#P3P PC - P3R portraits
1544 messages Β· Page 2 of 2 (latest)
(the mitsuru one)
if that's just the tex2 one, that's fine
should have that one already

Texture would be in tex2 I believe, cutin C4_* something like that (I don't remember the paths lol)
Oh that's gore that's gore of my comfort shinji
They tore his arm off π
I'm guessing they did that BC the texture/sprite doesn't extend all the way to the left side of the screen (there's a gap no matter what) so Shinji would end up being cutoff weirdly if they didn't do that?? Idk
i am now seeing that issue...
and the p3r bustups certainly do not help here
it's over
like going with this and adding this??? gg
This would've been much easier if p3p's field message style was like P3F's where it's 1) cropped to characters faces and 2) faded out around all the edges so it looks fine no matter what π
yeah....
yeah this is a problem
hmmm this isnt too bad
is it great? no it's too far to the right but i cant do much better with just texture replacement
Yeah at minimum this would need actual spr editing for better than this which I thiiiiink might be possible but I know nothing about how that would be done π even then it would probably only help so much too
That does look good enough though at least
i have no idea how spr editing works either and tbh i cba to find out

as it is im just manually editing and placing back in the sprs bc idc enough
no, but i guess i should
sigh let me find some documentation on spr merging bc idk how it works...
wait, you can have custom texture sizes?
this looks a little better
honestly though it would be nice to have larger textures given these are frankly low res
(in a noticeable way)
im doing something wrong with spr merging i think...
not sure what i'm doing wrong π
wish i knew some mods that used spr merging for reference
i found exactly ONE
and it's an unreleased mod lmao
ok so the documentation is just straight up wrong i think?
maybe?
Hii sorry I haven't been home today, the bustups are done I'd just need to check that the folders are right and all that when I get back so I'll send them today
oh did you manually sort them
i actually would've preferred you leave them in the original format tbh...
I have both
oh cool cool
well, i think this is the best i can do for mitsuru to avoid major clipping on the left side
the hair is wrong but i mean idk what else to do there
im not exactly a good artist haha
I guess one theoretical option would be to just fade out the texture if it's going to clip but idk how good that would actually look in game lol
Would clash a bit stylistically since the style of the p3p field messages is to have sharp cut off edges unlike the more transparent "ghostly" ones of FES but it would work at least?
Fwiw though I think your edit is pretty good :3 I doubt most people would really notice or care that it's maybe a bit off lol
yeah i might just stick with this for right now
same deal with shinji although this also looks alright since the main thing that's wrong, the jacket, can't be seen anyways
(ingame)
hey @strong bone, a real quick (hopefully) question for you - in your P4G CSM code, you have that compatibility patch for Kuma over Teddie.
on this line you define private IBfEmulator _bfEmulator; and I assume that is used for the section where you check loaded mods after CSM is loaded (line 89). How would I adapt this for CriFS? Are there any mods out there with similar functionality that use CriFS instead of FileEmulationFramework?
i mean wouldnt it be fine if she wasnt flipped? her regular portrait edits dont flip her either, no?
also i know you guys mentioned wishing it was possible to have certain specific sprites for existing characters and like. i was planning on doing a mod that replaces certain p3r sprites by redrawing and replicating certain sprites from p3/p but that was something i was planning to do way later in the future (like more than half a yr kind of far) so if i ever do get to doing that you already have my permission to use those but adakcsnsaiaxn
its definitely not something im planning approaching anytime soon due to many many reasons
its been in the back of my mind for a few months but it just requires me to get super familiar w actually drawing in reload style and its intensive work to replicate stuff 1:1 in a manner im satisfied π
that's super understandable, definitely looking forward to that if you ever get around to it. appreciate getting permission too haha
didn't you also draw some femc route bustups for femc reload or am i mistaken?
do still need to look into saori/rio at some point
it probably would lead to weird cropping issues on the left side. her regular portrait isn't flipped but that bit also isn't an issue unlike with these textures
that'd be awesome, both for the mod and in general 
man....
seems to affect everyone to some extent... i'm guessing it's due to the partly transparent pixels from downscaling
oh yeah that would happen
can i get around that at all with the downscaling script?
Uhhh maybe but im not entirely sure π€
The main thing is that ideally the way to change the scaling would be to scale the RGB channels with filtering then the alpha channel with no filtering but that can't be done in just one command i don't think
well, i mean it is a batch script
should be possible to do multiple cmds
i have an alternative idea that might make it look a little cleaner
consider the blinking texture a layer, merge with the base bustup
then afterwards, run the downscaling stuff
hopefully just eliminate the transparency issue altogether
so basically the m*_*_* texture would basically just be a crop of the main bustup with the blink layered on top?
That would work yeah
Yeah and the original way i was thinking too (scale RGB and alpha seperately) would be doable but not only would it make like 2 additional images in the process but the alpha does just look overly sharp as a result and its not really the best looking so that would probably work out better overall
alright, I think I'll give that a shot then
hopefully it works out
i think it does work i just need to figure out how to script it
so I think I would take the m files
then I need to somehow specify the standard bustups
think I've got something. maybe
ok, no i don't
man this batch stuff is driving me crazy
@sharp spade did you see the folder i sent?
yeah, i did, thanks. sorry, i was focused on scripting stuff but i did download it already
got a script together wooooo
so much more pain than than i expected
ok. this method definitely works. we're so back
it is no longer kotover
my scripts arent perfect but they are certainly good enough
all this stuff makes me wonder how the p3p psp mod did it and how the quality for that one really was ngl
I've been doing a lot of scripting but it's all coming together now. I think I should be able to get an initial mod release out tomorrow or Tuesday
I'm basically a batch script expert now btw. if u even care (thanks schmuck π)
things left to do: touch up some portraits, add the missing P3P exclusive portraits (idek what I'm gonna do for them ngl), add the event specific bustups
maybe look into some desaturation stuff briefly
i have successfully infected you with .bat disease 
it really is one of those "you get used to it" deals kjgslkj
eventually you figure out the quirks and work around them but it do be finicky...
yeahhhhh
man
it's nothing like any coding language I've used before
anyways. i put together a pretty thumbnail (i tend to use pink for p3p mods)
could probably use an outline on the text but ayyy that looks nice
i probably should've asked lullaby what chara they wanted since this was a request they made
but i just chose yukari bc i like yukari :D
what color?
do you think it should be a flat outline or should it be more like a glow sort of deal
Hmmm
flat would pop out more and i think since the bg is a gradient it would prob look better too
but i don't have the source file to check myself so uh whichever looks nicer to you 
i work in paint.net so i can send you the source but you might not be able to do much with it lol
if the text/logos are on a different layer i could check p easily actually
yeahhh it stands out more but not the most appealing in this case lol
can also just send you the individual layer lol
yeah
so idk what color it should be
i could also do something like this
but yknow what maybe i'll let you experiment with it. need to get to bed soon anyways
i dont know about the "bustups for" part but i love this outline for the game logos 
tried going for a drop shadow instead (similar to yukari) and i actually think this looks pretty nice myself
it does look nice but it definitely doesn't pop out as much anymore
but I guess you didn't really specify lol
in comparision to the outline yeah lol, i probably should've replied to a diff message lol
pops out more than with no outline i think at least
i feel like this is too much of an eyesore unfortunately to go with but i do like a double outline like this more than just one white outline
yeah that ones a lot π
white with drop shadow actually looks really nice to me
tried a couple more things but eh couldn't really get anything else i was happy with, heres the pdn with my change (basically same as above screenshot) if you wanna take a crack again down the line (obv not now lol)
yeah I'll take a look tomorrow. thanks haha
tbh I'm kinda thinking about it more and I'm unsure if this mod will be done in the next few days or not π those extra event bustups are quite substantial
you mean the ones in the bst bins? i think those are just the same as in the normal bustup folder so you can just copy-paste the relevant folders since you're using bin merging
still super annoying but not thaaaat bad i dont really think
if they are that makes things a little easier although it still seems pretty tedious
yeah why did they even have separate ones anyways
are they stupid or something
My best guess: P3P was released on a disc based system and it may have been intended as a seek time reducing method (and maybe padding too?)
Like if X events can be located super close to the needed bustups physically on disc then less chance of longer loads or stuttering in an event
Otherwise i have no fucking clue lmfao
P3P: developed for a portable console with limited space, cutscenes and stuff cut to save space
also ATLUS: let's just have a bunch of redundant files in the same fucking folder
that is possible yeah, it still feels really weird lol
man I can't believe persona 3 is so poorly coded /j
I do want to assume that there is a sensible reason for it but no shot we'll ever learn what that reason was so all we can do is speculate and be befuddled by it in the modern day with the ports that didn't change that lol
yeah i mean look at this super long if statement chain from ghidra, they don't even know how to code right smhm hmh /j 
yeahhhh and the thing is, those stupid bsts make the mod like... idk at least 3x larger than it needs to be
yeahhh nothing that can be done about that unfortunately 
maybe it would be theoretically possible to make a code mod that makes the game not load from those bst bins and always just use the normal folder but like
for something so specific that also doesn't usually even make much difference for making bustup editing mods for P3P in particular i doubt anyone will take the long amount of time to look into doing that lol
yeah lol
I mean it would help it's just like, man, why did they even do this in the first place
at least I've got advanced scripts now though, I'm ready lol
if there ever needs to be more bustup work done for any reason it should be easier now
a lot of my time was spent writing those stupid scripts or troubleshooting them but I would've spent far more time if I had to do everything manually, anyways
Oh absolutely π
at least this only took what, a week and a half probably? instead of probably like a month lol idk
if I had to do everything manually my workflow would've been quite different
(I would not bother
)
yeah and that was probably only bc you couldn't really dedicate all that much time to the project anyways
if you had the same restrictions but had to do EVERYTHING manually.... 
yeah probably a month or more lmao
and I'd thoroughly hate life by the end of it
that blinking issue was almost game over too
like if I didn't have scripts, it would be over
think I would've just lost the motivation and just decided, fuck it, everyone loses the ability to blink
honestly yeah makes sense π
had something similar when i experimented with doing a P3F bustups port where needing to stretch the bustups to look right in P3P in addition to other issues (some the same as what you're running into) just made me go "nah this isn't worth it at all lol"
I think it's basically the same. My Ng+ arcana bonus mod for p5r probably does it. I think it does something similar with the DLC rework mod but before bf emulator was a thing
ok. yeah I was trying to figure out what exactly I should replace it with bc I tried a few things and it ended up crashing on boot :D
a P3F bustups port? why, just the fact that it has less cropping for its portraits?
yes 
i like the bustups being cropped less lol
looks like P5R NG+ arcana only has the check for mods before it, not after it
I could just specify order lol
like oh load this mod before this
admittedly i havent actually drawn any yet haha but i give a lot of feedback to people about theirs if they wanted advice
also, i can just ask the artists regarding this. i presume this would include theo too?
yeah
you can use my theo portraits if you want π I'll get them for you tmr
appreciate it! is there a GB name I should credit you under?
i dont have game banana but like any permutation of adrien/catboyronaldreagan works π
actually just about to enter land of nod here they are
tho just ping if anything is needed πͺ
oh wait
are blinks used
amazing file name
yes
it's been so long since I've played portable
scrap that I'll put it properly together with blinks tmr 
lmao
based off what i could see from the vesk drive here is reload theo
you'll have to crop the blinks to your liking to make it work in game tho :[
shouldnt be a problem actually. thanks :)
oof lol
big mod
it's almost done. there's a few more things to do then it should be good for release but i do think i can get it out tomorrow
once again great file name (thank you btw!
)
almost half the size of the actual game 
all good best of luck π
well no, the game is bigger than that lol
the bustup folder in P3P is 8gb and I'm guessing this will get close in size after the mod is done
@jolly path got one more thing to ask from you (hopefully)
there's like 50 of these stupid BST bins. I have them (but not their contents) extracted into individual folders
I would really love for a script to just go and copy all the appropriate bustup folders from a fixed location into the appropriate folders (can also be in a fixed location). how hard would that be :')
ive found that manually copying is really tedious...
i was trying to write a script myself but it really did not want to get the right contents π
I think one way you could do it (which would require you to have all the bst bins extracted somewhere which will take up some space but it'll be useful for automating) would be to do something like:
REM loop through all folders in %1, which should be your folder of bustups
for /d %%i in ("%~1\*.bin") do (
REM Loop through all folders in the directory where all unpacked bst bins are located
for /d %%b in ("{directory of unpacked bst bins}\*.bin") do (
REM Check if loose bin folder in %1 exists in current bst bin folder, and copy to %1\{current bst bin name}\ if so, force overwriting any existing files
if exist "%%~b\%%~nxi" xcopy "%%~i" "%~1\%%~nxb\%%~nxi" /i /y
)
)
Which if i've written this correctly should basically: loop through your folder of bustup folders, checks if that bustup folder exists as a .bin file in any of the unpacked bst bins, then copies it to a corresponding bst bin in your bustup folder automatically. Again you'll need to have all the bst bins unpacked somewhere (which it looks like you already do but just being clear about that) so it can actually look through the contents of them as i don't think there's ANY other way to automate this
yeah, I do indeed have all of them extracted. let's try this....
thank you π i thought i was a bit more of a batch expert but no, batch still hates me
i will let this sum up my thoughts
so wait im a little confused at this
is {directory of unpacked bst bins} supposed to be hardcoded?
tbh I was hoping I would not have to emulate the file structure for the bst bins too, but rather instead pulling from my bustup folder where all the bustup folders are loose
(hence my comment on fixed location)
I mean you kinda have to for them to work? Like they contain the bins so if you want to copy your loose folders to them you have to copy to folders named after them?
Im not sure im following what you're trying to do now haha
I think my thought was:
- I have the bst bins extracted, but not the bins inside of them. see first picture i sent above for what that looks like
- I have the bustup folder where everything is stored loose (second pic i sent)
- based on the bustup folder sorting script, it seems possible to take those internal bin names and copy them to a new output folder
- perhaps it would be also possible to read from the bustup folder and copy the correct folders to the output folder?
(does that make sense)
like I think I have a rough idea of how to do it I'm just having trouble with the variables
something something,
for %%i in (bst folder\*.bin) do (
if not exist "(output folder)\(internal bin folder)" mkdir "(output folder)\(internal bin folder)"
ECHO f | xcopy /y "(hardcoded location of loose bustups)" "(corresponding internal bin folder)"
)
idk if this is actually possible though so shoot me down if it isnt lol
so you basically want to look through the contents of an extracted bst bin and create the corresponding folders in your loose bustup folder then?
so youd have {bustup folder} and create {bustup folder}\bst***.bin\b*_*_*.bin?
I suppose that would work too. the main thing is really just, also copying the TMXs from {bustup folder} to {bustup folder}\bst***.bin\b*_*_*.bin
... that's what the script i sent you would be doing π
it would create the right directories and copy the files to there
Yes π
so for {directory of unpacked bst bins} - is that my bustup folder in this case?
anyways let me repost this image...
That would be where your unpacked bst's are
Like basically what the script does is look through your loose bustup folder, and for example it would check if b2_1_3.bin exists in your unpacked bsts folder for a bst bin (actually a folder) that would contain it, so for example it would check if bst000.bin has a b2_1_3.bin file in it. If it does, then it would copy your b2_1_3.bin folder from the loose bustup folder and copy it to {loose bustup folder}\bst000.bin\b2_1_3.bin, which with the xcopy command i sent would result in the necessary folders being created and all the files being copied as you'd expect
So: {loose bustup folder}\b2_1_3.bin would be copied to {loose bustup folder}\bst000.bin\b2_1_3.bin if b2_1_3.bin exists in {unpacked bsts folder}\bst000.bin\*
ok, so I am feeding my loose bustup folder into this script?
I think that is what was messing with me tbh lol
the logic seems reversed from what i was expecting
(nbd if so)
Yes, the unpacked bst location would be hardcoded and your loose folder would be what you drag onto the .bat file in normal windows
gotchaaaa
yeah I think I was expecting, open the unpacked BST location and the bustup location is hardcoded
(reversed)
again: no big deal
just funny
Actually yeah you probably could do that and it wouldn't be hard to just reverse the logic of the script for that lol π
too much trouble π
i basically asked you to write this for me rather than ask for help writing it bc my head hurts from batch script hell lol
(again, tyvm)
fkjgkljfdkljkl No problem lol, i do feel ya π
It's an uphill battle getting used to all the quirks of batch scripting really haha
no kidding
makes me hate life
π
i apparently found out a script to at least generate the folders for the bsts
so there's that
yay i no longer hate life
that's a lie batch script fucking sucks still
@jade tide here's the new size of the bustup folder :p
not too far off from stock P3P's bustup folder size...
I hope you have enough storage bc photoshop kept crashing on me every time I had less than 6gb on my drive π
its fineee
wait wtf it's only 700MB after compressing???
damnnnn
ok so I can upload through GB LMAO
definitely using delta updates for this one though
I guess that makes sense actually since MOST of the textures are gonna be blank transparent space due to the shorter height and positioning which means the same bytes repeating over and over (probably all 0x00) which naturally compresses really well haha
I'm glad thats the case like genuinely I was so worried
i needed a placeholder file lol
Oh yeah I can't blame you haha, if it wasn't for that stroke of luck basically it would be basically unploadable through GB
That said considering how large it's actually going to be when unpacked its still kinda horrific in a way jdsgjhljksdg, maybe worth making a note of roughly how much space would be needed to actually use the mod on the page or something π
sees but make it inaba edition
the prophecy... comes 
Persona 4 Portable mod PoC revival no way /j
eyo p4p???
p4p and p4rg this is a great year for p4 fans
does this look like something π€
maybe i should use the actual drop shadow tool bc the empty space in the logos is weird
I think it does yea, looks pretty nice :3
yeah i like those shadows better
cool! time to upload
how the fuck
i wont even ask how this works
i know compression is a thing but this is pretty crazy lol
Might be bc r-ii uses the like ultra compression settings (plus 7z files tend to compress really well in general compared to a basic zip/rar) but still that's WILD
very lucky for this mod though so 
it's wild lol
People are gonna kill you they download a barely there file and then boom 8 gb π
Iβm sure that even if you put in the in the desc some people wonβt read it
skill issue
oh nah i fucked up pharos' blinking sprites
good thing i checked beforehand
oh no pharos has different rules for his bustups π
pharos you piece of s
sigh
time to go through and make sure not all the characters are fucked like he is
yet another delay...
huh??
At least he only has 3,,,
not your fault
his blinking is offset by a different amount than the other charas
272 instead of 144
persona bgm modders can't have shit that's why
maaaan
i thought it would be consistent π
why would it be different though?
so that,, everyone doesnt blink at the same time or smth?
the timing would be the same, the issue is with the positioning of the textures

LMFAOOOOOO well that would do it 
the batch script hell continues?
thats what they look like in game wdym 
did you see koromarus blinking texture? bc,,,
honestly he'd probably be better with all blank textures
wdym?
bro π
i'll show you in a sec
so I need to fix
- Ken
- Pharos
- Koromaru
- Igor
- Bunkichi
- Mitsuko
- Maiko
not too bad
he only has one blinking texture in reload and it has noticeable lines
would it be too noticeable if koromaru doesnt blink 
these are scriptable, cool
it should be fixable
i mean this isn't too hard of a fix really lol, just erase the very edges where the line appears and it should look normal in game then (since then it basically just blends fine with the normal texture)
its not like the blink changes any of the art that far out so no worries about just getting rid of those parts for the blink texture
I thought about just erasing them but I was too scared of accidentally messing up the blinking sprite π
lmaooo im guessing you wouldve been fine
the easy way to notice is to just layer them over one another in an image editor on seperate layers and just see if it looks any different at all when you erase (besides the obvious of removing the weird lines lol)
that way you can make sure you erase only what needs to be erased without messing anything up
its hard to describe in text alone but if you were to do it im sure you would get what i mean haha
~~Not like it matters at this point anyways i imagine but still
~~
no i know trust me i deleted tons of things considering i tried to make bustups 3 times lol
for many of them i ended up erasing parts of their ears on the mouth textures so that they wouldnt look weird
it wasnt supposed to be that complicated π
gaming
look at mitsuru's big ass head blocking the date smh
lmaoooo
ok, mod is up now https://gamebanana.com/mods/556594
@wide ginkgo sorry this took longer than expected. ran into some final issues bc i can't have shit π enjoy
it might need a bit of time for the 1-click install button to show up, just give it a bit
or install it manually, your choice
Don't apologize, I'm sure you guys nailed it
oh we sure did π hopefully this is mostly bug free...
this a me problem isnt it π
it takes a while to load that many assets, check the log to see if it's still loading
with that being said I'm putting out another update soon as per mudkip's request
that happens to me all the time lol just takes a couple tries until it fully loads
(if it is still loading files just let it sit there)
from the brief time I played there was an instance of Mitsuru speaking japanese and her portrait when approaching the access point beong very low.
first one is probably another mod
second one, I need a pic
I'll see if i can catch it again
I swear theres a mod I know that causes the japanese bug
but I don't know which one
hey so
remember how I said I hope you have the storage for it
yeah that'd be a problem
that one was at 30 gb tf
oh actually Mitsuru speaking Japanese is from me putting on party members I havent actually got yet. Forgot about that
I HATE BATCH SCRIPT
schmuck i am once again asking for your help but this time I'm unsure what the issue is
echo off
title P3P Repack bins
setlocal enabledelayedexpansion
for %%i in ("%~1\*") do (
<PAKPack path> pack "%%~i" v2 "...\P3R Bustups\BIN\%%~nxi"
)
something like this seems basic enough in theory, but while i can individually run the command i cannot batch it at all
You're packing the folders into bin files right? It looks like you forgot the /d in your loop then (rn I think it's trying to loop through files in the folder, that flag tells it to look at folders)
Also in this case I don't think you need the setlocal line since that would mainly be useful for doing substrings which you're not doing here but it shouldn't affect things too much tbf so I guess you could leave it lol
that was me forgetting to remove it 
Ah fair fair lol
yeah i was messing with mudkip's scripts but they require too much manual effort still lmao
those stupid BSTs make life so much harder
like
if it wasnt for those, it wouldnt be an issue at all
ok i should have a new update that should cut down on file size. but anyone who's already downloaded the mod will have to delete their p3p cache
unfortunately, no delta update bc i reformatted pretty much all the large files lol
Is the mod so big just because of the duplicate files? 8gb or whatever you said it was is enormous even if compression cuts it down a lot when it's zipped.
Would it be worth trying to load the loose files in place of the ones in bins?
mudkip told me i should leave them in the bins rather than use merging to avoid the cache increasing the size of the mod folder
other than that, I'm not sure what can be done to decrease the size of the mod given the majority of the size of it comes from the sheer number of portraits
his portraits mod is 6.6gb for example
the p3p bustup folder is like 8gb as well
I mean make a code mod so the ones in Paks aren't used at all
If they are exact duplicates there's probably no reason you couldn't
Not using Pak merging does make sense though fwiw. If anyone was replacing the files in those Paks they'd presumably replace all anyway, no benefit in trying to merge them
Cool, well I'll put it on my list of things to do eventually π
yeah, my workflow was just set up for pak merging. I wasn't able to fully automate the process of packing everything unfortunately
I feel like it's probably easy to do
ahahaha see I never even thought to ask you about that (if you scroll up I'm just complaining about the BSTs as is) but it also seemed like something that it wasn't worth asking you about
You could always just not use batch btw. Python is way more powerful and easier to write imo
the real answer is that I was really stubborn
lol
batch ran pretty fast anyways
if I had gone into this with python in mind, maybe it would've been better, but now that my scripting is essentially done it's like... well it's pointless to move over now
True
I also have a few batch scripts for P4 Fog Restoration but those are pretty simple scripts anyways
I don't anticipate it getting any more complicated with the existing mods I have in mind.... with any new mods if scripting becomes relevant I'll probably switch over to Python though
I was going to have a bit of a look at this now. Where are the bst bin files actually used? I deleted them and so far I don't see any bustups that aren't the modded ones
sorry for the late reply I've been traveling!
I thought I remembered them being used in some events
like the first event where Yukari attempts to shoot herself in front of you
Alright, I'll try that one out. I tried two of the social link events and they were fine so it's probably only specific events (maybe story related ones?) that use them
I started a new playthrough and those initial events where you first go to the dorm use the bst bins too
yeah it's just weird lol, like I think I was talking about this earlier but I'm wondering if there was an actual good reason to have those BSTs
considering not all events even use them, I'm like uhhhh
My guess would be that it's so they don't have to wait for the bustups to load during the event. The entire bst bin is loaded before the event starts (while you're in the loading screen) so access to them can be instant
Maybe that was a real problem with events that have a lot of bustups back on the psp
With modern hardware I doubt that it would ever matter though
oh definitely not
I was kinda wondering why they bothered anyways given file size was clearly an issue
Or maybe it's something dumber. Presumably the main story events would've been developed first so perhaps at that time they were loading all the bustups at once like that and they just didn't change it back for whatever reason. (I don't think that's particularly likely but it's another possibility I can think of)
and as you noted they aren't used for all events anyways
if you're tackling this do you also want to look at if I did something wrong with my compatibility code lol
(this is not a high priority at all in general but figured I may as well ask)
yes but it's private let me fix that, or I can give you access, would you prefer one?
I think it just being public is better
hang on then
hm
it seems like i never uploaded my changes to github lol
so i can share the project but it's just the default template anyways
oops!
(this is relevant bc I won't be back on my main computer for a while)
Ah ok
https://github.com/BrawlerAce/p3ppc.reloadbustups here it is though
I just used basic compatibility code anyways
so the section checking mods prior to this one was nbd, it was checking mods loaded after that I could not figure out since it used CriV2 rather than File Emulation Framework, and I was getting crashes trying to do that
Alright, well I can probably recreate whatever you did have easily enough
probably
my bad
This was decently easy to work out thankfully. It does seem there's a hardcoded list of events that it'll try to load the bst bin files for. I haven't worked out the exact details of it yet (there's not really any need to) but I might might try to just for fun
I'll release this as its own mod then you can just add a dependency on it since it'll be useful for other bustup mods too
I've put out the mod. I called it De-Duplicator to allow for the potential to remove more duplicatee files in the future if there are any other annoying ones. As the readme says you just add it as a dependency and you're good to go
https://github.com/AnimatedSwine37/p3ppc.deDuplicator
@slender wedge you should also update your clean bustups mod with this. Add it as a dependency then you can remove all the bst bin files in it

that was fast
there goes like. 5gb of the mod
W
well uhhhh i hope this works bc i cant rly test lol
actually i guess i could
I'm pretty sure it does π
I should like actually test it...
i almost didnt test this mod and almost missed multiple charas being fucked up lol so
Fair, testing is always a good idea
yeah to be clear i do trust that your work... works
lol
but it's a quick test...
(it works)
no it's all good, I understand
wooo
nice
ty lol, appreciate the patch
all good
i think at this point i can remove the file size notice...
So just fyi while playing Natsumi and Kenji's portraits so far have issues with blinking
alright. unfortunately (idk if I said this here) I am traveling and forgot my external drive with my persona modding files so I won't be able to look into it for a while
I'll be able to fix it again in December after I get back from my thanksgiving travels
alright, I'm home again. I'll try to fix these in the next few days I'm just tired rn because I've been driving so much π
oops
She got ran over by something
oof
@wide ginkgo which kenji ones are messed up? on my end they seem fine
Kenji when he pops up in Rio's social link
Yes, I believe so
So far those were the only two and I already have Shinjiro in my party and met all the other social links pretty much
Hm. Natsumi was weird for you too though?
ok i found the issue with kenji
it's much more minor lol
but will fix
fix is live
this wont be ready today but im also working on a config menu bc one of my friends asked for it lol
reloadhiko cant hurt you π
deserved better π
sorry if its gotten annoying
im (mostly) kidding
guess you really made a mistake by showing me that sprite 
no don't worry I have it written down in my notes π
that one just requires more effort
everything is also currently a boolean right now too
I'll probably just add a big toggle for that one at the top when I get to it lmao
all this work I'm doing right now is purely because my friend hates reload akihiko lmao
i barely know anything programming but I have a personal problem with booleans
i refuse to use them lmao
i wouldβve thought the opposite 
well let's put it this way lol
I have to create some new assets bc it's not just his bustup, but also his navi prompt and his battle portraits that need replacing
then I have to do some logic to make sure the correct files are loaded depending on what config options are selected
the config stuff rn is just reorganizing existing files
it's not hard to do the Koromaru stuff it's just harder than organizing files lol
I've kept putting this off but I think I'll try to finish up the config options tonight. I just need to move bustups around at this point. cursed Koromaru will probably come in a later update bc I don't think I can get that done tonight
lmao is that what youre calling him
what else do I call him lol
my beautiful son
can i steal that
thank you for your service 
sure
would people be curious enough to see what alternate koromaru even is
if they are theyd just get jumpscared lol
jumpscared by my beautiful son i raised him myself
hes so expressive β€οΈ
he's so real for that
im having a great time ty so much