#Costume Framework for P3R
1 messages Β· Page 2 of 1
Rnfiejx8enfi3j
YES
Djejfienconrofjrocnexidne
I want the files to this so badly π
π
Yeah but I wanted to make sure I wasn't messing up
Also didn't think about that initially π
It certainly seems easier than loading models in Blender, importing to unreal, dummying mats, and packaging
FR
911 (the id) truly saved costume modding
At least it's easier if you don't accidentally add an extra 0 to the file paths....
i lied 
hopes and prayers
because aigis real breaks a bunch of logic in the code
thanks atlus 
added a shorthand for using existing assets
remember the file paths was getting annoying lol
Oh god yes please.
Update
Added asset shorthand for costume configs: asset:CHARACTER|ASSET_TYPE|COSTUME_ID
CHARACTER is the character's cf name.
ASSET_TYPE is the kind of asset. Typically it's TypeMesh or TypeAnim, like HairMesh and HairAnim
COSTUME_ID specific costume ID mesh to use for asset, optional for anything besides CostumeMesh.
Added Ryo movie support for costumes (mainly a Ryo update tbh). Can have custom cutins if you'd like, or custom any movie tbh.
https://github.com/RyoTune/P3R.CostumeFramework/releases
https://github.com/RyoTune/Ryo/releases
@flat sedge
playable fuuka 
oh yeah. for ryo stuff you want shared between costumes but don't want to duplicate files, create a normal Ryo folder (add Ryo dependency like normal).
Create a config.yaml (possibly in costume specific folder) and add
group_id: UniqueCostumeGroupId (replace this)
is_enabled: false
In your costume config.yaml set ryo_group_id: UniqueCostumeGroupId (also this)
It should probably maybe work (i didnt test)
https://github.com/RyoTune/Unreal.AtlusScript/releases/tag/1.1.3
hopefully this one works
this should be using the same check they use to determine if it's astrea for stuff (like who the hero is)
but there's also different one used if save data and stuff, idk what they got going on 
It's using ue-atlus-script for The Answer again. The log shows it registering BF and MSG files as (Default), but I don't see it registering any file from ue-astrea-scripts.
ue-astrea-script*
no s
although that doesn't answer why it's loading default scripts on astrea π
hey rena, I'm trying to make a config following this and I can't seem to add a project reference?
[Reply to:](#1227085256054800385 message) I got the two yamal files in. Thats about it. Was checking the github for the next steps but it was...
- In VS, right-click your project, and select open folder in explorer.
- In Reloaded, select bgme framework and open folder.
- Copy and paste
Bgme.Framework.Interfaces.dllfrom the bgme folder to your project folder. - In VS, right-click your project, click
Add, thenProject Reference. - Select
Browseon the left, then click browse near the bottom of the window. - Navigate to your project folder and double-click
Bgme.Framework.Interfaces.dll. Select confirm. - Add
_modLoader.GetController<IBgmeApi>().TryGetTarget(out var bgmeApi)to your code.IBgmeApiwill probably have a red underline, just hover over it and it'll suggest to fix it by adding aUsing.
[Go to message!](#1171566860991483934 message)
there's a reference option, but there's no option to browse in that one
send screenshot
but i should probably make it a nuget package so you don't have to do that

did you make a C# project?
I made it an empty project cuz I couldn't guess what it should be in π
Should be the Reloaded 2 template?
you have to make it a project to add things to, and also yeah should be reloaded 2 template
I've never done this before, so I'm just going off info in the server
is that just in the reloaded tutorial
alr, thanks
damn, too slow 

There is also Animated's guide for the Unrealessentials set up thing
https://github.com/AnimatedSwine37/UnrealEssentials/blob/master/UnrealEssentials.Interfaces/README.md
If you want files to load depending on configs
Right now I want to switch out which overrides.yaml is used if that helps
It still uses default scripts in The Answer, but it finally registered the BFs and MSGs from ue-astrea-script.
Another issue is that the BFs I had aren't compiling even though they are untouched after being decompiled. I think it might due to them saying "if ( UNKNOWN_FUNCTION_numberhere() == ( numberhere )".
yeah it only supports compiling from le ones, some can't because pop reg isn't supported (idk what that is)
in the constructor
this?

I'm sorry 
I'm trying my best to remember all the terms I learned in my programming classes 
programmer tip, google CODE_LANGUAGE term to find the answer to most question
so c# constructor
also chatgpt is pretty good if you have that
I hope I just missed something in the reloaded documentation that tells me where to add config options
a quick peek and no, it doesn't cover it 
when making your project there's a Mod config toggle that you hopefully toggled
config options are in Config.cs, with plenty of examples and the various settings you can have (names, descriptions, etc)
in the constructor you should be able to access the config
if (config.OptionEnabled)
{
api.DoStuffWithApi();
}
i am baffled, because this is the same check as the one you said that worked
just so I'm sure, do I put the line of code from step 7 in Mod.cs or Config.cs?
step 7?
^
yeah, you'll do everything in the constructor
I'm gonna ask something that feels very stupid in my head, because I'm probably overthinking it, or misreading something, but do I just like, paste it at the bottom of public class Mod?

sorry again, I just get anxious about being wrong, and overthink a lot of stuff 
@orchid pecan https://github.com/RyoTune/Unreal.AtlusScript/releases/tag/1.1.4
swapped check plz work
I assume this works?
not really sure where to put an overrides.yaml tho...
in your mod's folder
just outside where it'd normally load from
to get your mods folder: var modDir = modLoader.GetDirectoryForModId(modConfig.ModId);
then make w/e folder you want to keep overrides file
var overridesDir = Path.Join(modDir, "my-overrides"); will be MOD_FOLDER/my-overrides
and it loads the override from there if the option is set to true?
if you tell it to
that's what I'm confused about π
if (config.OptionEnabled)
{
costumeApi.AddOverrides(overridesDir);
}
well uhhh where does that go, I'm so sorry

it'd be nice if there was an actual guide for this instead of a bit of docs here and discord posts there
I wish Reloaded just had at least a little bit of a GUI for this π
this was giving me errors and I had to put underscores in front of modConfig and modLoader, that's not abnormal is it?


not really an issue with you but that's a programming 101 thing and i rather not teach that. lord knows how well last time went 
I've taken programming classes, I just have a foggy memory
but I've mainly used java
but now I'm worried about what I forgot 
This is why I dont do configs π«
I know 0 of programming.
I only know sytnax that fire emblem fates uses π
well I mean it'd be an isse for me, since I'm using overrides to have the colored armbands appear in events
but makoto and kotone would cause issues for that
I would just provide a seperate download for femc and have them change the mod loader priority. Extra steps same thing π
I mean yeah, but I hate bloating the modloader
I felt that
lemme give that a shot rq tho, just to see if it does work the way I'm thinking
I havent tried it myself but it should I think.
good news, i think reloaded 3 will have non-programmed configs
there's a reloaded 3??
bad news, reloaded 3 won't be out for a long long while
the fabled reloaded I: https://github.com/Sewer56/Reloaded-Mod-Loader
gg
hmm it says it overrode, but it didn't (I know that's not femc, I don't feel like doing a fresh install rn)
it should at least load this, but it doesn't...
OH WAIT
wait no, nevermind again
damn he got a thick waist
cuz this isn't the same thing as episode aigis forcing sees uniforms outside of the abyss, right?

[Reply to:](#1219251240542666843 message) Loaded
weird, for some reason, the blue armband is taking priority over the pink armband at all times
even with the pink armband is added as a costume first, it's below the blue one in the menu
overrides dont touch items or anything
equipping them just use your overrided costume instead
well it's a separate mod that's an addon for the colorful armbands
but I may have found something, just maybe?
load order typically doesn't matter
reloaded usually just makes its own
if you need something to load first so you can overwrite it, add a mod dependency
yeah, it is set to have colorful armbands as a dependency
Task failed successfully
wait did u make the colorful armbands mod?
i cant believe feonyx is feonyx on gb 
iβm old enough to remember renaβs old username on discordβ¦
Rena has a different name on all platforms it feels like 
T π

i did mean to update everything to match when i renamed on gh but forgot lol

It doesn't, but I decided to rollback to 1.1.0 as you said it's supposed to be ue-astrea-script and not ue-astrea-scripts and praise be it fucking works.
Who is rena?
I just realized they changed their name again lmao
So basically it was fine with 1.1.0, but we were defeated by a minor spelling mistake.
rena doko
baffling, because this version should be using the same check 
in the log it should be outputting the two checks, what do they say in astrea vs journey?
I don't notice 1.1.0 telling me the difference between Answer or Journey
But on the newest version (where it was still playing default on astrea) it says this on both
welp im annoyed about not knowing why my doesn't work but the other does but
guess i'll swap back to it
Posted new version that uses old check. Changed the location of astrea scripts to ue-atlus-script/astrea btw
really wishing i kept tracked of all new stuff i added to cf 
- shorthand redirects
- custom voicelines
- custom cutins
- custom aoas
- ability for base mesh, hair mesh, face mesh, anims to be added
- no longer uses dt, so extended outfits not required
- metis support added
forgot about the movies and shorthand lol
i need to make custom fuuka cutin, thank you for doing that 
gomen for ping but where is your list of shorthand in code....
wanna update config maker
i assume you used some hardcoded list of like
you assumed wrong π
It's working perfectly

real
Any plans on fixing Overworld Costumes j saw a help post regarding it.
the fix is dont play the answer
TRUE
Can you redirect to an existing cutin for a costume with Ryo? With like a config? Or would you need to export it and reimport through unreal for something like that? If so what would the file structure for that look like
yeh, even with shorthand
allout:
normal_path: asset:Player|AlloutNormal
normal_mask_path: asset:Player|AlloutNormalMask
ohhh cutin not all out
Inside of Ryo/P3R/ create a .mv.yaml file like Yukari.mv.yaml then add
target_movie_path: MS_Btl_Cutin_Pc0001_VP9.usm
movie_path: ../../../P3R/Content/Xrd777/CriData/Stream/Movie_VP9/Battle/MS_Btl_Cutin_Pc0002_VP9.usm
Bet
adjust the Pc#### as needed (target should be the costume's character, movie should be the other character's)
Wow the ../../../ was omega necessary lol
Thank you
I had gotten to config.mv.yaml by looking at the ryo github but after that I was v lost haha
Spoilers I guess
i wouldnt upload that to gb with the cutin btw 
body itself is basically a recolor but cutin can be considered dlcβ’οΈ and admins might yell at me 
I'm not uploading anything haha
dlc api when.......
I saw the request and was curious if redirects worked
I personally don't like uploading something that would just be a text file the user could do themselves
me uploading fuuka akihiko whenever i get unlazy:
technically target path should also need full path, but p3r seemed to use unique files names for everything until it didn't
(literally text file and 2 images, only actual substance is voice)
Speaking of Fuuka Aki... I was curious how you fixed the face getting messed up in battle
CF does that
fix it or mess it up?

True for you then
wdym
It told me nah
were you using answer stuff
Normal in dungeon but it battle face messed up
what if fuuka base anim path too?
yeah even with
I just assumed something else was being done to make it not so lol
it isnt
cf is recursive skeletons idk why face would die for you
h
i have not found how tf rena did this either
must be some default ue thing that normal replacements dont allow for
btw this is crashing the game on startup 
h?
That might work better
No crashes but face still distorts in battle or when speaking. If me issue then whatev lol
no i get it too
So Mudkip is the chosen one then
i think it's whenever the face isn't in a "rest" pose
i've noticed happening since the beginning on player whenever you attack (in tartarus)
maybe packed ver will work
mayhaps uessentials dies on loading this bp somehow????????????????????
lol
Yeah this one doesn't distort on talking
what is the universal skeleton
So Mudkip does yours not distort if you have Universal fix off?
nope
on a male char?
does not distort at all

Insane
what does this even mean
i dont have an image
but you know the issue you have with fuuka over akihiko
where the face is scaled incorectly
no i meant why is it working for you but not us
but your fix works for ercar

im 99% sure it dies if i disable costume framework
lemme hand replace a model and test
oh wait
re-cooking ue4 uassets into io store replaces main game pak
π π π π π π π π π π π π π π π π π π π π π π π π π π π π π π π π π π π π
maybe i should put this on gb, then
ok it does in fact work without costume framework
me issue
that doesnt explain how parts of it work with just cf though.....
π im sorry fuuka
Idk if me issue but Metis "Normal Body" outfit defaults to Aigis body lmao
@sick apex is this how's she's supposed to look like?
I think so?
i feel like it's just slightly different than max's but eh
good enough for me to call it fixed
lol
I can't see anything jetting out of the face so I'd call it a win
I win
damn lol
https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.4
retargets a bunch of face, head, hair anims to skeleton. i've only got a minuscule clue what that means...
think i fixed it
i think sometimes it looks a bit worse than retargeting to skeleton but it seems mostly the same
plus talking and general face animations actually work lmao
i think this might be the exaggerated expressions max mentioned
She kinda looks like The Rock lol (this was still on old cf with universal fix)
what is unique costume group id? 
or can i just name it whatever
That's how I understood it
Just give the same id for the costumes you want to share the ryo folder
(didnt work when I tried)
did you set the same group id in ryo and costume
2nd is in Ryo folder in root of mod folder, first is in config.yml of costume folder
lab-deez nuts
and you added a mod dependency to ryo?

well all p3r ryo stuff goes in Ryo/P3R/
LMAO THIS GIF
Well uh the ryo folder (base) is empty
well, yeah?
is it not supposed to be in one costume folder then shared to the other

naw naw
you move costume ryo stuff to regular ryo, with that config and set group id
then just add group id to costume configs

i will test
did not work

its technically "working" in the sense its not replacing voiceline though, but the costume isnt loading it either
but its not playing over default 
Lol
Quick question regarding the ObjectsEmitter, would it be possible to undo an FName assignment?
ehhh maybe? from the C# end of course i just never added it
because idk how the game/unreal would handle it
I'll try it out, if it works I can bypass the blueprints altogether and just use the FName assignment/reset
Random but can you use shorthands in config.yaml but for modded outfits.
if you mean in any config.yaml then yes?
if mean shorthand for modded files then technically yes? but you'd have to place and follow format for existing files PC###/C## etc etc which im not sure if i'd recommend
I'll stick to file paths then, ty for the response.
@flat sedge https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.8
Added ability to edit existing costumes' assets (fr this time)
any way to add costumes to your inventory after adding them to R2 on an already existing episode aigis save file ?
oh you don't need to go to your cardboard ?
p3r doesn't have cardboard
maybe they mean the closet?

it's clearly working π§
(redirecting via code does work here)
I thought it had to be named costume then the face/hari/mesh
idk what to say, works for me with:
name: Summer Uniform
base:
mesh_path: asset:Metis|BaseMesh
costume:
mesh_path: asset:Metis|CostumeMesh|501
hair:
mesh_path: asset:Metis|HairMesh
face:
mesh_path: asset:Metis|FaceMesh
also erm, I've been wondering, if I can use a base mesh for costumes, could I just redirect my armbands to the sees uniform and then just have a different texture?
if I can even do it through code, I'll right the lines idc
you sure the files are baked there correctly, and your folder paths are case accurate?
the config is already long as hell with how much I comment π
config has stuff in a Models folder but your files aren't in one
π
oh my god how did I fix that in code but not here π
did you add face anim redirection btw

unfortunate
costume->face->anim does get set if that's what you mean
if you mean char->faceanim then no
/Game/Xrd777/Characters/Data/DataAsset/Player/PC0002/DA_PC0002_FaceAnim
i know that's used in char-faceanim, but i've no clue what costume->face->anim does so uh, test it if you'd like lol
I have 29 comments in 135 lines of code cuz I know sure as hell I'm gonna forget what this does in a week π
I physically have to work like this or I get lost in my own code
that's why you use descriptive variable names π§
anims also properly reset back to default

ryo, anything about this btw?
@flat sedge btw do you know what's up with the eyes animation being wonky? in battle rest pose and also when attacking in tartarus
they transition to some other thing before transitioning back
idk, additive anims? or eye bone socket bugging out?
lazy-eyed fuuka is sacred tho
base mesh is skeleton mesh
my bad I mean like how I can load hair with
hair:
mesh_path: /Game/Xrd777/Characters/Player/PC0012/Models/SK_PC0012_H000.uasset
but for the main body
body:
mesh_path:
could I redirect the armband texture
oh no

you cant redirect specific parts of a mesh
you can only redirect to other skeletal mesh uassets
I thought so, just been sitting in my head for days and I needed to at least ask
I also should prolly make a version of Aigis' without the dress bc some cutscenes have her kneel down with an anim that doesn't use skirt bones lmao
if you dont want to duplicate models for textures, make model use mat instance and have different mats loaded via code instead
is this still in unreal?
or something I can do all in VS
I just want to make everything file wise as streamlined as possible
cuz uhh I haven't and I realized I'm dumb for it so don't call me out
check femc mod's mod.cs
I realized like 3 hours in I should've prolly just made a modern and classic folder for each mc and then the party π
check the bool variable GregoryHouseRatPoisonDeliverySystem
and look at the filepaths too
i do exactly what i just reccomended (but in this case i make it load specific texture rather than mat, its the same idea though)
well thats not the idea i just name my files and variables random shit π
its why p3r texture suite is named "its just botany not real science"
and a lot of stuff is just balls with a number
I mean, I know how you name stuff just based on stuff like that
and I respect it
it's just very funny
my personal favorite is naming a bugfix class in a mod manager I did to some shit like "NaotoFix" and spending a week looking for it again when I needed to tweak it later down the line
and that's why I have 29 comments on my code π
comments are for nerds
and I'm a nerd
woah....
I literally play xenoblade
okay so trying to understand this code, I just name the material the same exact thing, and then redirect it if it's equipped?
or at this point, maybe I should just streamline it by cooking the assets directly into the game as hard replacements
what exactly are you trying to do
just trying to have as little unnessecary files as possible
i assume its some config option where its like "enable this for piss yellow instead of blue" or something
basically just file optimization
well you'd still have to replace the model file
so i dont really think you have much choice lol
well no, if I did a hard replacer i could just have it only replace textures
and like I had it as costumes so it could be optional, but that was when I wasn't just like "if you don't like it don't download it"
Wait just a hecking moment
CF no longer does the ue crash when you exit the game 
@sharp tusk btw if you're doing stuff in p3, mind tossing this version in: https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.10
even more animation customization (once any bugs are worked out)
plus skirt stuff ig
Anything spesific I shoudl try out?
no skel fix and use femc player
then just play until it crashes (we hope it doesn't crash)

Twinsies 
Changing costumes it will not update the hair ro default if switching from a costume that had a hair-mesh
Basic attackt animation bugged out and now soflocked

honestly a bit confused on this one, because the hair did update (im assuming the hooding is part of hair) 
noooo
Hoodie is costume
The hair you see broken on miku is what's under the hood
Also the "uniform & armband" will not load if you change from a modded costume into it
But it will load if you change from a vanilla costume into it
that one is known, all mod costumes are inserted into costume 51 (uni&arm)
but it doesn't update when swapping to it from a mod costume, since id doesn't change technically
yukaris baton pass anim looks so good on femc 
Also some animations are still Makoto's
But I guess thats expected
which ones? right now im replacing (most) of the dungeon and battle anims
the rest should probably be yukari
oh i mean anims outside dungeon/battle, like overworld walk/run
i think max uses yukari's right, since that's femc's skeleton?
missing .acb in cue folder parent folder i think?
you too?
i need that outfit but just for everyone
Why is Ryo suddenly dying 

New CF dependency
Femc mod 
LowLevelFatalError [File:Unknown] [Line: 1311]
Internal Error: RemoveFromHash NumRemoved = 0 for AnimSequence /Game/Xrd777/Characters/Player/PC0005/AnmDungeon/A_PC0005_DNG0003_BASE_Breath.A_PC0005_DNG0003_BASE_Breath
0x00007ffde31efabc KERNELBASE.dll!UnknownFunction []
0x0000000141845706 P3R.exe!UnknownFunction []
0x0000000141807acd P3R.exe!UnknownFunction []
0x0000000141a4f1d0 P3R.exe!UnknownFunction []
0x0000000141a3264d P3R.exe!UnknownFunction []
0x00000001419d792e P3R.exe!UnknownFunction []
0x0000000142ef32fe P3R.exe!UnknownFunction []
0x00000001419d7ea0 P3R.exe!UnknownFunction []
0x00000001419d326f P3R.exe!UnknownFunction []
0x00000001418f3823 P3R.exe!UnknownFunction []
0x0000000143504989 P3R.exe!UnknownFunction []
0x00000001431de702 P3R.exe!UnknownFunction []
0x00000001430f1e7d P3R.exe!UnknownFunction []
0x00000001408987a0 P3R.exe!UnknownFunction []
0x000000014089f0bc P3R.exe!UnknownFunction []
0x000000014089f13a P3R.exe!UnknownFunction []
0x0000000146b9379e P3R.exe!UnknownFunction []
0x00000001408a9154 P3R.exe!UnknownFunction []
0x0000000143f8cf7e P3R.exe!UnknownFunction []
0x00007ffde411257d KERNEL32.DLL!UnknownFunction []
0x00007ffde5acaf28 ntdll.dll!UnknownFunction []

was expecting this one though i was surprised it took this long to pop up lol
Only happens without femc mod so far
Junpei... Please standstill
Also Ryo is randomly loading the menu sounds from the aqua folder
Sometimes it just refuses
I also broke the bgm there randomly?
Interesting
spaming the sys-courser breaks the music
Ohhhh
I finally crashed with femc
This was not the real crash thing sorry
Going into the velvet room
I was wrong
It was still in my clipboard from another one I think
No ue crash handle pops up this time
gomen
OH AND THE CRASH ON CLOSE GAME IS BACK!!!!! 
That's where the itemuse in my clipboard came from
LowLevelFatalError [File:Unknown] [Line: 1311]
Internal Error: RemoveFromHash NumRemoved = 0 for AnimSequence /Game/Xrd777/Characters/Player/PC0005/AnmBattle/A_PC0005_BTL0054_BASE_ItemUse.A_PC0005_BTL0054_BASE_ItemUse
0x00007ffde31efabc KERNELBASE.dll!UnknownFunction []
0x0000000141845706 P3R.exe!UnknownFunction []
0x0000000141807acd P3R.exe!UnknownFunction []
0x0000000141a4f1d0 P3R.exe!UnknownFunction []
0x0000000141a3264d P3R.exe!UnknownFunction []
0x00000001419d792e P3R.exe!UnknownFunction []
0x0000000142ef32fe P3R.exe!UnknownFunction []
0x00000001419d7ea0 P3R.exe!UnknownFunction []
0x00000001419d326f P3R.exe!UnknownFunction []
0x00000001418f3823 P3R.exe!UnknownFunction []
0x00000001419ebb15 P3R.exe!UnknownFunction []
0x000000014089dee7 P3R.exe!UnknownFunction []
0x000000014089bcbc P3R.exe!UnknownFunction []
0x000000014089ba67 P3R.exe!UnknownFunction []
0x000000014089ea70 P3R.exe!UnknownFunction []
0x000000014089f0e6 P3R.exe!UnknownFunction []
0x000000014089f13a P3R.exe!UnknownFunction []
0x0000000146b9379e P3R.exe!UnknownFunction []
0x00000001408a9154 P3R.exe!UnknownFunction []
0x0000000143f8cf7e P3R.exe!UnknownFunction []
0x00007ffde411257d KERNEL32.DLL!UnknownFunction []
0x00007ffde5acaf28 ntdll.dll!UnknownFunction []
Also the softlock on basic attact animations is proably the crit animation I think
Can't test without femc rn
But Ryo is definitly super unreliable with Aqua cues either because of this cf update or femc mod
@feral cedar uhhhhh (episode aigis ending stuff but it's a bug so...)
it fixed itself soon enough but i don't know what the hell went wrong
Can confirm my game crashes shortly after load with latest CF.
1.7.9 doesn't load fits for the Answer again? (most recent one that doesn't immediately crash for me) Switching back to main story from Answer also deletes CF outfits again
"why am I doing X again?" ah
some outfits weren't appearing since i removed eo stuff but re-added outfits missing on switch
I read this as the mod acting differently on nintendo switch and got very confused
π
I updated this and testing would be pretty epic..... https://github.com/MadMax1960/Costume-Framework-Generator/releases/tag/2.0.0
Will do when home 
Bless 
I wlll after I eat.
Successfully generated from a folder. Only real thing was a me issue forgetting to put mesh after base costume face and hair because I forgor.
You can just leave blank in those instances since costume framework loads them automatically from folder anyway
That's why it says you can leave blank 
What's the point of the "copy from another config.yaml"
Because it just ask for everything anyway?
in case you're doing something like 80 versions of one costume
its going to ask for everything and ifi you leave it blank it'll copy everything, but anything you input will overwrite
i used it to make every fuuka costume very quickly for example (did not have to copy ryo stuff, aoa stuff, face, or hair, etc)
I think this is the same problem P4G has 
so after a lot of testing:
the (possible???) fix for NumRemoved caused the game to be unstable but may be fixed by the following
the crash without femc seems to happen when the other anim packs (common, event, etc) aren't redirected, potentially to the same character?!
i was swapped anims to yukari locally and i didn't crash despite a bit of testing, but the version you had was mitusuru + femc using yukari anim packs
it is possible for the current costume ryo to go out of sync, though under what scenario is ?
It was doing it both in battle and overworld 
And only happned with new CF+femc
Before the only problem was the volume thing
is that why i was hearing metis lines and koro barking at same time lmao
Right Mudkip
Does it happen to Labrys too?

I tried to move Aqua's Ryo folder out to the root of the mod
And all the weird behaviour was gone
Just worked perfectly 
well if it's in main ryo folder then it's always replaced
costume ryo it's disabled until the costume is equipped, then it's enabled
i did change it a bit, but idk why it'd break it since I essentially just removed duplicate code 
shadows straight up booked it after tpose femc intimidation
Could the weird flakiness have something to do with the same thing that happens with random outfits changing on a crit or whatever that was?
been a while since played the game but was that a thing lol (crit thing)?
the change was that ultimately music/audio gets updated based on "final" costume id used, aka the one you see. after overrides, randomization, and w/e i might've forgotten about
Outfits are different in ui and theurgies change them I think?
one thing i do know is that the game sometimes updates character costumes randomly, though i've assumed it just updates them with the correct costume
yeah, those are different instances of the same character i think
but i would assume they'd use the same "final" outfit outside of something like randomized outfits
Maybe? 
Also, on another note
For the cutin replacement per costume
It works great with the movie
But there is still the break texture
Okay
that is consistent behaviour
Whenever a crit or weakness is hit CF will update the model
[P3R.CostumeFramework] [DBG] SetCostumeId || Player || Costume ID: 1004```
And it's like switching the Ryo on and off, It's working, get a crit, it's off
Get another crit, it's back on
that's is really strange behavior 
when the costume updates, it should be comparing the "new" costume with the previous one
ah
wait
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
im so dumb 
finally got around to using this anddd it broke on me cries I reinstalled net 8.0 and 7.0 too
just doesnt work anymore
oh yeah i switched to doing folder instead of costume-mesh.uasset
i can add that as an option back, didnt think about that 
i mean up to you
ill update it this weekend at some point
alrighty
https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.9
So far...
The Ryo intergration still goes on/off when model is updated
And Head/face mesh is not updated to the default when a costume only consists of a costume mesh
When moving up a floor in tarterous, with random costumes
It will only update the player with a new one (Not sure if this is normal)
Otherwise random seems to work fine
Modded costumes don't show up in The Answer
Changing from the Answer back to main game
Outfits won't load in main game (Doubtful anyone is actually doing that? But still)
These are my bug findings

Oh also I assume you removed the animation pack thing for femc mod
Because it was just normal animations
I thought all of this sounded familiar lol. Then I saw 1.7.9 was the same version from a month ago
That's the version Ryo asked to be tested 
No I know

iirc the crashing without femc was because femc set player animation packs to yukari
matching anim pack with replaced animations crashed *less~ β¨ *
so true past-me
frightening, but it is spooky π» month so ill leave it for now and not because i've no clue how to fix it w/o more testing i dont want to do rn
@sharp tusk everything else you mentioned should be fixed: https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.11
No modded costumes is loaded in either main game or Answer 
But it definitly "finds" them at launch
Just not in the later load thing


can't tell if that's makoto or femkoto lol
Costumes works in the Answer
Seemingly except for on Aigis?
It updates the costume id right
But all modded costumes for her becomes sees uniform
Is Metis's "normal" body the one you use, like eveyones unifrom and armband?
The thing where going from modded costume to unifrom and armband is the "same costume"
Ryo intergration with costumes seems completely disabled now?
No sounds are being replaced
That seems to be it
- Answer Agis no modded costumes
- Ryo intergration totally gone
- and as you said, the head/face mesh not updating
all of the shells are costume id 51
idk what that maps to on metis
Ryo intergration totally gone

Yeah that is her 51
Then it makes sense
It defaults to her Aigis model 
she just wants to match with her sister, leave her alone 
what id should be her default 
No like
with CF
her 51 loads wrong model

With CF
Metis costume 51 will load : SK_PC0011_C051
But it's supposed to load her: SK_PC0011_C201
That model yes
how??
Why does Metis even have Aigis models to begin with π
Makes sense ig
yeah but im not understanding how costume id 51 is supposed to load file 201
Ask Atlus 

love how ep aigis completely interrupts how most of my code works 
@sharp tusk is it just her body mesh that's wrong?
Yes
fresh out of the oven: https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.13

im honestly not sure why aigis isn't working, nor why cf thinks it's all sees uniform for her :/
the quick fix when it released is still there and idk what change broke it elsewhere. kinda hard to debug it w/o game and dlc lol
Did u buy dlc?
What the heck π
Fair-enough
I thought about gifting ya fhe dlc on steam but i broke.
Ryo worksssssss
I should open comissions but idk how to go about that
Yippee
i think some people here have both a checkpoint and kofi for that
is checkpoint still a thing?
Thanks for the advice
Okay I was a little to quick
Volume still seems to change sometimes
(ignore the double audio, silly obs)
Will sometimes ignore the yaml volume
there's other sfx playing fairly quickly, which will reset the volume it'll reset the volume

oh wait
Metis 51 is fixed 
And it was not how fast I was doing it...
It was after the critt
wait so the volume changes on the voice, and you're not even setting a custom volume on it afaict


it's a different cue for some reason
at least in the first log of it somehow
but the cue name is btl_pc05_0016_01

except the debug log treats it as btl_pc_05

Buuuuut
The volume is set the individual fileeee
So even if it's somehow another cue
It's still getting the files from the same place
it's confusing why it'd know to set the volume, but only sometimes

not at all would at least be an easy bug omg that emoji is perfect

Looook
Path in photo uwu
16.cue
And it's not consistent is the same way it was turning on/off the Ryo
only sometimes
Per file
yeah not really what's up, ima need to add more logs
it's especially weird that it's not resetting the volume after it did change
Also
Moving the Ryo folder to the root of the mod
Issue still happens
So not CF fault I guess
oh, might've found the issue
OwO
Ryo is the greatest

So now it's just
Head/face not updating + Answer Aigis no modded costumes
Answer Aigis id exists in base game doesn't it?
From looking at data table iirc answer aigis outfits and ofc descriptions as we know exist in base game. Is there a reason to not just patch base game data table with this stuff 
it'll have to do for a release unless someone else wants to look into that
cf should already be forcing the game to load aigis costume dt unless you're talking about something else
Doesn't ep have it's own costume dt 
I figured that's what causes that issue and makes aigis player id not work
but I might be 
I'm saying episode aigis dt doesn't conflict with main game dt
If we expanded base game it increases file size again (cringe) but might solve problems 
well it wouldnt be by much
itd just be expanding dt for episode aigis stuff not like expanded costumes
yes
breaks compatibility but that also hasnt been updated nor do I think it will
im saying it's already being used
cf forces it to use it in both base game and ep aigis
since it has all base game stuff anyway
aigis was working at some point with a very hacky fix where i treated ep aigis like regular aigis
but idk what change broke that fix, and i never got to fully supporting ep aigis aigis π
@sharp tusk aigis still works in base game right?
Yup yup
Just Answer Aigis with modded costumes
Also even vanila costumes are called sees unifrom for her
But they do change her model
hm, so that actually comes from getting the currently equipped costume using the og aigis id. did they swap her inventory to new id even in base game 
huh? was the screenshot not from base game 
but you said it changed her model, i thought answer aigis wasn't working
modded costumes
no work
Normal costumes works fine
But are still called sees uniform
uh oh, gotta adjust some code now...


@sharp tusk hopefully last fix of the day: https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.15
I have the metaphor outfits and the makoto rememberence outfits 
I ain't got shit (that isn't already for main game aigis)
fix for realsies or im deleting cf repo and page: https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.16
No crash
Names work
But still no model loaded
Interetingly
Ryo intergration works when equiping a costume on her
But model no brrr
should've just lied 
Jokes on you I still have older versions that "work"
Do you just mean Answer Aigis?
Yes
Bet
Modded costumes in Answer Aigis no work
im sorry, but it's ryover... ||https://github.com/RyoTune/P3R.CostumeFramework/releases/tag/1.7.17||
Aigis still a hater
aigi whyyyyyyyyyyyyyyyyyyyyy
It's fine

Episode Aigis isn't worth the money anyway!

I think this is still happening?
Nyani
I can't make it happen like before
Or wait
You mean Ryo intergration
Or head/face not updating?
Head and Face
Oh I just saw the post that said you were keeping it for now lol
probably won't be fixed. idk what might cause it and i kinda want to focus yeah
Just have to load a save file to uneqip a costumes face

No wait
Need to reboot game to unequip a costumes face*
I'll just bloat my mods by adding vanilla face/hair meshes to all my outfits
Just add their path in the config file
does that fix it?
I belive so
Let me double check
Since going from one modded costume to another that both has a face/head
will update it
But going from one that has
To one that has not
It will retain the first modded face
OWO
because of how you described it

Added Stupei hair with the shorthand in the config
And it updater over the last costumes hair
But without it. It will keep the hair from previous costume
yeah i know for fact i set up a system to use default assets for ones not added by a costume
looked at the code and yep, i wasn't letting it ever reach that code lol
Heck yeah!!!!!!
oh lmao i thought you were just saying that w/o testing
Flawless CF update
guess i'll put away gunallica

Yeah I actually did test lmao
Aigis loaded in Answer too
So I guess win win
For now
Until the next thing breaks
so you said I could upload Femsumi???
should be able to just rename your costume folder or name to match the player p5 costume and it'll overwrite it

I might do that, but I'd rather have the name Black Leotard bc it's the mod name
so I might do the folder renaming and recooking
you dont have that option
costume name comes from folder or yaml, the costume name has to match og costume
I'll just rename the costume
so if I have the mod edit the name of the item in general it would have to match black leotard right?
In theory yes
But you can't count on that femc mod won't modify the same file
Where ever those names are stored
*insert aigis nuh huh*
cf includes it's own costume data json which is what it uses to match costume id to name and stuff
TRUE
Blame atlus













