#P3P (PC) QOL Collection + recommended mod list
1 messages Β· Page 3 of 1
would you be able to link the r2: link as an alternate file source download?
that could be as close as you get to having one-click if that works
woah
someone fixed femc
https://gamebanana.com/mods/440084
I think so? I guess that would work. where would I host it though π€
like I could host it on drive but idk if that would give me a direct link. i suspect it wouldn't
I've updated the pinned list of mods. I'm hoping to put something together for testing, but realistically I don't think this mod pack will be officially released until FEMC cutscenes is out. and with expanded sub menu in development, I am unsure if I should wait for that too or release without it.
I still need to mess around more with the R2 modpack feature. what I could potentially do is have multiple downloads for like essentials, cheats, extras. still thinking about it right now :p
if the mod pack feature doesn't work, then my fallback should still work okay, but hopefully it won't be necessary
the FEMC Cutscenes mod is gonna take a little while longer to come out due to the whole team using new FMV upscales
yeah, am aware of that
tbh though like while it could be released rn I feel it should be released with FEMC cutscenes bc that's when it will be a truly complete modded experience
and it's just a modpack so it's not like people will be unable to play until then. most of the needed mods are already out
I though they did
Didn't they release the cutscenes to YouTube or do you need permission from the creator to use it in the mod
thats the final wip, its not finished
junpei still has the black hat ...
unplayable
that was from like a month and a half ago π but no it was not finished
even then I wouldn't want that in the modpack bc it's not really vanilla esque
surprised by the random mention of my thing tbh
though yeah, the big thing there is the actual dialogue scripts being changed alongside the music, so it wouldn't really be a fit for a pack of fixes/additions to the regular ol game afaik
I wouldn't mind setting aside a smaller BGME thing with a lot of the unique encounter music assigned, tho again that might not fit either I suppose
it's been a sec. but it looks like fortunately, no mods I'm aware of have an order dependency. anyone wanna test this?
no rush on this one, P3P is not a priority for me (and there are two unreleased mods I want in this pack)
I also wanted to put Clean Bustups but that mod doesn't have update support so I can't put it in the R2 modpack π
oh they need update support to be in the pack?
yes
how do you add an r2 pack again?
you can just double click that file and open it with r2
do you need to specify a program to open it with the first time?
or does R2 handle it automatically?
oh cool
this is fancy as hell wtf
it is
why do people not use this
it has certain limitations
yeah it's pulling the images from the gb page it seems lol
can't specify mod order is the biggest one
so that's why it needs update support
as long as it has updates enabled, it seems it can be added
ESM is in there
I'm curious what will happen for people who don't have that mod already
yeah a few mods i published i was lazy and never added auto update support π
im surprised fortune teller is in there haha
didn't see why not
error after download finishes
is this the part where I ping sewer?
wait
is this the same github error where you can't pull more than x times an hour?
wow
L
here's an updated version when you have the chance. just removed some mods to maximize compatibility
ok so its just 3 mods that dont have auto update support
feel free to suggest additional mods to add to this list. note that I excluded any cheats and most mods that make the game noticeably easier
weekend dorm improvements and improved rescuing have auto update support
not sure if you wanted to add those or not
also maybe don't include femc fusion spells for a bit until i figure out how to fix the MC issue
for some ungodly reason, despite having everything in the right folder
it still modifies the mc fusion spells
so they're all purple too
might have to ask moddaman how they did the same thing with the aoa cutins
they did some trickery to make it not load the texture from the MC and i don't know how
colorful skills is also stuck due to the lack of spr merging
so i made the executive decision earlier to focus the pack on femc
but if things become more universal, that's cool
also, it seems I have control over mod readmes and images
too much effort but it's cool
With how i ended up doing the colourful AOA mod I ended up editing the GMO's for the protagonists cut-ins so what I could do was just rename the texture used for the background in the GMO itself which would then determine which DDS texture the game tries to load in from there basically
so all you'd have to do is a very simple edit of the GMO just to change the relevant texture name of either MC or FeMC spells in the GMO and then replace it in some way (I assume the mdl2 method would work? never tried it though so idk)
it doesnt?
i set it to though 
oh
thats so simple π
ive done that plenty of times
i thought you did some fancy repacking stuff with the EPL or something lol
ok well i guess that's the solution
ill have to include the MC gmo files
doesnt appear to have it π€
π
well ill fix that this weekend
while you're at it, no author for this one and no thumbnail/desc for either (assuming that was intentional)
yeah again no rush, i'm waiting on two mods anyways
if you forget i'll just ping you when it becomes relevant lol
i kind of just really wanted those off my hard drive π
mudkip doesn't wanna touch P3P with a 10 ft pole π
straight up don't think i can fix the femc fusion spell thing lol
tbf I do want to clear some space off my drives too so i get it
its not just loading the wrong texture, its just loading from the wrong gender folder
let's see how big my persona modding folder is!
for some reason it loads everything else from MRF, but the face which is in MR
holy moly
my folder has everything persona modding related for me lol
that includes game dumps, uncompressed soundtracks, a ton of tools, mods, my R2 folder, ....
sheesh
I haven't dumped P3R yet, don't see the point when I can extract what I need with fmodel
yβall condense every thing into one folder?
nested folders but yes
iβll do that once i get a PC with more than 500 GB of storage
knew a guy who had hella attached storage and was like
if you can't tell, all of these drives except my boot drive and my external drive were taken from previous computers
βoh yeah it gets weird after Zβ
although I guess im not too far off myself ofkgklg
i had the drives so it was like... why not install them
(ingore the Z drive i don't know why that's there it straight up just appeared one day and i can't even look at it)
i have more storage in my consoles funnily enough
my wii u has 2 TB, my PS3 has 1 TB, and my PS2 has 1.5 TB
also damn ive got my fair share of persona mod related stuff (this does include my aemlus and R2 mod folders tho, prob a lot smaller if we don't count those)
if i dont count my game dump or R2 folders...
you can probably remove the drive letter assignment in disk management
sometimes windows like to shit itself and show its protected/hidden boot shit to the user
happened to me before
what other mod besides ESM are you waiting on lol
femc cutscenes
oh true
at the minimum, ESM
i should definitely rewrite fortune teller to be more interesting
speaking of that I realize i have a portion of that to work on
but i dont feel like it rn lol
i actually like how natural the writing you did for traesto was so iβll try to mimic that
the fuuka messages and code lol
you even went above and beyond and made a more enthusiastic femc selection message too
like gaw damn
nope π
doesn't even show up right in diskmgmt and even then the only one it could be won't let me remove it :'3
crazy
I'll pass it by a few of my friends to see if they like the way I wrote them or not. it's only a bit of dialogue but yk i gotta be as accurate as possible lol
HUKA_ORDER_ESCAPE_GO
i really oughta go in and touch up a bunch of mods thinking about it now
like improved rescuing could use some better dialogue
crane game redux i could probably use a while loop once i understand how those work
fortune teller is boring and needs the βtune the tv for more detailβ option like the P4G mod
@proud roost have you had the chance to test the mod pack download again?
sounds good. hopefully it works this time
testing now
damn do we really need sharp pixel backgrounds π
thats a 4 GB mod
also guaranteed item drops being included when we don't want cheaty mods feels weird
same error as before @loud plover
I agree, something that big shouldn't be forced on a user and it's very much personal preference whether they even want that. I'd have it listed separately as a recomendation or something like that instead
is this the part where i tag sewer π€
true but at the same time, the AI upscaling is genuinely horrid and it's one of the most complained about aspects of the game anyways
I could remove it for size reasons though and list some options
yall should add skill fusion spells into this 
(unless its too exploitable bcs of armageddon and thunder call)
Aren't there two different versions of that mod though? If there are it seems like the kind of thing where a user should compare and choose yourself
if youre talking about the fusion spells, the other one is actually just cosmetic π
theyre fully compatible
Sorry, I was talking about the pixelated backgrounds
Should've replied to that message
aaaaaaahh i see i see
high quality music should definitely be added
i always use that mod
has anyone actually tested remastered bgm and seen if itβs better?
the mod description sounded kinda pretentious so i skipped over it
ok, here, i'll remove pixelated bgs since it's so large
the rest of the mods should be pretty small right?
if this doesnt work I guess I'll tag sewer and see if he can provide some help
also i'm 100% down to modify any of my existing mods to fit better into the pack if need be
like changing the drops for crane game redux back to the normal ones shouldn't be too hard
that would be nice
maybe just have a config option in R2 and have it set to have the boring drops by default? idk
yeah i could probably do that
even bigger error
seems like on every mod now
the heck
@unborn stag hiiii what does this error mean with R2 modpacks? (yes, I'm trying them out)
Oh god
I'm not sure for the exceptions at the top
But for the ones at the bottom, you most likely got rate limited by GitHub
And for one of them, GameBanana timed out
The pack system has never been used in the 2 years it's been implemented. It was dead on arrival because GameBanana didn't want me uploading .r2pack files, even though they're just zips.
And nobody used it :v
It uses update system under the hood, so it should work if updates work, generally. Things get tricky though if a file is e.g. only on GitHub, and you get rate limited.
damn. i actually thought it looked pretty cool π
well, I have the secondary option of having sample/dummy packages, but it's not exactly ideal
The bottom two probably a flaw in the code, unless GameBanana version is out of date, and thus GitHub was picked
And GitHub happened to rate limit you
Are the downloads done one at a time or in parallel?
I'm just wondering if there'd be a way to make it more reliable. If it were parallel maybe that's making gb angry because of the number of requests
I have no idea what the 'z' is invalid end of number though is.
IIRC serially, non parallel.
Ah ok
I checked the JSON config in download on my phone and nothing looks off
Woah so many dots for all of the preview images lol
Well the same thing happened to me, I'll see if I can debug it
I think it's something returned from API based on stack trace.
The ui for installing mod packs is pretty cool btw, I think this would be a nice way of doing things if it worked
This thing existed for 2 years btw
Completely unused :v
I don't see why it'd be borked though, runs on update system.
Should have retry logic though, in case download fails first time.
GameBanana can be unreliable and GitHub can have rate limits.
I did something similar with Aemulus back in the day. When I added loadouts I made it so you could import someone else's loadout and it would automatically download all of the mods, I was very proud of it at the time but I don't think it's ever been used... (And it'll definitely never be used now)
It sucks when you work on features that never get used
yup
To be honest, the pack system is very limited, it's a glorified wizard around using the update system for mod downloads.
I made the thing limited to see if it would catch on, it didn't.
So was left as first released, haha.
it is a very cool UI
should I continue trying the pack option or should I abandon it?
Don't abandon it yet, I'll see if I can fix this
alright
If it works I think it'd be a good option
yeah
I'd suggest adding some code to retry if it fails.
In case the GameBanana servers give you a 50X error back
or are you looking at the r2 code itself
Which can randomly happen when downloading stuff sometimes
I'm looking at r2
ic ic
is there any way to get 1-click working by hosting externally, or would this just be a case of having users download and then double click the file to run it?
is there any way to get 1-click working by hosting externally,
That's the problem
User would have to rename .zip to .r2pack
Unless you want to upload to some other place, and put a r2pack: prefix to the link
(I think I made the prefix that)
In retrospect, we could maybe rename the config file from Config.json to PackConfig.json.
yeah i'm just curious if it's possible rly. although that is also inconvenient on my end lol
Upload as zip to GameBanana and ask them to add URL handlers to these.
all this for P3P lol
although this would be useful for the other persona games. I bet CEP could benefit from this if the modpack feature had a bit more added to it
I'm not really interested myself, because any effort I put here takes away from R3, which will take years.
When am not working on R3 spec, I've also started learning a new keyboard and keyboard layout
yesterday...
To minimize RSI and maximize typing speed. I don't type fast enough, only like 70wpm. My technique isn't very good, it's 4 fingers flying all over the keyboard basically.
fancy ass layout
I know that in R3, I'd like to make everything a package at least though
Including user profiles (all mod configs, etc.)
So you can just export your stuff, import elsewhere and you get pretty much everything back
that would be cool
Also stuff like per machine configs
If you set your resolution to X on one PC, you might not want it as X on another
So many misc ideas piled up over the years π
hence the rebuild
yup understandable
also, most importantly, file emulators being ticking time bombs
if you're writing down ideas I think a couple things I can think of off the top of my head are:
- option to sort mod list
- highlight the launch app button somehow
- have more space for mod descriptions, mod authors so we can add more stuff
I plan to have mods ship complete metadata as part of their packages, i.e. all screenshots, descriptions as part of the mod package itself. Same as you'd see on a mod site.
Hopefully one day, you'll be able to auto upload stuff from the launcher.
You could show individual mod details in a sidepanel, thus gaining you more space.
So the current short description you see would be a 'summary', and if you pop out the panel, you'd see the full thing.
that would be cool
that's one thing I liked about Aemulus, is just the extra space it had for mod descs/authors
Also I'll be able to make the window a bit bigger by default, which is nice.
The assumption will be that deck's 1280Γ800 is the minimum usable res
Hopefully that's good enough
I've been working on this stuff restlessly for about 8 months now, in any case.
Building piece by piece.
Is there a way to open the modpack other than double clicking it? It seems to be opening it in my normal reloaded instance rather than the one I'm debugging
Check this code https://github.com/Reloaded-Project/Reloaded-II/blob/0a0facd460077a1d251f6e66df07109dc5b88a93/source/Reloaded.Mod.Launcher.Lib/Setup.cs#L244
Constants.ParameterR2Pack would have the CLI flag, in the tagged line
i was wondering about that. i havent noticed any way to load the mod pack normally
Though not sure why it didn't open in your debugged one, it should update on every boot.
It's Reloaded-II.exe --r2pack LOCATION_OF_PACK based on that line of code
Start debugging with the CLI parameter in your IDE, probably easier
Oh right
I see what you mean, yeah I'll do that
Yeah that worked, I misunderstood what you meant before
That's fun, I get completely different errors
π
I'm having so much trouble debugging this because it's happening inside of Sewer56.Update. I tried removing the Nuget package reference and directly adding the project but then I get a billion errors that I can't fix π
MSBuild in VS a bit messy, since you need to add every project dependency (recursively) to the solution
Unfortunately π
Is there any better way or do I just need to keep fighting this thing?
Will probably need to add projects one by one.
Unfortunately .snupkg didn't exist when I made the library, so no symbols for NuGet release build
π
I've finally done it 
I didn't notice Reloaded.Mod.Loader.Update.Packaging also depended on Sewer56.Update before so I wasn't changing the package reference in it, that's why everything exploded 
It's downloading the 7z and trying to parse that as the metadata file instead of the json π₯΄
I don't understand your logic for gamebanana update resolving at all (presumably something is going wrong). When searching for the metadata it's looking for any file that starts with an empty string so it just always returns the first file which happens to be the 7z
If this is the same logic used by normal updates I don't understand how they could ever work...
Ah, the ComonResolverSettings passed into the GameBananaUpdateResolver is meant to contain what the expected metadata file is like "BGME.Framework.API.ReleaseMetadata.json" but instead it's empty
The ReloadedPackItems passed to it are all missing their ReleaseMetadataFileName
The problem is when the r2pack is created, for some reason all of the metadata file names in the config are blank
I've added an error for this, now just to work out why it's actually happening...
The problem is when you load an existing pack every mod loses its ReleaseMetadataFileName
It was just this one line that was missing π«
I've made a pr with the fix
https://github.com/Reloaded-Project/Reloaded-II/pull/370/files
Once it's updated you'll need to go through and remove every mod that was in the pack and add them back to it. I probably could've written something to just make it work but you're literally the only person who will ever have this problem so it wasn't worth it
Nice
You could probably pop open Config.json in the .r2pack
And re add them in there, too
That's another way
I feel like that's probably more effort
Possibly, depends if the descriptions etc. were tampered with
Oh yeah, I don't think they were but ig brawler can work it out when they see this
yeah no worries, I won't be losing a lot of time anyways
I didn't put too much time into the mod pack file to begin with in case something like this happened lol
thanks all, appreciate it 
@loud plover any other mods need to be modified?
im in a working mood, not eepy anymore
what was up with the HD SFX mod? Iβll see if thereβs a way to fix all of the sfx maybe today or tmrw
pretty sure some audio was super quiet according to @gaunt hamlet
they mentioned them having issues
@proud roost can you test this?
I'm also curious if it will have the mods enabled by default or not
oof!
@ebon shore this one I sent was a brand new pack from the latest update of R2, still seems to have the same issue
That's a different issue
oh is it?
Before it was trying to parse the 7z is a config metadata file, this is it just failing to download anything
oh wait was there an R2 update π
ahhh
Yes but it wouldn't matter, it only affected creating packs
is this a case of, wait and try again? or something else?
I think it might just be a problem with gamebanana, idk if it's something we can fix
It's something that I'll just get sometimes when I update mods normally
It might just be a case where you need to try again...
wanna try running it again then
lemme finish testing my mod changes real quick
definitely something to do with gamebanana
yeahhhhhh i was just trying to update my mods
~~and this one crashes R2 afterwards π ~~
lol that was the error i was getting that i couldn't get a screenshot of
i love gamebanana servers
502 means GameBanana didn't respond
The fact I don't have a retry policy (that I remember anyway) is more of a flaw on my side though
It's very bold and primitive to think something remote will just work
That goes for any server
it would be nice if it didn't crash the mod loader either
it's just failing to connect, don't see why it needs to crash haha
Cause I didn't write code to handle the error π
lmao
yeah yesterday a bunch of mods had updates on GB but they kept crashing R2 bc I kept getting 502s π
not even related to this mod pack
I ended up just manually downloading all the updates lol
I finally started looking into this. Some of the sounds in init.bin are just weird and will sound awful no matter what. Now that COMSE and BSE replacement is possible, these sounds can finally be replaced with higher quality versions. I only replaced the ticking and clock shatter sfx in this example using P3P PC's own sound files, but its still a large improvement over what we had previously.
I was thinking about this earlier today
I forgot about making this into a dedicated modpack. I ended up making this a simple list a few weeks ago (at least for now) https://docs.google.com/document/d/162K0KRhPg8Gu2D1-LiXmF_YNepGA5ecLx87z4izdJRw/view
There's a few problems though.
- This is a less publicly visible list right now as it's locked to a Google doc in two discord servers
- users must manually download and set up the mods
- many of these mods are currently unavailable for download at this time
P3P PC is notorious for its visual and audio issues, notably the usage of AI upscaling on the backgrounds and the poor audio quality. The following mods address these issues, and are all must-haves. High Quality Music Pack (@/random_guy231) This mod replaces the BGM with much higher quality vers...
Hey awhile back I did some remasters of some prerendered backgrounds that use stills from the anime cutscenes and was wondering if they could be used?
I know a lot of people will prob be using the cutscenes mods but I thought I'd just throw it out there
definitely feel free to throw them in there. you're right about the cutscenes bit lol but anyone who isn't for whatever reason should get these too
P3P (PC) QOL Collection + recommended mod list
ooooo yeah good call
of course i could have also just switched the backgrounds lmaoooo
but
your solution is better anyways
So I want to talk a bit about the sound effects that are currently in the mod. I promise Iβm not trying to put down any of the hard work anyone did but considering how P3Pβs and P3FES sounds and voice lines are mixed different (and the only way to really fix that would be to manually adjust every sound effect) would it be OK if we removed them and replace them with my sound effects I did for my project? I understand if you disagree.
I'm not opposed to it I don't think. I guess I should ask, what are the differences?
With my sounds, besides most of them being from the original sound libraries, I went in to make sure that the volume matched the ones heard ingame. Unlike the current one which is just a port of the one from the PS2 version.
So yeah
alright!
again, not opposed to it, go ahead
I would probably update the description lol
Iβll do that when I upload it lol
Hey when you get a minute you think you might be able to post the file since I like to test it out along with a few others
i would imagine that your work will largely alleviate many of these issues (i hope)
might be better to start from scratch rather than use what I have since I was having issues with the process
I'm inexperienced when it comes to this and I couldn't get HCA working at all lol
i realized that i never actually released a single update to QOL collection ever since it was initially dropped π
also pretty sure I already deleted it since it was a few days ago and needed some free space lol
i guess qol collection was already in a mostly feature complete state anyways
@gaunt hamlet I'm the one who wrote the config btw. if you need something changed up or a new config option added, etc, let me know and I'll do what I can. (not expecting anything to come up but you are free to ask if something does)
Ah no worries harper and will do
I mostly wanted to look into the audio mixing with the current update
with the battle menus
yeah that's a good call
the original mod was basically just... merging those 3 separate mods into one so that they'd actually work lol
I meant to continue my work on the localization fixes part of it but alas, I dropped P3P
(I'll get back to it later)
There was some problems with the audio mixing in the pack
Nvm
iirc the sounds were kinda mixed, I think there was talk about some audio levels being a little funky?
they were kinda pulled from various sources and I'm not sure if anyone did an extensive sound leveling job
yeah
here's the one heard in the pack
here's a better video of the wip mixing
also taking the opportunity to fix some sound that were way too loud in the base game
Wait wrong file
sounds way better haha
Thank you
By the way does anyone know where this sound is? I canβt seem to find it in the init. Or Iβm stupid
fields have specific sounds that can play, iirc?
does the log print anything or no?
I would assume you've already tried that but it can't hurt to ask lol
I keep forgetting that exists
Iβll do it tomorrow
oh lmao, well hopefully that helps you find it
although it doesn't print everything so gl
I don't feel like I ever heard that sound browsing through P3P SFX but I wasn't looking too hard (and certainly not for that one) and that was a while ago
Damn
Thanks, but yeahβ¦ right now I want to focus on seeing if itβs possible to knock out the field sound effects before doing the audio editing for the battle sounds
To play at a higher quality
Sounds like it's init.bin\sound\se\comse.pak\0300.vag to me
(converted to wav so it's easier to listen and compare on discord)
moddaman already figured out what it is it seems but fwiw this is almost certainly called in flowscript when you interact with the stairs to move field.
i.e. there'd be something like (this is pseudocode)
PLAY_SOUND( footstepSoundId );
CALL_FIELD( whateverTheSecondFloorIdIs );
Presumably you could somehow map the id in that PLAY_SOUND (or whatever it's actually been labeled as) call to an actual sound file
Expanding on this, the sound playing function in this case would be FUNCTION_001E (this plays the footstep sound effect before transitioning you to the second floor field)
Did some quick testing with the function too and it seems to be for playing sounds from the comse.pak file, with the two arguments being used to determine which file plays (essentially FUNCTION_001E(X, Y) loads comse.pak\XXYY.vag, in this case FUNCTION_001E(3, 0) plays comse.pak\0300.vag)
My guess is that first number is used to denote the "type" or "category" of the sound (in this case 3 = travel/transition sounds, 4 seems to be related to 3d field/tartarus sounds like starting battles or opening chests, etc.) and then second number is just an index/number value for in that category, basically just an organizational thing
Are some there some sounds that can't be replaced? Or is it that I'm doing something wrong?
Because a lot of the times the game just crashes when the sounds are about to be played even when the sound it as the same Kz
I forgot what sounds they were but the dark hour transition sounds (the clock ticking and shatter) are very crunchy in p3p, the current version of the modpack doesn't seem to fix it
oh wait I posted about it right lol
oops π
kind of forgor
hard to say without more detail
that is a bit odd though
is it because of the software I'm using?
hard to say without more detail bc idk what you're doing
I'm converting higher quality sounds at 41kz or 48kz from wav files into vag with mfaudiov11 and then importing them to the init.bin file
oh hmmm i havent messed with vags much...
what a silly name
oh and amicitia doesnt even have documentation on it π
@magic geyser didnt you use some sort of tool for vag audio when you made naoto p3p? do you remember what that is?
Wait what?
i kinda forgot that ryo was a thing for p3p (sorry rena)
qol collection was made before rena updated bgme/ryo for the other persona games
yeah
the key point is that you can use hca instead of vag
!!!!!
by rena, i believe
can you just swap in an hca in place of where a vag would go then?
Ryo: https://github.com/T-PoseRatkechi/Ryo/releases
BGME: https://github.com/T-PoseRatkechi/BGME/releases
- Added support for data and file replacement.
- Randomization adjust to not play the same thing twice. @glass pasture
playback_modeadded to config, with options:randomandsequential- P3P: COMSE and BSE replacement
[Go to message!](#1089998902616395776 message)
I don't know crap about coding sadly
you dont need too know any coding here
idk if it requires any lol
ohhhhhhh
in this case its init.bin/sound/se/comse.pak/0000.vag/(hca for the vag goes here)
!!!!!
i guess the whole reason for QOL collection existing is now gone if this works lol
oh well
How so?
the big reason for the mod existing was to combine the 3 mods with manual merging bc hd sfx broke if pak merging was used for init
now i wanna test this
do you know if the shadow defeat noise is a vag?
sorry i havent modded p3p in a sec lol
K
actually
do you have the source file?
is the current one the p4g one?
I think so
and do you know which file it is lol
Let me just post it for you lol
thanks lol
ty
no worries
SORRY IM TESTING IT NOW
ty
actually rena while you're here
can file.ryo be renamed to anything or does the path have to be named exactly like this?
i'll have to answer that later 
(i was repeating you saying you'd test it later then not doing it π )
it has to be file.ryo
engineers' jokes are truly in a class of their own
do wavs actually work
not in ryo
ok, hca it is
oh lol
because i assume gabi does not have every file as vag only
that's the hope or else we have a lot of converting to do
what format is vag anyway?
Uhhhhh
I only extracted them from the init.bin
some weird psp audio thing
sorry
its a weird ass file format that doubles as a container and actual audio format
shits weird
oh i thought you said you were ripping stuff right from sound libraries and converting oops
is it the atrac9 stuff?
they made their own fucking newer version of vag
π
im not too sure but i think its related?
vgaudio supports decoding that, if it's a bunch files i can try testing yona for batch encoding it
vgaudio doesnt support the newer vags they use in model pacs unfortunutely
π¦ oh well
im assuming they did same thing they did for gmos
we tried testing hd sfx with pio's fes models and for some reason they sounded like shit
they made their own hand made rendering/reader for these filetypes to work on pc
yeah thats why i dont use pac merging on like anything for p3p π
p3p moment
you play p3p?
in moments of weakness
i would never
i might play p3p more if costume framework existed 
wasnt swine already working on one prior
sniwe has too many projects...
very true
unfortunately theyre like one of three people with experience doing code mods lol
i cant really say shit lmao i have a bunch of custom model tools i keep hardcoding paths into making me not wanna release π
does this look right?
yeah
it doesnt sound any better than stock as far as i can tell π
oh no definitely not lol
to be sure, make sure ryo debug logs says it's redirected
lmao p3p was really weird about it bc using merging for init.bin audio just made it sound the same as stock
hang on
or bgme, i think i added it as part of that lol
does ryo need to be explicitly enabled or only bgme?
bgme depends on it so it should enable automatically
hmmm im not sure if its actually being redirected
looks like not though
test mod has a dependency on bgme and persona essentials, does it need a dependency on ryo?
you'd didnt forget to add a ryo dependency?
okay cool hahaha
LOL
it's a bit opaque with bgme being the mod that really adds that functionality but still needing ryo separately
in a sec
k
volume warning
well its not much louder lol but
cant believe rena solved p3p audio
this is crazy
Hell yeah!!!
and only now do i find this out lmao
i mean with my headphones sitting on my desk a good few inches from me the sound went from a little audible to VERY MUCH audible when the shadow died sooooo
kinda louder i think maybe lol
its not like crazy loud lol
just kinda louder
seems like ryo handles sound independently of the ingame audio setting though
the sound system they use for p3p is super basic. there's no audio categories, they set the volume on the audio player
is the volume supposed to be independent of the ingame setting?
yeah, it's different player than normal sfx (that one expects the vag audio)
gotcha
the game doesn't set volume on it from config
sounds like we should probably include a config file with every sound
is there any documentation for how the config files work?
I am dumb so, the volume stays the same even if you turn down the sound effects in the game menus?
yeah
@native geyser
but i think they already have...
If it is then this is amazing
yeah, that's big
rena is it safe to assume you aren't really interested haha
either way unless I've done something off with this config file, doesnt seem like i can change the volume thru a config file π€
im gonna go back to working on p4fr for now but i feel like we're really close here
Good luck
shouldn't be that difficult
it'd be cool π
makes it easier then, we can just use yona to bulk process these
monke2 is easier to bulk process just folders of wavs like these iirc
yona doesnt have an option to just convert a whole folder of wavs to hca
misinfo 
forgiven 
i also need to update randomized battle themes with p3f music now that that restriction is gone lol
but i kinda feel like everyone has gotten used to p3r music at this point
oh but i guess bgme is still not working rn so it's pointless huh
imagine not using the best mod in every persona game smh
randomized battle themes my beloved
there isnt a catboy junpei mod for p3r yet idt
i use some of your hcas in this π
i dont like using battle themes because i want literally every battle song replaced except special ones with their own music lmao
This wouldn't be hard to do model wise.......
couldnt you use the battle themes framework tho
only normal battles
oh you mean every theme huh
yeah
fair lol
i posted what i replace here π
ryo π π
maybe I'll throw together some portraits later if you actually decide to do that
maybe
i could do it in like
actually 5 minutes
and 4 of them would be ue cooking the files
its a singular model replacement
bet
well 2, i forgor about tophat
i guess if you do that, send me some pics for reference lol but i would probably just use the morgana ear texture for simplicity in the bustups cuzzzz im not an artist lol (I did the same with dojima)
maybe, depends what ears he's getting in p3r lol
been gone for a while but glad to hear about a a breakthrough
think I still have my folder of P3P battle character pacs with the voice clips swapped if that helps
I think the main thing they like to do is see if it's possible to be able to adjust the volume for the SFX in game
since currently the only way you can do it is through Reloaded II
I see I see
ignore this
i canβt
skill issue

I don't feel 100% confident in updating the QOL Pack until I am able to fix every sound issues but I guess you can consider this a porotype of what's to come in the QOL collection
@native geyser have you had time to look at linking the Ryo SFX to the in-game volume config?
also nice new name lol
New pre-rendered backgrounds for anime cutscenes have been added!
Once that's sorted I got the sounds for ya
You know, someone tried
just play episode aigis fes or reload
that aside, that's kinda very outside the scope of this mod
But think about this
We have the Abyss of Time hub area in P3P
A Metis mod
you do realize there's an assload of stuff you'd have to reverse engineer into the game right
itd be quite trivial to do just the cutscenes, though
I've been doing my own audio stuff in the background, almost completely unaware that progress was being made here as well lol
Is it possible to replace the audio in umd1\data\sound\voice\EN with HCAs like you can for the audio in init.bin? I feel like that could be a possible solution to some cutscenes having very crusty audio, mainly the protagonist awakening scene.
probably yeah. that is a good point actually
(that being said I think most people would and should be using the cutscenes mod anyways lol)
yeah I was about to say
most people are probably just using that now
I think it affects the voice clips during the final boss too? I need to double check that one though
we just can't really proceed with a release bc ryo has no control over playback volume rn
my friend @/rabbitgirlkris was working on a concept for that but it was private
that's oomf π π
π₯Ί
Who was it?
Kris how far did you get with the answer in portable anyways?
tbh though especially for something with the scale of the answer (modding wise) I feel like I would be satisfied with mandatory battles only for the most part
the rest of the events can be done via flowscript....
Pull a KH 358/recoded HD and make the entirety of it just a bunch of cutscenes and text descriptions of gameplay
/j
make the battles in text

You will fight ||akihiko and koro||
and you just choose, win or lose
Speaking of The Answer in Portable. A while back I did sentence mixing lines for Kotone in The Answer for the FeMC FES mod.
it's the dungeon crawling that would be pretty hard, wouldn't it?
and I also kinda wonder how something like this would even be loaded in the first place
the more I think about it the more I realize that it would still be a very watered down experience lol
im more inclined to say the dungeon crawling will never happen
right
you could feasibly, recreate the important bits of the answer in p3p though
overall even a mandatory battles only episode aigis would be pretty watered down
but I guess better than nothing + you'd be able to have an interpretation of Kotone the answer
although I feel like reload is kinda the way to go with that anyways
Really i feel like the only realistic option would be to just overwrite whatever relevant the journey files with the answer's (or recreations as needed) otherwise you'd either replace MC or FeMC with the answer campaign or have to somehow implement the ability to support 4 entire technically seperated campaigns (Journey MC, Journey FeMC, Answer MC, Answer FeMC) which uhhhh don't think that'd be worth it lmao 
and yeah realistically at this point for a femc version of the answer just expanding the femc project to add support for that would be the better way to go lol
if you overwrite the journey then I feel like stuff like leveling would still be a bit difficult and you'd have like no customization lol
it's fun to think about though and p3p is way easier to do custom events with than p3k
so
...
I'll probably start learning how to mod reload at some point I wanna contribute to the femc project bc that's the only thing that interests me frankly π
p3p kinda goated for being the EASIEST to make custom events for bc its just flowscript which is so Nice and Easy to work with compared to all the other formats lmfao
yes for sure
how I wish we just had like... whatever internal tools ATLUS has for event editing
realllll... maybe one day i will be able to use their "pmvtool" and if nothing else have an easier time mapping out PMD's for LEET lol π
assuming that the pmvtool folder in digital devil sagas event folder is some test/generic output from said tool and not just called that for no reason lol
or if Atlus gets hacked
atlus leak but its only old ass tools and 0 employee info would be kinda goated....
P3F full source leak wen
Maybe as well we can get the uncompressed recordings of P3P?
For the English dub
I KNOW THEY HAVE THEM
lets crowdfund some japanese lessons for sniwe and getem hired at atlus w
tbh of all the things you could criticize atlus for they seem pretty decent at preserving their assets at the end of the day
like yeah they do stuff like waifu2x the shit out of p3p but then they also evidently still had original/high quality source assets for the port devs to use considering all the persona art and bustups were actually crisp and hd (not to mention that based on some of the debug strings in the executables for the ports they also do indeed have the source code)
tbh of all the things you could criticize atlus for they seem pretty decent at preserving their assets at the end of the day
erm, but twitter said they lost the entirety of p3f and the p3f code is very bad?
oh shit your right i forgor i hope the atlus hq and all of the employees suddenly disappear leaving behind a total void where they used to be one day as punishment for their existence 
Plus, we got higher quality voices for Catherine
Also could we get the uncropped versions of P3 and FES cutscenes while the hacker is at it?
uncropped everything really lol
you mean the final stage of composting?
i was more so referring to the bustup art because i am very confident that atleast most p3 bustups are full body drawings that're just cropped considering how certain places like the pause menu have full body silouhettes that are exactly the same shape as the bustups and if the silouhette exists then itd follow that the full art would exist too
i mean i could be 100% wrong but if im not i think it would be Very Cool to see that full art if it does in fact exist 
Ah I see
Also it would be nice to get a high poly Kotone Model
Sidenote as well, I've been trying to rip the images with the high poly Kotone model but I have no idea where the images for Kotone and Makoto are
Do any of you have experience with texture replacement?
with the models in P3P?
I recently made a HD texture for the ad on the monorail and was wondering if it was possible to replace it.
Also ignore the waifu2x textures, those aren't shown in game but I did them just to make it complete.
they're gonna be in tex2 folder
in this case probably tex2/field/pack/something
basically wherever the model for it is theres a tex2 folder equivalent with dds files
^^, for this particular texture replacing in a mod is as simple as putting a new dds at P5REssentials\CPK\{any folder name}\tex2\field\model\f031_002\f031_002_poster.dds
(it looks like for a couple of the other "subfields" ie f031_003 the same texture appears there so you'd just copy paste it to the corresponding directories if needed lol)
Thanks
it's a mutated dog lmfao
Hulk movie clips: http://j.mp/2jWpf5h
BUY THE MOVIE: http://j.mp/2jx6zN5
Don't miss the HOTTEST NEW TRAILERS: http://bit.ly/1u2y6pr
CLIP DESCRIPTION:
The Hulk (Eric Bana) arrives at Betty's (Jennifer Connelly) cabin to defend her from three mutant dogs that his father created.
FILM DESCRIPTION:
Ang Lee directs the live-action feature film The ...
certainly one of the movies ever
@light blaze has the HD Audio mod been fixed in any way? Just downloaded it and some audio seems weird
it has not, the only changes have been from me, purpa, and gabishy
I recommend installing this QoL modpack cuz it seems to fix a couple things, at least until gabishyβs sfx mod comes out
hers is way better bcuz sheβs trying to find the source files lol
I installed it just now, but I noticed that the sound of summoning persona and level up was still a bit strange
P3P QOL Collection directly replaces HD Audio SFX, and you should not use the two alongside each other
I know, i tried both to see if there were any changes between then
QOL Collection is currently being updated with improved sounds right now, you'll just have to deal with those SFX until then
gabi decided to directly support QOL collection instead fyi
unfortunately we are waiting right now as the new Ryo method for P3P does not support volume control at this time
ahhh bet
Nearly all prerendered backgrounds for the start of the game have been done. Only one left.
gah this looks so much better
indeed
Thanks! I used a similar method Neptune used for upscaling P3βs cutscenes
Has there been any attempt to do remake the backdrops in HD? Iβm not talking about true HD since that only took screenshots from FES.
no, i don't believe there has been an attempt
Dang
it is a lot of effort haha
i feel like trueHD's method would have been the most successful, but alas no one is rly interested anymore π
Yeah lol
I think at this rate Reload will get close enough to the P3P script that it will become more or less the best way to play the FEMC route. but I also just... don't like a lot of things that Reload does fundamentally so that much is a little sad to me
nothing wrong with the reload FEMC mod being developed ofc, everyone working on that is awesome and I'm thinking of trying to dive into that myself. it's just that it's built on a base that I am not the biggest fan of
Oh no it didnβt come across as you putting down that project
But yeah I wish there was a bigger interest in modding Portable especially for those who prefer it over FES and Reload
Iβm one of those people 
its reputation is in the mud unfortunately
not undeserved either, but it's unfortunate
portable is not my favorite but I think I prefer it over reload in most regards funny enough π
FEMC is the big thing about portable but the gameplay is just kinda comfy and quick, and it doesn't really have as many of the questionable decisions that reload does, it's moreso... it was hardware limited
is fuuka's addition the reason why all P3 versions after OG are ass π€
Yeah.
π
Sorry just want to double check
\P5REssentials\CPK\tex2\field\model\pack\f031_002\f031_002_diss_04.dds
diss_04 is the name of the original file
it would go in P5REssentials but follow the new path that schmuck edited in
in tex2 this is what i'm seeing for the file
you dont
preapp has them all waifu2xed
and as dds, externally in tes2 folder
been that way since p4g 32
Ah gotcha
Also is this good?
P5REssentials\umd0.cpk\tex2\field\model\f031_002\f031_002_posters.dds
P5REssentials\CPK\(anything)\....
technically that second folder after CPK can be named whatever so umd0.cpk is fine, then from there everything looks right
make sure you use the right dds formatting too
yeah
i thought it was bc3 for p3p bc7 for p4g
Ignore this just need to send it to my steam deck
I'll let you know as soon as I have P3P installed on my Laptop
IIRC p3p and p4g both use a mix of bc3 and bc7 textures (you can always just replace one with the other though from my experience and it works fine )
I don't think I see it on there
it's joever
I'm not sure what's wrong
but yeah the .dds file doesn't show up at all in the print file
hmmmm are you loading the field via mod menu or using a hard save
field loader
I have a save file from the monorail on steam deck but I remember it didn't load ether
what id is that?
f031_002
ty
no worries
works for me π
your file is named incorrectly. it should be f031_002_poster.dds - remove the s at the end of poster
By the way if anyone is curious about the uncompressed SFX, I made a spread sheet awhile back documenting sound matches. Keep in mind it's still a WIP. https://docs.google.com/spreadsheets/d/1nLpFg6CkwTv99OWbvxx926qmHHhDj36p15sQz801p7g/edit?usp=sharing
it has been about 4 months but P3P SFX volume control has been figured out! if anyone wants to test a build of QOL collection with this, that'd be cool, otherwise I'll put something together later. (thanks rena for hard carrying me through this...)
haven't made a PR yet but once that's done, I think the next update will just go straight to 2.0.0 bc it's a significant refactor
Goated
if anyone wants to test this mod and make sure everything is working as intended? (you need the BGME build above as well)
Actually, are you planning to release that sfx fix separately
hmm well this mod was originally made from combining HD audio SFX and 2 other mods... feel like it would be weird to just be like, yeah, I'm just abandoning QOL collection
this is to say, I didn't have any plans to release the SFX fix separately. any reason why you'd want it separate?
I mean, if you like we could have it in my mod as well
so the TL;DR is that I ran into several issues upon doing more testing today. basically, ATLUS code makes no fucking sense and so there's still work to be done for this mod. something is also broken on my end too with the QOL collection dll but to be honest I just have not bothered trying to figure that out rn
of course it wasn't going to be that easy
think I finally understand a fraction of your pain. π
I get it
this should actually work now. please let me know if you notice any issues
I am aware of the select and confirm UI sounds being lower pitch than they should be. anything else though, do bring it up, bc I did a bit of testing and didn't notice any major issues
testing this rn, pretty sure healing and buffs are using the wrong sounds
give me a moment I can record it
actually also just noticed that the teleport sfx here is still compressed
the enemies' agi also seems to be weird
I don't have any conflicting mods, this is a fresh reloaded ii install on a new computer
some of the card sfx for shuffle time are still compressed
last thing I have to report is that the awakening cutscene is completely silent, no voice clips or sfx
yeah lol
oh actually last last thing, pretty sure the footstep sfx for the dorm are playing the wrong sound
might be misremembering that one though
I lost all of the data I had on my old computer due to a recent windows update messing everything up, and that includes the work I had on my own p3p hd sfx mod that I posted about a while back.
Would gladly provide it if I could
I'd say at this point if you make any progress with SFX it might be best to just combine it with this mod, it would be weird to have multiple HD SFX mods that stand together (QOL collection supplants the original HD SFX). sucks that you lost the files though.
(I'm a little curious how you did your mod originally. did you just use init.bin or did you use ryo framework? I don't remember if you ever talked about it)
you can just use cutscenes anyways 
I used ryo
I took every sound from the psp version and manually converted them for p3p pc lol
ah
should've used the PC version
lol
they're all the same quality as the PSP version
using Ryo would've been pointless anyways bc it had no volume control so SFX was locked at 10
but that's fixed now, it just needs to be tested more and pushed
also looked more into this and I'm finding that this file isn't in the spot i would expect it to be. do you know where it is? bc...
where is it π
skills sometimes have vags in their .se
so in this case
oh wait wrong number, but you get the idea 
Pretty sure this is done because the .dat holds specific timing for the audio rather then playing it at a set time skills normally do? 
I guess I'll have to see if there's a way to modify BGME for these files too
~~which really means bugging ryo for help π ~~
oh cool. thanks
trying to work through the playback issues right now, hopefully it won't take too long
Ignore this
What's that
this should address that issue
can you confirm if this is still an issue or not?
I also kinda wonder if that's been an issue the whole time even with public BGME or not
if it has been, I will just leave it be for now and tell people to use cutscenes restored or KCP lol
I can check in a couple of hours
I'd also ask that if you know where some of the other missing files would go/where they are in P3P's files, to let me know so I can get them in there
but nbd if it takes a bit. I can just add them in later updates
everything in that vid is fixed now
the audio and sfx play again
I'm gonna be real with you I have no idea how I managed to fix the cutscenes SFX but I guess it must've been linked
thank you for testing :)
@gaunt hamlet is there anything else you wanted to get into this update? otherwise I will go and push out everything in the next day or two (depends on when BGME is updated)
Uhhhh




