap would still apply to the answer
it should
yeah, it's enabled
if that's the case then maybe r2 didn't load the mods properly for some reason
around 40 seconds with console logs enabled
it didn't
yeah, mods didn't load
did the same setup again and that's what I got lmao
my bad
Hell if I know
Maybe episode Aigis has some multipliers of its own? I can't think of anything else that would drop the damage so low
It was the same setup, hell, even the same distressed shadow
Can someone link me the top of the thread?
I’m on mobile
[Reply to:](#1214342041295790160 message) I’m on mobile
Someone asked where they could find progress on my mod, so I guess I might as well make a thing here for that. Can't hurt much to get feedback, tips, or suggestions, so it might be useful. I can't playtest the whole game on every difficulty before every update by myself, so.
So, "Remember Death" (Get it?) sometimes being a thing that happened in P3?? I wanted to make a mod to restore that in Reload, and just make combat more fun with different difficulty options. And, just generally more to my preferences. That's a big overhaul, though, so I'm doing things one at a time and updating the mod as I go.
It's here: https://gamebanana.com/mods/497527
And there's lengthy documentation with all my changes, reasoning, notes, thoughts, and plans here: https://pastebin.com/4HLq5bre
It's generally stuff to make the game more challenging, but there's some buffs and other changes simply based on what I think is more fun. I might blog here a little. Or people can post thoughts.
[Go to message!](#1214342041295790160 message)
La mort est personnifée omme figure anthropomorphe ou personnage fictif dès le début de l'humanité.... A Persona 3 Reload (P3R) Mod in the Other/Misc category, submitted by Nrubyodryth
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
silly little request that isnt actually that important in the grand scheme of things but would be cool
femc mod compatibility (basically the weapon names being the same as the femc mod, and also makotos "he" being changed)
i dont expect this to be added at all but the idea came to my head while playing :P
I'm pretty sure that the only instance of pronouns being used is the theurgy description
huh, fair enough (also hi
)
also that might be tedious to set up since Kotone is going to be able to use women's armor soon (hi
)
yeah, that's not something planned
I don't think that the femc mod is incompatible with mm though
since femc mod changes mostly 2d assets, 3d assets and music
it does work which is why i assumed it wouldnt be done in all honesty
all Nrub could do is to make Makoto's theurgy description gender neutral, but that's up to them
and for weapon names, I think you could just place femc mod under mm in r2
probably weaker buffs, weaker crits, lack of level-scaling
makes sense
still a crazy damage drop, it really makes you think how much more difficult anabasis is compared to heartless
you'd place it above it if you wanted femc weapon names, but then you'd have memento mori's weapons not having names
I'd personally wait until both Memento Mori and FeMC mod are 100% complete, since if you make them "compatible" now, you'd likely have to do it again later
oh, nevermind, i misread. yeah, femc mod would go under.
and, yes, that's why it's not even worth considering yet
if it's finished and doesn't have any big conflicts, then it'd be worth considering
unrelated to the current topic, but me and some friends were wondering why did you make Mitsuru so insanely busted lmao
she's meant to have high damage output, and concentrate being nerfed in the mod hurt her, but yeah, she might lose something later when magic skills get overhauled
severe aoe tho?
fair point
I would really like to see EX version of all the full moon shadows at some point. Similar to what Persona 3 Portable have with the Vision Quest Doors
and it doesn't make much sense anymore for aoe magic to not go any higher than dyne skills when all affinities have boost and amp passives now
haven't finalized how those are going to be implemented exactly yet, though
that should be possible later
I hope it is
I could see it as just maybe code it as talk to an NPC like Fuuka and add a new prompt that says “hey, you wanna fight Priestess again? Beware, she’s stronger than she was before”.
would it be possible to reuse the desert of doors from episode aigis if the player has the dlc?
yeah, wait for p4r and port the margaret fight as well
we'll see, i guess
afaik, only in episode aigis
Is it possible for the condition system that P3 fes had to be implemented in p3 reload ?
a simplified version of it seems realistic to implement, but it would be hard to get it exactly how it used to be
Ye, i had it working a long time ago but never finished implementing it properly
can't make it identical and can't make it be metered in the UI though
i also got the jealousy timer working, but then you'd have to edit events for every character and ugh
big work
i think recreating their enemy blueprints would work for the main game. i just still need to get around to setting that up right.
oh, no wonder theurgy damage to death-phase nyx was confusing me. the ones that still ignore resistances ignore even unmarked resistances. i don't know why i expected anything else.
yea that's how it's supposed to go
p sure mainline smt does the same for its pierce magics
i wonder if it bypasses firm stance
either way, i guess that settles the choice of giving nyx 10k+ hp instead of the damage resists
afaik, no?
hp over resists is always preferable imo, only in some specific cases would you want resists
and giving pierce magics utility is also usually a good idea
for theurgy i wager it's a bit diff, but regular piercing skills aren't usually preferable since you have the option to just use something else anyway
hp is usually better than invisible resistances in gameplay, but for this mod, i like if i can get things to match up with the original game and make that work if possible. like the reaper having 4,444 hp and chidori having 1,200 hp.
that's very honorable, but didn't you kinda throw that out the window when you added all the new skills 
nah, it depends on the reasons. reload decided to take aki having sonic punch in the original and extrapolate it to him having a full line of single-target strike skills instead of only one at the beginning. there weren't enough of those for that to work as well as it could, so i added some skills from persona 2, the game where most of p3's skills are from.
i don't personally feel anything there is going against the original game's intentions. nyx's last phase dying from one armageddeon seemed to me like a deliberate choice, however.
basically, it's largely about vibes
understandable
unrelated but how do you set this stuff up with unreal engine
there's a project file with some stuff like that set up here https://github.com/zyloxmods/P3R-Project/archive/refs/heads/master.zip

finally got around to doing battle ui textures for these guys
they need textures for their fusion cards too, but i don't think there's really any high-res art of their portraits...
It is what it is
Btw when i played this mod they were all level 1
Is that still true now
that should only happen if there's a mod conflict from another mod overwriting the persona data table
they've always been level 69-78
just updated with the rework to custom difficulty modes that's been finished for awhile, so you'll need to go to the mod config to get back to suicidal and katabasis mode, by the way
and so nobody needs to ask, here
I’ll keep that in mind when I continue my Katabasis playthrough
Hey, Nrub, unrelated to memento mori, but would you happen to know how easy is p3fes easy difficultly compared to any reload difficulty? I want to get my younger sister into persona and lend her my PS2. I'm just not sure if the game would be too hard for her
easy isn't a drastic change from normal in fes, to my memory
but you do get 10 auto-revives, which is honestly not a bad way to let players avoid getting stuck without cheapening the whole game
10 per battle or 10 per playthrough?
per playthrough. like in reload's peaceful, but there's a limit.
I see
there we go. i kinda get how to make tartarus layouts. made a spiral-y floor.
it seems like it's basically just a 3x3 grid of rooms you can tell a floor to try to assemble, though
1=Dead end 2=Straight 3=L-shape 4=T-shape 5=Cross-shape
this isn't the most exciting and flashy thing compared to overhauling boss battles, anyway, but considering how much time you spend going through tartarus floors, making that more interesting seems like it should be high priority
I do welcome hard mods that change the dungeon crawling in any way shape or form. Just to keep me an engage during the downtime in between story mode bosses
that's a cool looking thebel 15
well, if i used the pattern on the actual thebel, it would look like a certain buddhist symbol, and this is p3, not p2
😭 fair enough
i looked into adding new weapon models without replacing existing ones and got someone to help with some modeling stuff. plan to add more fusion equipment to help make up for the fact that reload removed generic fusion equipment. also a good way to reward exploring tartarus. i kind of need more loot to put in chests.
(unique sword made from thanatos' heart material)
Looks sick
You should mod the metal pipe sound effect to the metal pipe weapon
I feel like it'd be more trouble than it's worth
Not to mention completely unnecessary
Yet this isn't the mod about funny sounds
cant wait for the April Fools 2026 patch
If Weird Takoyaki has a 30% to inflict an ailment if you use it, how come it can inflict: Charm, Poison, and Frozen at the same time?
oh, that's a mistake
skills can inflict multiple ailments at once if they don't have the normal multi-ailment flag
but i'm not intending to use it since the game doesn't have visuals for it
Ohhh
Yea, I learned that the hard way when fighting Emperor and Empress
just checked muscle drink, odd morsel, and rancid gravy, and i didn't make the same mistake on them, at least
Ah ok ok
Also, do Emperor and Empress typically use Paradigm Shift at the same time?
I have a successful take of the fight where I did so much damage to Emperor that he never used Paradigm shift again
haven't changed their ai yet, so i'm not sure, but i think they only use it a set amount of times
Really? Because I had Empress use Paradigm Shift 3 times while Emperor only used it 1x
yeah, i dunno
Ah ok ok. Yea, just look into the bug with weird Takoyaki
Also maybe double check if it’s percentage chance is actually at 30 because I got really bad luck to where I kept getting hit with ailments anytime I use it. Multiple times in a row in one of my outtakes
it is 30, but it might not give the intended odds with the wrong flag, maybe
maybe was doing a separate 30% chance for every ailment instead of one 30% chance of a random ailment
Oof
yeah, i'm not a numbers guy, but that would pretty reliably give ailments every time
Damn that sucks
Bc Weird Takoyaki is the best healing item at this point in the game and Media is just too weak of an healing spell to out heal the damage
In my experience on Katabasis. I know the mod’s balanced around Lunatic but I’m already committed to playing on Katabasis
Oh yea, I have the successful take of emperor and empress all uploaded. I can leave it unlisted and DM the link of it to you if you want to see how their AI behaves
sure
Just to follow up on this, it’s actually is everything ailment(except confuse?) in the game and not just 3. Like this does include fear and enraged
in the mod, weird takoyaki can inflict charm, distress, confuse, fear, rage, freeze, shock, or poison
truly, one must wonder what is in that takoyaki
(it's dog meat)
If only I could sell weird Takoyaki for a quick profit
Probably Marin Karin, Persona fans, Tentarafoo, persona fans, more persona fans, bufu, zio, virus breath
replaced about 75% of room layout primitives now. these aren't all of them, just some for me to reference for later.
if all goes 100% ideally, i might be able to end up with tartarus feeling more like a middle-ground between pure random hallways and handcrafted layouts, which i feel like is the goal reload's team was trying to do. just didn't get the execution right.

Oh hell yeah, lore-accurate tartarus labyrinth
Do you think when you get this part 100% done you’ll release it as a stand alone mod?
probably, although i feel like it wouldn't be as interesting with unmodified chest loot
check it
okay, well, you can't tell in the screenshot, but the floor is on environment id 7
(which there's normally only 6 for the 6 blocks of tartarus)
so it doesn't seem like there's any big roadblocks in the way of restoring monad depths to the game now
i do need to make new dungeon part blueprints for it, though, since the ones used for monad passages don't have all the objects non-fixed floors are supposed to have. using the monad version of the floor start resulted in me falling through the level infinitely because it doesn't have a player start position.
Out I’m in the house like carpet?
How would you access it?
Recolor the Velvet Room door and put it somewhere?
Or idk invisible interaction behind the stairs maybe
ideally, the same way as the original. if there's trouble with plopping down a monad door in the tartarus lobby, then maybe the teleporter as a temporary solution. i could also have it as an option from the final monad door that leads to elizabeth, but that's inconvenient and out-of-the-way, plus i'm not sure that flowscript is decompile-able yet.
i really just need any random script to call the right field to take you there, so
could be whatever
I look forward to see what you'll come up with
i'd like to eventually recreate the old monad depths environment to use for it, but in the meantime, i'll just make it monad arqa
oh, and i have had success plopping down npc's into maps. we'll see how adding the door goes, though.
Wouldn't it be easier to do it with thebel? I think it's pretty similar visually already
thebel is the one block that doesn't have any monad assets
That sucks
Still, wouldn't it be possible to just recolor some shit in thebel and copy paste it to the new environment?
yeah
You could also add some misc tartarus dialogue for monad
Similarly to how the dialogue works outside cutscenes, if you get what I mean
maybe. might be dialogue from other areas that can be reused. stuff to think about later, though..
in the meantime, i'm recreating the blueprints for tartarus rooms. might be able to get by editing the existing arqa ones to use monad textures instead and it would be less work, but it would be nice to just have access to these in-editor.
this looks so weird without the lightning lmao
been playing through this mod and really enjoying it so far, never would have expected the biggest roadblock ive hit so far to be Chidori (ailments are absolutely brutal if you're stupid and don't bring the proper null accessories lmao), up to december 5th right now. no proper feedback right now in terms of design ethos or stuff like that but the one or two technical hiccups ive found are most of the voicelines for Shifting not playing during the Chidori fight (some did work but others were just silent) and Shinji not being able to have his skills adjusted at Be Blue V after 10/4, but idk if those are even fixable
id say the thing im impressed the most by so far is really making the party member skillsets feel like you have to put actual thought into what you should keep with the 8 slot limit as opposed to being fairly cut and dry upgrades to what you've already got or just completely useless filler, and to a lesser extent that extends to the MC's personas as well even if skill cards and fusion make it a lot less difficult to fine tune
ive mostly stuck to similar builds to what i run in vanilla but all the alternative stuff feels like it could totally still work if I was using each party member for a different role or if i just wanted to challenge myself/do something different
Freikugel Messiah goes brr
I've always wanted to make a phys Messiah build but didn't know what to put on it until memento mori
thanks. i'll look into the shinji thing. i thought i fixed that issue already, but maybe not. and, yeah, i haven't reworked the other strega fights yet, but strega are meant to be real threats with specific strategies to take you down.
Oh yeah the phys magic skills are fun, just to clarify though how is it that they work exactly? As far as I can intuit it seems like they work like normal phys moves but tagged with whatever element and arent able to crit, but what do they scale off of statwise? Id assume strength like regular phys but iirc they seem to have been doing a bit less damage than comparable skills that are non-elemental
strength, but cannot crit
Check the docs for precise numbers
almighty is the exception to this and can crit for some reason
I've notices that when doing some cheat engine shits (or using a trainer), there's a way to make literally everything Crit, including magic. That makes me wonder how hard would it be to implement as a feature
same applies to weapons with magic affinities too
I wish magic could crit
i checked the battle calculation blueprint to see if i could find it checking for elemental affinity to determine whether or not to calculate a crit chance, but i didn't find it
Maybe it's somewhere else then? If cheats let you crit with an Agi, then there must be a way
Unless it globally sets Crit Rate on everything on 100% idk, I have no idea how it works
well, i assume the cheat is directly overwriting code
I'd try to check how exactly it works but I can't afford gamepass rn and I don't own p3r
it's possible i just am not good at deciphering blueprints. that is more likely, actually.
Unreal Engine is software from hell indeed
eh, could be worse
in the changelog it looks like Skadi is supposed to learn blizzard breath at level 73 but ingame it shows the move learned at that level is Ashka Arts, idk if there are more errors in learnsets like that on other personas or if the document is wrong tho
will fix. little inconsistencies sneak in like that.
yeah i figured it was just a typo lol
oh yeah are the endgame fights still going to get steamrolled by an endgame level team? I want to kill the reaper but i also want Nyx to be hard lol
i assume you're working to counteract that i just dont know how much of the rebalancing work has been done for endgame content yet
Hi Nrub'yodryth, I'm using your mod, but I keep getting a fatal error every time I launch the game in reloaded II.
Maybe the new version is broken?
partially. nyx is overhauled up until death phase, but i want to finish monad depths before fully fleshing out the very endgame. without it, there's kind of a missing chunk of game progression that's meant to go in-between reaching the top floor and fighting nyx. hard to get to level 90 for messiah.
what's the error, and what language are you running the game in?
also, any similar mods that could be causing issues?
oh, and i'm assuming it works with memento mori disabled?
did the reaper's xp rewards get nerfed then? i remember hitting the 90s by killing him with each party member in vanilla no sweat
a little, but not massively currently. i'd rather have the actual postgame area to explore to get ready for nyx rather than tell people to grind the reaper multiple times and do i-don't-know-what for dead moon's husks.
I'm playing it in English and even though it's the only mod I got it still not working, I don't have problems with the last version 1.7.12.4, do you have that old version so I can try that one again?
Thanks I will try it out later, your mod only needs these 3 requirements to work right?
Persona 3 Reload Essentials
Inaba Exe Patcher
Unreal Atlus Script
But when I downloaded it on Reloaded II it kept downloading other stuff like Unreal Objects Emitter.
those are requirements for the mod requirements
Does the old version need the unreal object emitter?
yes
When I downloaded your mod I get an error of stuck in download loop in Reloaded II.
This error shows up before the game crashes when I launch the game in reloaded II.
did you download unreal objects emitter?
Yup I got that one, still crashing.
and the other dependencies?
Those too.
yeah, i dunno then. doesn't seem like it's a problem with my mod, though.
Well I just copy some of your mod files in Arke difficulty mod and it is working there, but I notice the new unique skill you make doesn't have a skill description like smoothing Melody?
that would be from unreal atlus script not working
How can I make it work, do I need to convert it to Uasset and how can I do that?
you could use AtlusScriptTools to do that for every unconverted script and not need unreal atlus script for anything, but it would be tedious. i'd suggest deleting and reinstalling reloaded ii and all your mods if you haven't tried that.
This all the requirements you need to run your mod right?
What am I doing right? 🤔
show the contents of the "Reloaded II\Mods" folder
that should be right, but having two copies of memento mori like that might be a problem
i'd try running it with just one
if neither work, then i think there's something up with the installations themselves of reloaded ii or a mod, and just reinstalling everything might help
Can you send your Reloaded II on me so I can try that one with your mod on it working?
not sure that's going to work, but i can, i guess
Well thank you I hope it works this time.
Wow it's still not working I wonder what is causing it. 🤔
if reinstalling doesn't help, then i'd try removing the "ue-atlus-script" folder from memento mori and seeing if that loads, which i imagine would work. then try just removing all the contents from it except for one .bf or one .msg, and see if unreal atlus script can handle that. that would rule out that there's a specific script causing an issue.
That still not working on me.
i'm out of ideas then, sorry
It's okay and thanks, but is your enemy AI still works if I put them on Arke difficulty mod, I like how the boss attacks two times compared to vanilla game.
some of the enemy ai scripts are uncompiled and relying on unreal atlus script to load, and some of them might softlock without memento mori's skill changes
Well so far it's working on me I suppose, but is the first arcana full moon boss the priestess attack two times?
she doesn't
I try to compile your skilldatahelp.msg to skilldatahelp.uasset, but I encounter an error while compiling it, so when I put it on my mod folder it crash the game.
i'd try using the command-line version instead of the gui one and following this guide https://gamebanana.com/tuts/17261
Brother have you tried reinstalling r2
I think perhaps this should go in #1045432666020925541 at this point
just to not bog down this thread :)
yeah, i was gonna suggest that. we ruled out it being an issue with my mod itself, so yeah, problem's in someone else's jurisdiction.
Why does Soothing Melody cost 0Hp?
And I think I found out the problem, maybe it's the unreal atlus script the one causing it because every time I enable it crash the game.
mod files are either missing or not being loaded because of a conflict with a different mod like arke rebalance
I got it working now thanks, did you put a skill card description to Enradi skill card?
yep
I opened the skillcardhelp.msg on my note application and I didn't find the Enradi skill description on it?
seems fine to me
[uf 0 5 65278][uf 2 1]Card that bestows Enradi: Cure Rage for 1 ally.[n][e]```
I look it up maybe I got two skillcarddatahelp duplicate. 🤔
Does this work with episode aigis?
Nope
Asura seems to learn nothing at level 91 and Agi at level 92 instead of the doc saying it should be multi target boost at 91 and heat riser at level 92, this is another learnset issue ive found so ill try to keep a better eye out and report more that i find
Melchizedek's heart item just says unused, i forget what it's supposed to be but if it's unique and not just a soul sea droplet that's kinda annoying lol
sorry, i had a hotfix for that ready awhile ago but forgot to upload it. it's uploaded now.
is it on the gamebanana page because it says the newest release is two months old
or am i looking at the wrong download/page
nvm i see a newer file on the page but for some reason it isn't the "main" one, idk how gamebanana really works so idk if that's a me issue or somethings being weird lol
is there any place that i can properly level to the 90s range that isn't just fighting the Reaper? The Adamah enemies take a really long time to make significant progress in that regard from just normal grinding, I tried to fight the Reaper with a team in the late 70s and 80 on my protag but i got absolutely fucking steamrolled, and I really don't want to spend an eternity grinding just to try out what those endgame movesets are like especially if it's more than the actual final bosses can handle
not yet. i'm working on restoring the cut area from the original game that was meant for that purpose.
Hey remember when we were talking about Margaret fight? Couldn't you add a second door on the other side and make it not open unless you have the Velvet Room outfit? That would satisfy the dlc clause I think
And since p4r is gonna be a think you could yoink Margaret's 3d model and bustup from there
If she has any voice lines in p3p yoink that as well
yeah, it is possible for me to lock things behind dlc flags being active
i'd like to add p3p's vision quests one day, but that's for the future after v2.0. monad depths has priority since it's actually important cut content that was in all game versions.
I just asked because one of my friends said they'd like to do abyss of time as Makoto lmao
But hey it's awesome that it's possible
i mean i could actually make stuff not even appear at all unless a dlc flag is active
That's even better
And it brings me to my next question
Is metis possible in the journey
Alongside with shinji
That'd be sick
that would be very difficult, especially abiding by gamebanana rules
...wait, you can't spawn her in in the journey in the vanilla game, right?
She uses the same slot as Shinji in old p3 I think
Didn't you just say something about dlc flags and whatnot?
not in reload. they're different characters.
Well, I tried with mod menu, she's not there
I can have a Aigis/Aigis/Mc/Shinji party in ep Aigis tho
yeah, i know shinji and protag exist in the journey as leftovers, but i think metis has no data loaded at all in the journey. character id 11 is blank.
(regardless, i'm not really interested in making a mod for that)
i do think it would be possible to port/edit/recreate her assets into the journey as character id 12, but it would take a lot more effort
Maybe someone would do that one day
Or I'd get a job and pay you 100 bucks to do that /j
Oh sweet, i fell off OG FES around this point in progression (no manual skill inheritance drove me fucking insane trying to fuse endgame personas with good movesets) so I forgot this was a thing. How WIP is it right now? I dont mind waiting but if it's still a ways out that means id probably just want to put that run on hold until you're done so I dont have to do an entire new one just to see the reworked endgame
it will probably be awhile since it's finished. especially since i'd like to finish up a couple other things for the next update with it.
Fair, what is it that youre prioritizing rn out of curiosity? If this is on the mod page already sorry for the redundant question lol, just wondering what you've got cooking besides that feature
tartarus stuff in general
like enemy rebalance/moveset reworks?
yes, but floor layout stuff before that
How are you able to edit the field movement DA_fldenemydataAsset.uasset, do you need a template for 010 editor for that?
@mental moss i don't have a template for it, so you'd have to ctrl+f and find the values in a hex editor without one or, what i'd suggest, make a ue4 project and import the data table into unreal editor. there's a handy plugin that can directly import some kinds of assets like this from .json files fmodel can make. https://github.com/JsonAsAsset/JsonAsAsset
if you don't have a p3r ue4 project, look up a tutorial for that and download one
though it's kind of a hassle if all you want is to slightly tweak a few values, so maybe manually hex edit it instead in that case
thank you for all your work on this. i'm playing through the game for the first time using this rebalance mod on Risky difficulty. the fights have so much impact and i love the working with each character in their roles on the team. i just beat Arqa and i'm looking forward to the combat system expanding even more
could you explain the overhaul to experience gain? i'm a little unsure about the drop-off when it comes to being higher level than the opponents
How can I edit the initial skill of party members, I remove the Maragion on koromaru, but once Koromaru join the party he still got it? 🤔
i'm still doing some tweaking to it so it's a little more smooth and gradual, but also keep in mind you gain relatively more exp from regular encounters and less from mandatory bosses (which are finite sources) compared to vanilla reload, so i feel harsher exp scaling is warranted to keep the protag from getting overleveled and lesser-used party members from getting underleveled.
this mod currently doesn't do that for any party members. their initial skills are set as soon as the game starts, not when they join your party, and i'm not even sure if they use the growth table like you'd expect if you restart a fresh save or if those skills are hardcoded and the growth table is only used for relearning skills. i haven't tried it yet, but i've had the idea of having a flowscript that executes the day a party member joins manually remove and add skills as a messy workaround for changing initial skills.
so, basically just insert this into a scheduler bf or something that will execute right before koro joins
REMOVE_PERSONA_SKILL( 9, 16, 14 );
9=koro 16=cerberus 14=maragion
if he does have mariagon, he won't anymore, and if he doesn't, it won't do anything
Wow so it's kinda complicated, I'm just gonna make them learn all the replacement skills on the next level and replace the one I don't want them to learn in the blue V shop.
How can I remove the power charge, mind charge, elemental wall on Koromaru power howling?
that's set by the support byte in DatSkillNormalDataAsset. power howling is skill 299.
This support one, I think that only from increasing attack up, not the power charge, mind charge, elemental wall are not included on it.
it's read as binary where each bit corresponds to a support effect. the template you're using is outddated and isn't identifying them all for you. go redownload them.
Ohh I see it now thanks! 🤗
Hi how can I remove the effect of mudo and hama to the shining arrow, I want to make it a normal damage light skill?
set BadType and BadRatio in DatSkillNormalDataAsset to 0
here's junpei with a bat as part of the tartarus/equipment/item overhaul i'm working on
why does a rebalance mod need new weapon models, you might ask??? because shinji literally has zero (0) axe models. it's either this or every single new weapon i add for him has to be a metal club or a giant hammer. i merely do what must be done.
Thank you it works, but how can I make skill unique, so other persona can't learn then?
DatSkillDataAsset has skill tiers, set it to 0
Thanks again for your help! 🤗
Qi Xing Dao: A ceremonial katana powered by the stars. For <First Name>.
so it is a saber that is also a katana that also uses a straightsword model......
i understand
How is progress on the mod going?
still making progress on equipment changes. shinji running around tziah with a battle-axe again just feels right.
the shovel seemed like a fair inclusion too given the gardening scenes with him
hand him his shovel, he’s going in
Do you plan on doing this for all characters or just shinji ?
everyone
i might need to get glasses i thought it was an iron sword from minecraft 😭
someone should mod that in
fr
Uh....
Looks normal
that's a mistake the next patch will fix
not her having affinities, i mean, her being weak to fire instead of resisting fire. i misremembered the story and thought she was burned to death, but, no, she was unable to be burned.
The Christian tradition states that when the guards came to take her away, they could not move her even when they hitched her to a team of oxen. Bundles of wood were then heaped about her and set on fire, but would not burn. Finally, she met her death by the sword thrust into her throat.
fuuka's true weakness is, in fact, pagan heathenism, represented by the dark affinity
here's another weapon preview, by the way
for context, that's the design for knuckles found in rare chests in fes. there's no equivalent model in reload since you don't really get weapons from random chests in reload, just fixed chests on boss floors.
i can't be TOO harsh on reload for not having as many models as p3p since that's the combined total of three separate projects, p3, fes, and p3p, but i still feel they really could have done better
reload truly is just og p3 in hd
got the squad lookin' kinda goofy
junpei is pretending he's a mage with a magic staff
Magic Based Junpei is real confirmed
i thought about having it give him a bunch of magic, but i think i settled on the cadeceus being +insta-heal (since it's a healing staff) and +4 agl/luck (wings, hermes, speed, etc.), endgame fusion weapon. so it's kinda healer/survival junpei, i guess.
Goatpei is so back
and here's shinji with his old mallet too
stupid question because idk if i am misremembering but didn't memento mori have different difficulty names than vanilla?
it does
ok then maybe my memento mori is not loading correctly
because it's showing the vanilla difficulties
wait no
do i have to enable balanced or hardcore in the reload loader?
it shouldnt matter which one
you need to have one of the two difficulty mode options enabled, yeah
ok bet
Oh walking round Tartarus feels so smooth lol
yeah, it gets better when you get the ambush mechanic too
takes a lot longer to activate, but when it does, you get a speed boost
Have there been any major updates since I've last played the game? I just bought p3r on steam and I'm looking forward to the next playthrough
Major updates to the mod or to the game? For the mod, not to my knowledge(apart from fixing a bug I bumped into a couple of times). As for the game, new BGMs were added but I don’t think it broke anything modding related
not yet. i've been working on what will probably end up being the mod's biggest single update, though, implementing big overhauls for tartarus, items, and equipment. should be a big change to the game's progression, dungeon-crawling, and weapon visuals.
I only died around 10 times to the 5th floor boss until I was able to beat it and I still had fun, that's a good sign
lol leaving the teammate's ai to do its own thing... pain
i'll wait until that happens then
dear god i'm already stuck at the 11th floor boss lmao
Fun
just gotta find the hands weakness
it took me over way over 10 attempts but i accidentally charmed both hands and it was a 5 v 1 against the wheel
literally had to rizz the hands up so they'd help
just beat the 17th with over 2 hours of attempts, i'm currently loving it
i think i have most of the models i need now
not a perfect match for everything, but you can at least visually tell the difference between fusion weapons from rare chest weapons from common weapons
whoa floating weapons
current status of the project: knee-deep in spreadsheets trying to amalgamate the fes, p3p, and reload equipment lists. it's messy.
That’s a lot
makes me notice a lot of odd changes like how junpei has gradually shifted away from zweihanders in favor of zanbatou. like, p3p cut a lot of weapons like the bastard sword since they used that model. but then the bastard sword is back in reload but with the description changed since it was described as "thin", and they don't have thin sword models for him anymore.
meanwhile, like three or four of junpei's katanas in p3p are protag weapons now
oh yeah, i also updated the texture models for most of the existing weapons that didn't have their color and alpha channels separated
you can see without it, you get nonsensical shit like the shadows being brightened by other shadows as if they're just painted on
i forget if i shared this
i asked mudkip about doing that but we ended up not doing it because of blaze of life
its cool af tho
didn't know there was a page for this, glad I saw it now lol
Now, that looks very nice and its not gonna burn my eyes this time
anyone feel free to throw out weapon/equipment suggestions, by the way. if you have any opinions about specific items or about what kind of equipment effects the game or specific characters should have more of. there's kind of a lot of room and possibilities.
there's a more equipment effects in reload than the original, and a lot of the old fes ones don't exist anymore anyway
have shinjiro have the street sign from jojo part 3
he already has one but make it look like the one from jojo because it would be funny
in Persona 3/FES a lot of the weapons have a unique color/trail effect that changes depending on weapon
a lot of them seem to be fitting or their respective wielder, as some I've noticed are
Yuki usually has azure blue, Junpei usually has violet blue, Ken has a bright orange
as far as I'm aware these aren't in reload, or at leas they're not to the same extent or style
idk how implementable it is but it was always one of my favorite little visual details in combat
sorry meant to reply to this way later
new job stuff has been occupying a lot of my time lol
It… kind of is? The only thing I can think of similar to it is when you attack with Makoto’s sword in Tartarus out of battle
there are weapon trails in reload, but they're all blue. i never noticed them being different colors in fes.
i had considered trying to change their colors for magic elemental weapons, and i have a vague idea of how it might be possible to do, but i'm sure i'd run into problems, so i haven't looked into it yet
there's no pressure to I just think it's a neat thing visually
this seem good for the new mod banner/thumbnail art? keep it this minimalist, or maybe add something? going for the aesthetic of the original burn my dread op.
It looks really good as is
i think the burn my dread op was going for a little optical trickery that tries to make you aware of how your brain processes and filters your perception of reality, so, like, it should feel a little bit "off" on purpose
so, like, the lines aren't quite aligned, but they still kind of look like they're the same straight line since your brain feels they should be...or something
it looks sick
I think its perfect
def looks better with the title above the line though
Double checking, has there been any further updates maybe released here or on a github or something or is the most up to date version the 9 month old version on Gamebanana before I play?
no, updates have been kind of on hiatus until i finish a big overhaul update
would you recommend waiting or do you think it might take a bit?
i might have it ready in a couple months, i think
ah, alright. Good luck
Overhaul update?
yeah, the tartarus/equipment one. it's required me to do stuff like get familiar with blender and has a lot of moving parts (liz requests <--> dungeon stuff <--> chest loot <--> items and equipment <--> antique and police store <--> persona heart items).
basically, the update will be the bulk of actual new game content the mod is meant to have
so once that's out of the way, progress should speed up again
Ohhh
@uncut wren lemme know here when and what you're working on in terms of porting over tables to the answer, by the way. don't worry about distracting or annoying me or anything, also. it'll save me more time in the long-run to keep tabs on what other work for the mod other people are doing so i can make sure they're coordinating with what i'm doing and not porting over a table that i'm already in the process of overhauling on my side. work smarter, not harder, y'know.
hi, really sorry for not responding for a while ive been busy all week. im sadly gonna continue to be busy next week too (bunch of exams) but after that should be a little more relaxed. my main issue with all this is that even though i want to help with this i am like completely uninformed on how to do like anything 😭 sorry! so if you could point me towards something that could like get me started on like what i actually need to do i would super appreciate it and will start getting some stuff done on it when i stop being as busy
has there been any major update since may 2025? i'm about to start another reload playthrough soon
not yet. updates have been kinda on hiatus until everything i want ready for the big 1.8.0 update is ready.
@uncut wren for editing tables, you'll want to either use 010 editor or the ue4 editor itself. here's a server with some guides. https://discord.gg/B6uKbW2n
thanks!! ill focus more on this when i get the chance (probably like this friday or so)
main thing i'd focus on first is skills and consumable items, and then personas. ignore equipment for now since there's an equipment overhaul impending next update anyway. also make note of where tables in the answer differ from the normal ones and can't just be copied over.
the 1.8.0 update will have A LOT of new toys to play with, by the way. it should add a lot more genuine replay value to the game and open up room for a lot more potential strategies depending on what equipment you find.
I saw nyx knows night queen again, does it work the same way it does in fes/portable
more or less. nyx avatar's fight isn't fully done until 1.8.0, but night queen will be almost identical to its stats in fes and portable. that is, megidolaon damage with 50% chance of charm/poison/distress/confuse/fear/rage to everyone.
Also was wondering if it be possible to make the nyx core into an actual fight like you did with chidori, was really cool (even tho she's really hard)
very, very unlikely. the only thing i've considered trying to change about the nyx fight is 1. reverting the name from "nyx core" to simply "nyx", as in all languages of all earlier versions of p3 (already implemented) and 2. changing the scripted fight to match the original, where you get hit by a second crit hit of death that downs you after the first hit reduces your hp to 1.
it's a small change, but reload shortened the nyx fight to tanking 3 hits of death instead of 4. but, you know, 4 is the funny death number in japanese, so...
and this is even referenced in p5r, with orpheus' circle of sadness trait allowing you to endure 4 lethal hits like in the nyx fight. gotta pay attention to these little details, y'know?
Makes sense, just figured I'd throw it out there
Kind of a similar question, I noticed in the mod menu you could call the base game fights in the answer and they would work fine but you can't do it vice versa
Would there be any chance of seeing those in the base game at some point or is it not possible
seeing what, twelve shadow refights?
no I meant like fighting joker or erebus with your base game team
although that could be cool too
i think gamebanana would throw a fit if i did that. the only extra content i have planned is monad depths and the vision quests from p3p, both with some new additions also.
Oh since you'd technically be getting paid stuff for free
The vision quest was those doors where you could fight the 12 shadows and margaret right
yeah, there were also 4 challenge fights
not sure what i'll do about margaret, but i can at least make some refights against the 12 shadows, maybe a custom strega refight or two
OH YEAH, and about chidori being hard, that's one of the reasons i'm working on doing the full equipment overhaul before moving forward with more boss rebalances. the strega fights are meant to be harder than average bosses, but chidori is probably a little harder than intended because there's not enough equipment you can get to protect you from all the ailments she uses. after the 1.8.0 update, you'll be able to get more tools to defend against all the different shit chidori can throw at you.
slap on some null poison armor, some resist charm shoes, look for what you can equip to raise your luck, maybe put on some extra fire or dark evasion or defense, stuff like that. that's the kinda strategizing i hope the mod will be able to open up room for.
Oh sick, that’s gonna be awesome
Now there’ll be some fights that are worth making lv 99 builds for
No idea how hard it’d be to add Margaret (I assume it’s not easy), plus there’s no reload model for her, although I guess you could yank the one from revival once that comes out
Also good to hear, she’s a straight menace right now
Okumura 2.0
i was actually going more for ouroboros from strange journey
I'm gonna pretend like I know who that is
i'm happy with how the fight turned out in general, though. it pushes you to really think about how to maximize your damage output, and she can really throw a wrench into your plans for it and make you waste a lot of time, but since progress is determined by phase transitions and not depleting all her hp, her stalling can't actually reverse your progresses into the fight no matter how badly you screw up.
boss that regenerates health while stalling your offenses with ailments
Yea its def a good fight, just really hard
speaking of that for the strega refight it would be really funny if takaya has a line mentioning shinji if hes on your team, and if his gun attack hits him it'll always knock him down
you know what, when i get around to reworking the other takaya fights, i should probably include a small thing in his ai where he'll glare at shinji in annoyance and try to shoot him turn 1 if he's in the party
Actually yea that might be better
Still acknowledging him but not making having him on your team a liability
That and maybe a few lines of dialogue would be perfect
it's easy to make custom versions of those "wait" action messages, so like "Takaya glances towards Shinjiro and tilts his head in annoyance..." --> gun attack
How hard is it to do custom dialogue (obviously not voiced)
if its not too complex then dialogue -> custom wait action -> gun attack would be awesome
for npc's and cutscenes, easy. for battles, that complicates things, and i'd have to look into it. i don't think reload ever has unvoiced dialogue in battles, though, so it would be weird to add it.
shinji will definitely have some words to say about takaya outside of battle when i eventually update the shinji mod, though
ah ok, just thought itd be funny for shinji to act like getting shot was nothing and takaya to get pissed off by that, but if its too complex then no worries
shinji is the kind of guy to get shot with a .50 cal and say it's no big deal, yeah
takaya falls for the ragebait