#Any way to find out which .GAP is being used in active time?

32 messages · Page 1 of 1 (latest)

tame fulcrum
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I am working on a mod project with a friend where we will convert Joker into one of the fellow party members to basically play as that party member. So functionally Joker will become, let's say, Akechi in the metaverse and we can play as Akechi there. For this we replaced Joker's phantom thief models with Akechi's and fixed most of metaverse related animations to patch out the giraffe neck. But since all this was done manually, its still not full-proof as I currently need to do the same for pre-rendered cutscenes which uses the same models and animations. With intuition I have tried to fix as many as possible but its still like trying to find a needle in a haystack. So I am wondering if there is any realistic way to have it printed which .gap file of Joker is currently in active use?

I base this theoretical point just based on the fact that we accidentally softlocked the game when trying to do gallows fusion on Zorro because the relevant .gap file wasn't available and reloaded console printed that.

molten karma
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I don't think that it's possible. There's no "Joker" in the game, just different models playing different animations. It might be possible to tell which gap is used for field exploration, but I would imagine that each case is special (and even then, I doubt the game saves file names).

What you can try to do is track what files game is loading in general, and then just search for gap files.

tame fulcrum
molten karma
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I think file emulation network mod can be made to log all files? I don't remember tho

tame fulcrum
kindred dock
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@lavish gate uses the logging tool a lot and could probably point you in the right direction. (Sorry for the ping 😅)

tame fulcrum
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Yeah that would be helpful!

nocturne hemlock
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Or even if it's a flow function call, instead of making a custom function it's probably possible to just replace the flow function using the flow framework + p5rlib

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(with logging included for input params)

molten karma
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You can try to configure the File Emulation Network: Base Mod mod, but in truth I don't remember where exactly I enabled file load logging either

lavish gate
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for example, just warping to map 002_001 (shujin gate)

the following GAPs are loaded (this is not just for the PC), and further ones may get laoded if new objects are added to the scene

MODEL/CHARACTER/0001/EMT0001.GAP
MODEL/CHARACTER/COMMON_ANIM/BCMN0083.GAP
MODEL/CHARACTER/COMMON_ANIM/BCMN0084.GAP
MODEL/CHARACTER/COMMON_ANIM/BCMN9030.GAP
MODEL/CHARACTER/9050/FIELD/BF9050_021.GAP
MODEL/CHARACTER/9050/FIELD/BF9050_010.GAP
MODEL/CHARACTER/9020/FIELD/BF9020_010.GAP

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I enable logging in the Cri Filesystem v2 hook

molten karma
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Oh right yeah, it's this mod

tame fulcrum
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This is a godsend

lavish gate
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yeah

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its logs out to %appdata%\Reloaded-II\Logs

tame fulcrum
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Okay great! Let me try this out.

lavish gate
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*%appdata%\Reloaded-Mod-Loader-II\Logs

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for event Anims, you can either check of the EVT, or trigger the event and then read the GAP from the logs

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i would suggest you let the main menu load so the music starts playing, then you can ignore everything from before SOUND/BGM.AWB

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once you start seeing the ENV load for the event or field, then you can find the relevant GAP

tame fulcrum
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Right I'll take that into account. I wanted to play test the whole mod anyway to iron out the issues, so loading events shouldn't be an issue since I'll just let it happen naturally in-game.

lavish gate
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yup, bear in mind that the log file can get quite large, so make sure you have plenty of space

tame fulcrum
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Yeah, thanks for the help!

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I'll check this out and mark as solved if it checks out.

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Okay one more thing, is there any way to keep the game window active while alt-tabbing to console window? the game becomes inactive if its not focused on.

nocturne hemlock
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P5r essentials had that I think as a config option

lavish gate
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render in background