#EVTUI (Visual event editing tool)
15594 messages Β· Page 16 of 16 (latest)
Huh, maybe so. I guess it'd be more dramatic for super near objects.
Is this for the same value?
comparing defaults
Ten!?! Man!
Well, goddamn.
I mean, this may also be in the env.
IIRC.
So this field may have it super high specifically to block out the rafters, lmao.
well this angle is completely custom so idk if there are other cases like this
Hmmm...
Do Jazz events look right offhand in the editor?
(no env loads here. what even is an env exactly?)
They look reasonable, last I checked.
But events can load other ENVs to override them
The env is set by default, yeah. There may be one in the assets, but if the IDs are all zero it'll pick the field's default. Or some similar logic.
Lmaooo, I noticed that with other pool events. Can't believe these lies....
looks normal
tposing aside
mona has been STABBED by a chair... rip
oh yeah wouldnt you need to also be able to simulate flowscript for the full render?
(also a way to handle conditionals)
I wonder if itβs a specific angle instead then
Yeah, variable handling and conditional handling would be implemented together, whenever that happens. And I do plan to get a basic flow interpreter working, but that's definitely an "after the initial release" thing.
Apropos of nothing, I wonder if this background is supposed to be oriented relative to the camera, and the editor is missing that info π€
Everything else being near-pixel-perfect makes me think that background is missing something major. But π€·
I'm fully spitballing here.
So I have no idea if that's true! But it's one thing worth looking into.
Hm
There IS a mesh flag that turns it into a billboard...
(Always facing the camera)
π
Vindication!?
Do we know which flag that is? I only see it for Metaphor in GFDStudio.
Not offhand, though if I recall...
On the first Adam Kadmon battlefield, there's red lights on the corners of your building
And I believe those use it
I think some of the leaves on trees in the field with the Hachiko statue also use it.

Just some of them. Just enough that you'd never notice unless you were looking for it.

Why.........
I guess I'd also expect to see it in the aquarium field, etc., if it's in the one I'm guessing it is.
Principal's office, and so on.
Hm, well, I certainly don't see anything that looks like such a flag within these field models...
happy 15k messages
man... one day i might just make a proper list of every (english) singleword
it would make things so much more convenient...
oh yeah, and also getting every event-only animation in the more generic animation files
i mean i would think the cues themselves are the same its just the sound itself that is affected by language
probably. but i still wouldnt have what is said in japanese listed
hmmm i might just do that after i've already done my demo. in theory this stuff would help on its development, but i've been already putting the demo back for so long as well...
ajdaaa i broke it again
Why's this thread suddenly dead?
~~because im not doing events rn
~~

uhhh i guess for conditionals > reference global bitflag, being able to see sumbits would be nice? not like required though, its not hard to just check what the summed id should be on amicitia
the game never calls flags like that though

every instance of a flag being used in p5r is almost exclusively the section and then the flag
p5 also did that in scripts, just less "pretty"
how less pretty was it
it didnt have the 0x?00000 prefix
so it was just the section length
0 + (section 1 length) + (section 2 length) +...
i said see the summed version not store it that way internally
so itd look something like this
0 + 0x800 + 0x400 + 9
my brain just likes seeing summed for some reason
the 0 here is clearly very important for this equation
Different from the way it's done currently? Not too long ago I added an update that separates the flag section from the ID with the section. The sumbits calculation seemed like kind of a pain for not that much benefit π
yeah i noticed while checking an event last night
I've been out touching grass and such 
imagine touching grass
understandable, its just my brain being weird about numbers
why touch grass when can touch code
tbf if i had a wife i'd touch grass more often too
also, lookats were kicking my ass and I needed a break
take your time
Okay, I'm losing my mind
Could someone who knows their way around one of the executables (any P5 exe should be fine, since I know the beta builds are more readable) share the lookat calculation part of the code? I cannot for the life of me get the vertical component to work in a way that's consistent across models. I don't know why this is so much harder than the horizontal component!!
I'm doing this ^^ but I don't know if every calculation I've tried for getting the angle of elevation from the resulting ray is wrong or what....
i could ask swine to give you access to the shared repo so you could take a look at the eboot
i'm not sure exactly what function would be useful to post in chat atm
Could be helpful in the long term, although it'd probably take me a while to figure out Ghidra, since I have never used it π€
DC seems to have found the basics based on his message I replied to just above, but I have no idea beyond that.
the functions I've checked rn was the request function for MLa_ which sets up the initial state for lookat (mdlLookAtSetMotion), which is the only command function associated with that evt node (a lot of them usually have a tick one as well bu the tick for lookat is already handled by gfd in mdlLookAtUpdate)
this isn't a part of the game that I did any deep investigation and it was a while ago so dc would be the best source
Appreciate your checking, anyway π Worst case, I'll suck it up and try to get Ghidra working on the eboot, lol. Last thing I did with actual RE was try to look at the eboot with radare2 ages ago, iirc... and for some reason it fully could not analyze it at all π
...Got it up in Ghidra, but it's going to take me ages to figure out anything this way. The tantalizing references to mdlLookAt.h/c....
So my main issues are:
- Making sure I'm doing the right calculations for angle of elevation between the head and the target, and
- ...making sure I'm using the correct base rotation for the head.
The former should be easy enough to test given the latter being correct, but the latter is what's proving to be particularly inconsistent.
I see something along the lines of LookAtGetBaseRotation in the eboot, but no luck finding a clear function for it.
New strat: literally just copy from Unity's lookat/rotatetoward implementations and see how far that gets me 
I believe in you ajda
you can do it 
I'm gonna be working on a new event soon, are there any new features with EVTUI I should know about? 
no errors, so we're good 
btw the reason I'm making another event is because I decided to finally work on doing a shusumi christmas event while my friend tests my inventory mod
and I'm kinda thinking of taking some inspiration from a fanfic I read once, but it'd take so long to do
where they go ice skating
it could be so cute, but I'd have to make a new field, some ice skates, and then do some custom animations
A whole new field π±
I believe in you, though π«‘
Especially now that field previewing is pretty complete.
does it work for custom fields?
also the only reason I'm thinking of attempting it is because I don't need to give it collision or anything
so it should be easier
Should work for any field that works in the game, init script setup stuff aside.
I've never been ice skating, but looking at some pictures of them it shouldn't be a super hard field to make
but like should I do an outdoor one or an indoor one
oh hey look at this
there's one right by the skytree
I wonder if you could do a pseudo-field with like, a fixed image background + some props and a clear shadow-creating object in the foreground. Like basically just copy + adjust the aquarium, etc.
But maybe good 2D art is actually harder here, lol.
well I'm not good at painting
if I were, I'd probably attempt that
for now I'm just going with something that looks close enough
actually I wonder if google streetview could help
if it's close enough to a street
I mean, the above image is a pretty great angle, tbh.
it is, but it might not be the one I end up using for the event
I'd rather have a mesh
especially since 3d modeling is something I can actually do
aint that already what some existing fields do lol
yeah
Yeah, hence I said to just copy+edit the aquarium 
yea
But still... only easier if you actually have a way of getting good 2D field art π
just do it in ms paint
Finally, P5 mspaint mod.
The real way is to 3D model it and then make it 2D
like actually i should prolly buckle down and do it real quick for that cemetery field we need for #1424140027641860176, would i just like copypaste an existing field that does this and then just change the field textures
ive never worked with fields lol
Yeah that should work
They might have to be the same size, but I think the billboard feature for events should work regardless.
yeah cus we already have a 2d image, i just edited the strikers cemetery png
oh but sky is transparent so i guess something something skybox?
I'm fairly sure there are 2D fields with a skybox. I think the skytree is one of them.
cemetery png is shaded for sunset since thats when the strikers event happens so probably a field used in an event with a similar time of day would be good
hmm
...is the bridge a png?
I don't actually know π€
Either way, should be entirely possible to add a node with the labels + conditions to only ever use the clear evening skybox.
actually iirc the 2D fields don't actually have a field skybox. it's only ever used in events.
no the one in ann rank 10
i'm like 90% sure it is 2d
yeah i just figure to save myself some effort if i can
some artists legit do this for perspective
but I can't draw very well anyway, so imma do it the way I actually know how
plus I can make textures too
I've mastered the art of procedural textures with blender
yes, me
well I didn't know you did art
I just haven't been around when you've talked about it before if you have
i havent really
the only thing i showed: 
I kinda started learning programming and blender at the same time
in my sophomore year of highschool
I'm nearly 24 btw
my gosh I graduated almost 6 years ago
π§
ngl
idk how much detail I should even attempt to put into the field
if I do a flat angle facing towards the skytree, I could probably get away with much less
I could also make heavy use of textures as opposed to geometrical detail to speed things up
Something I just noticed. It seems like the cones in the back aren't correct.
I remember this being a thing in blender where the rest position is skewed and the pose position is the actual scale of the model.
Hmmm
my favorite persona protagonist: Akaghost
Oh, huh...... do you know offhand what they're supposed to look like in-game?
Yeah one sec
Seems like it may be a GMD parsing issue, maybe version-related, or maybe missing a flag that turns on/off some field that affects the positional data offset...
Do you remember if you observed the incorrect positioning in the object model or in the field model's object node?
I'm assuming these are a field object, anyway.
It's not an object actually, it's built into the field. But this is what I mean essentially.
Oh, I seeeee.
This happens with quite a few models from what I can tell.
That's so weird, lmao.
the hell
Originally there was an option for fixing the scaling issue in the blender addon but it stopped working a while ago (I think when the metaphor stuff got added).
The Metaphor update strikes again!!
this import setting specifically.
metaphor breaking everything smh my head
The main reason this is an issue is because of sumi funnily enough.
Ooh, this is very helpful. Much like the UV issue, it'll be easier if it's just me trying to get back old functionality rather than trying to add new functionality, lol.
gorgeous
looks like this version has a working version.
works fine on 0.2.1
[Go to message!](#1351304235320348683 message)
I said version twice and now I can't edit it ;-;
Betrayed by the link bot 
how will you ever recover 
Granted I never really had an issue with the rest pose being broken. And when I did that was after it became broken (I just used a workaround). So I can't really confirm if it does.
I see π€
I guess I can check it actually
lol
[Go to message!](#1340777637064343594 message)
forgot I was on 2.0. it works.
Well, at least this vindicates Pherakki a bit, since it's also happening in GFD.
But OK, nice. I should have enough info to get going with on debugging this.
If I do find the issue in the Blender tool code, might be a nice occasion to start a fork π€π€
Better now than later I guess
May as well, if it works π€·
Actually, does this model break in GFD, too? I feel like I'd expect it to, if the field is breaking for the same base pose scaling reason...
But I don't remember it breaking there....
So, that's odd.
Thought so. Weird!
I guess whatever import code is in the addon seems to not translate it correctly.
Does this mean GFD is doing scaleless rest pose for character models but not field models??
go QUEEN! assert dominance on the creeps by a-posing! π °οΈ π
Also, for some reason if you do the offsets for F012_029 it's the opposite from what they are ingame.
in the render view it's the left one and ingame it's the right one.
It seems to somewhat happen in F012_027.
last time i tested i was using f002_005 (shujin rooftop)
I did fix that recently, yeah. Unless these fields work the opposite way for some reason??
and what about this one?
one sec
the offsets were correct im sure
a while
just making sure
Possibly worth updating just to make sure?
I think it correct
oh no, we have a case in our hands
Yeah, looks like you're on an older version without the UV fix.
oh right
thats weird, I thought I updated
okay cool it works now
the cones are still squished though so yeah it's not an update issue atleast
oh thank goodness
Nice. The UV and field offset fixes were in the same PR, so makes sense.
cities always are full of the worst drivers
...I wonder whether the pre-Metaphor-update GFDStudio version that had the unbroken UVs also has the scaling issue with the cones π€
indeed i hate when city drivers cartoonishly squash cones with their bad driving
(cartoon splat sfx)
specifically the one from Deltarune
You know the one.
It's annoying because the fields can't be viewed in gfd
They can't?
they just show up as blank and can't be seen no matter how much you zoom in
Ooh!
Okay, so it really was the Metaphor update in both cases. But I guess GFD has something that smooths over the issue for character models specifically 
No this gfd is 10.2, which the latest is 10.3
I don't think it'd be any different in older versions
@amber moth that's because GFS files usually don't store textures
the textures for fields are stored in BIN files
it's not the textures that are an issue
^
Oh π€ but the cone issue persists.
But it is in EVTUI, which just uses GFDStudio's code.
I don't remember the exact version, but definitely something after the Metaphor update.
Do we have any events we could test in this field to see whether it works in EVTUI?
I guess Takemi's confidant events.
sure one sec
I wonder if this is part of the difference between GFS and GMD files
like
GFS files are clearly used for different things despite the process of making them being basically the same as GMDs
at least on our end
but like I wonder if they do have those as props but the vertices just get combined with the brushes
I think GFS vs. GMD is just a suffix thing for categorization/organization purposes, tbh.
looks fine, I don't see any issues.
So I guess that field's issue in blender is unrelated to the scaling thing.
the formats are identical, but I think GFS files were probably made in an in-house level editor while GMDs were made with traditional modeling tools
Maybe so.
Maybe, but they both have exactly the same issue. This whole thing is really odd.

there is an issue.
best girl aint there
||im /j'ing i know she's an npc||
she is actually
I didn't know Sumi hung out at the clinic
well i cant see her so does she even exist
schrodingers' woman
more of an object permanence thing
Wait, actually, I think the issue would still be out of frame here. It was the window to outside, not the front desk that looked odd.
she's studying to be a veterinary duh(...why can i kinda see it?)
doing the scaleless rest pose option does fix it.
because Sumi's sweet and would definitely love animals
no the door frame is still there
Ah, hm.
it's ripped off in this image
Yeah, this is all really weird 
I think we need to kill atlus
u tried rotating?
what if its just shy
I mean i'm sure it's there. I think it's just too big to be viewed in gfd or something
big model problems 
I'm not sure why, but for some reason my text edits aren't saved. They show up in game, but then reopening EVTUI it gets replaced with the vanilla BMD
The eternal jank π©
What's the location of the saved file within your mod directory?
P5REssentials\CPK\EN.CPK\EVENT_DATA\MESSAGE\E700
wouldn't it just default to EN.CPK anyway?
could be a duplicate though
Is it using BMDEmu or no?
I'm not
Hmmm 
Like it saves correctly and the game reads it, but it just doesn't show back up in the editor.
What files are the logs showing on event load?
For once this should definitely be info that's in the logs, lmao.
Huge.
...or not 
Is it printing to the console, then? This stuff definitely gets printed somewhere.
i'll check
Should just be a bunch of filepaths in a row.
it does not look like it's being printed.
to be clear you mean the git bash console right?
I'd assume there if not in the logs, yeah.
only release, I could try debug. How do you build debug versions?
dotnet run is all it takes for me.
Oh, then that's weird.
I think it was happening before I updated too. So I guess it could be something file related instead?
I definitely don't think it's a new issue, but it is hard to debug without being able to see what paths are actually being loaded.
I suppose it could have been from the file management overhaul a few updates back, but script jank has always been an issue, so hard to say.
I should've made a backup EVTUI before the overhaul
You should be able to build from the commit just before that.
Which one was the overhaul, and what would be the command to build from a commit?
oh I see
Should be this commit: https://github.com/DarkPsydeOfTheMoon/EVTUI/commit/d9ea8b8863954a3a01f0036b378edcf88267e30f
Or, well the one before that, since this is the one with the file loading overhaul.
You do git checkout and then the commit right?
Yes, I believe so.
I bwoke it 
i'll check 61 just to make sure
Well, good find. Maybe I should take a break from being beaten to death by quaternions and start to fix message jank for real....
take as much time as you need 
yeah 61 did break it
you make it sound like we're beating ajda up
^us to ajda
I'm surprised the most recent still has the issue, since I fixed a different issue related to scripts
but I guess that was in emulation mode, so this is different.
Lookats @ me 
lookats at @ at me
ryuji that's rude
let him have this
A guy can't even become one with his bowl of ramen anymore....
hm, render crashes readonly mode
oh, okay e764_101 crashed out of readonly mode when i looked at render after glancing at a bunch of previews
(i was trying to figure out what object asset 14, an item, was supposed to be, but preview was seemingly empty and i didnt catch anything of note when render was open)
although here look at the funni model stacking
does. does this actually exist
Sometimes the EVT refers to item models that don't actually exist π€· I usually assume that means it existed during dev and got removed but that the game's engine ignores it if that happens. Buuut there could always be something else going on.
If anything, it might refer to the next object with a smaller ID? So 7738_001 in this case, I guess. But that'd also be weird, even if consistent with how the game usually handles missing assets.
idr any object being in the invite version of the event thatd change depending on the party member invited, so i feel like it prolly is just nothing
although still weird, esp when i did find a command or two referencing it and they bothered putting an EVT_ASSET_OVERWRITE for it in the init script (that also changes it to a nonexistent model lol)
theres a nonzero chance i clog this channel with akechi movie date mod yapping
(thats why i was looking at this event lol, im making them watch the duhvengers since that seems to be the one they spend the whole damn movie talking during in mementos mission)
(dont think i could steal the dialogue though unless i want to adapt whole ass chapters of that manga to game events :V)
(its probably gonna be him bitching about character arcs or something lol)
(also idk which month of the game to put the invite in)
I feel like over the summer makes the most sense in terms of the confidant (the weird Summer Fling timeline of it all...), but that probably isn't how the manga does it, if you want to preserve any aspect of that π€
you say that like its a bad thing
the manga is most of the reason theyre watching duhvengers in specific, im kinda unclear when it is in the timeline since i just kinda read that chapter and the one before it but right before that is basically the entire pts sans oracle and violet on a fishing trip which would be consistent with november?? that feels weird though
but then ren does talk in code about "hey wouldnt you rather be free of this conspiracy bullshit," so...
P5 tie-in media all overloads November sooo much π
Like WHEN are we finding time for all that, lads... this month is already crazy....
Maybe you could replace the night-before jazz club invite with this?
And maybe there's one over the summer that the scene can call back to?
(The night-before jazz club invite is forever wild to me, lol)
"im alone right now"
"heyyyy, gonna kill you tomorrow, jazz club tonight queen??"
So, yeah, my initial vote is "one event in the summer that's got the carefree tone of their weird summer fling" and "one event that replaces his 11/19 jazz club invite and is a poignant callback to that"
i forgor there was a jazz invite in november
Literally the night before it all goes down π
but also wouldnt it be 11/18 since 19 is the actual bossfight
Oh, might be 11/18, true.
I just know it was right before having to go do the thing.
And then was just like a regular jazz club trip? Lmao.
or wait 11/17 since on 18 you have card and also maruki rank 10
yall remember the specific dates?
for some things
...wait actually what month of the game is duhvengers out for lol
and do the existing movie invites even respect the movie schedule :V
I think it was the 18th, though π€
hold on i literally bookmarked a playlist by that guy who played the game at a rate of 1 day per day so i could check these sorts of things for fanfic purposes
why did i not immediately jump to that
funnily enough, a lot of things in persona dont really have an schedule. they can just happen whenever (love when a slink is like "soon it'll be x important event", fastforward months later, and the character is still as nervous about the event that is going to start 'soon')
tbf acceptable break from reality for gameplay
no yeah im remembering 11/18 right
1 day per day??? π
some people are fuckin weird man lmao
who isnt
Darts go pew pew
Donation Link:
https://www.extra-life.org/participant/VisualKythe
Welcome to the Persona 5 Royal Real Time Challenge! For the next year I'm going to be playing through the game matching each in game calendar date to real life! I did it last year for Pers...
There we go, yeah.
can't you just search the dialogue and retrace it from there?
search for messages in the bmd dump containing topics of movies and find the file it came from
then see the corresponding flow thingie
i know the ids of the chat invites themselves but ctrl+fing for CALL_CHAT_ARRIVAL(805) gives me nothing
i have some very (bad) news for you!
chats and hangout events are stored/read from counters
yeah i was gonna say
idr the count but youd have to search for the relevant count to be set to 805
i figured it was probably written to a variable which was then passed to CALL_CHAT_ARRIVAL and/or a count was involved
why is it every time i need to do a regex i fogor how to write one and need to look it up
hangout events are stored wholly in the count and then math is involved
(cus they have to split the upper 3 and lower 3 numbers for the event major/minor id)
oh right fakenitro broked
oh thank god i found someone uploaded the movie invites as youtube videos https://www.youtube.com/playlist?list=PLILRkcpXHATTZ_eco23N5jBOxKdx2_i7F
oh but these seem to be for og, i feel like they probably didnt move much but idk
...i feel like i probably did at least one in my playthrough, if so its probably in my calendar somewhere
AHA, day specific scheduler function ==> sdl_Coop_Holiday_Invite ==> CALL_EVENT(780, 6) ==> this procedure
...now to figure out how CMM_HOLIDAY_INVITE_CHATNO works
wait wot
lmaaao i forgor i was messing around with evtui when we first got the render and i had saved this π
yuri jumpscare
"i know the feeling" gee i wonder why
I'm thinking
maybe an angle like this for the event?
haven't worked much on the map, so there's not much to it yet
and idk where I can save time by just using textures and HDRIs yet
I think the only actual reflective surface will be the ice though, the glass won't be
loosely based on this image still, can't find a better angle for one unfortunately
looks nice so far
I mean iirc most of the field textures are pics of real buildings with a filter over them.
you could probably find similar looking textures and you can just reuse them.
my angle was way off lol
this might be closer
that cube is just gonna be a tent or something eventually
the rest of the background I might just be lazy and use a dome texture for
plus I don't want to try to test GFD's limits so I'd rather use as few 3d objects as possible
the frame for the sky tree itself was easy at least
just a cylinder with some modifiers
I'll have to apply them and convert the text to a mesh before I export, but I'm leaving it like this for now since modifiers are easier to tinker with
anyway, superbowl's about to start so I need to get off my computer since my family will probably kick me off soon anyway
i think itd be funny to use the image as-is lol
Alas, I cannot recreate this
But this did help me realize that I got rid of the file paths being logged at extraction/setup (or, more accurately, failed to preserve them in the overhaul), which is definitely something that needs to be added back.
Weird that you can't recreate it, but good that it helped you out.
What the--
t h e h o l e
looks sick

I just want to see the Odaiba field π Why is the eternal void here....
thats just odaiba irl
So good news, I guess maybe my version was bad because I reinstalled the latest and it works now. Genuinely no idea.
wait
hmm

so my custom event works, but the non custom events don't.

Huh. I guess it's prioritizing the existing file over the modded one.
I wonder if the sorting logic is somehow platform-dependent??
That would be.......... annoying.
If you move the modded BMD for a non-custom event into a custom CPK directory (i.e., not EN.CPK), does it show up in the script selection dropdown?
OK, yeah, between that and the "shows up in game but not in-editor," it definitely seems to be prioritizing showing you the game copy rather than the mod copy. But why π€
every copy of EVTUI is personalized
True...
never had this problem
It's only happening recently when not using BMD emu, apparently.
And also only on Windows, I guess? But it might be a bit stochastic.
oh a new word
"Okay maybe if I mess with the bone matrices a bit I can get at the scaling and--OH GOD"
spooky p5r
this is the future italians want
Finally... Paper Persona: The Thousand-Year Door....
morganaπ
About time
P5 if it was good
Suddenly paper mario
I think I'm just gonna finish up my inventory mod before I even finish the custom field since I'm not gonna be done in time for valentine's day anyway
and I keep just wanting to improve the inventory mod
I'm gonna make one last change to the UI and then just look for mouse controls in the game
anything that could clue me in on how to unlock the mouse
Bump
I really am starting to want to work on events again. I think for my demo i only have one more of haru and 3 of the kamoshida's will seeds left?
If i dont just decide that i acrually want to make a bazillion more events out of nowhere like i often do
@faint plinth can I DM you a zip of my mod for the linux test btw?
...I don't have a setup right now π Probably quicker to ask raven.
I'll test it out tomorrow
it doesn't work in the test field btw
you have to go through New Game or load a save
ok
bumping this back to my thread list
holy why did this one take so long to open
huh...
got bored, tried making that jpeg background cemetery field we need for restored events, dont know what im doing, got a crash somehow
like somehow this does not seem correct :v
also are these not implemented or is my thing out of date
i tried messing with camera values via the slider but um. i dont think theyre supposed to be this large
original values by comparison
it always gives an int value too
i pulled up the diet building field which i used as base for this, changed the camera coords to match an event that uses said field, and uhhh that sure is a big fat gfd default texture
ayo
tbf this much is probably just skill issue from me but eh
Yeah π₯²
Been verrrry busy. Hopefully I'll get it under control soon, but a full time job + a small business + a wife and three cats and family visits does not leave much time for any hobbies π₯Ή
oh wow you're really girl bossing it up
...progress?
I know ajda just said she's busy but I'd really like bmd emulator to be fixed because I really don't like writing the bmd in evtui then copy pasting my stuff to a separate msg bc the evt would see a blank message so I have to do the compiled version
it should be an easy fix, right?
something like first look at edited msg, if msg command is blank look at original bmd
Is EVTUI only able to edit events within a cpk file? I want to edit one added by rose & violet, but I can't just open the EVT file within the mod folder, it seems?
it tends to prioritize CPK events, but it is possible to edit custom ones with it too
I think one of the ways I got it to work was by setting it to the ID of an existing event in the CPK
and then changing it to the ID I wanted after
you can open any event, even ones with new IDs
you have to set the directory to the root folder of the mod
Thanks! A little janky but I think it's working
its annoying when you bring config folders into the mix since it only reads from mod folder's p5ressentials folder but yea otherwise just chuck mod root at it
yeah, just duplicate a file and give it a name that isn't taken. i'm not sure you can make one from complete scratch (yet)
theoretically you could but theres no reason
Just want to say this tool is amazing! I got an event edit mostly working on the first test thanks to this
Is that the one for your kasumi mod
ah
What happens when two mods try to edit the same event? Does the lower mod overwrite or does it error like with flowscripts?
Afaik the lower mod overwrites it, but if two mods have the same edit the same scheduler it crashes
you sure there isnt scheduler merging?
yeah the scheduler is just a list of functions that need hooks to edit
theres no scheduler merging because of that afaia
it should work with standard flowscript merging
the scheduler is just a series of bfs that you can emulate like any other bf
i wouldve made that a reply if i knew id get ninjad

a series of boyfriends?
editing the same procedure of the same bf fails but thats true of all bf emulation not just scheduler
Thats what I meant, two mods cant hook the same one
I completely forgot how to reinstall this.
Anyone mind giving me a hand?