Hello again! I understand that this might be a tiny bit out of scope for this forum, but I was wondering if anyone has any advice for setting up an entirely separate install of FES with its own modlist/etc., exclusively for development work? I'm doing a standard playthrough of FES while also doing modding work for it and it's a pain to uninstall certain mods, rebuild, etc. every time I want to revert back to a "standard" playthrough configuration. The only compromise I can think of is to create a modding centric save on the memory card and just enable/disable mod menu and the like depending on the need, though that does mean I have to rebuild frequently, which is a little bit of a pain. Was just wondering if there was an easier way or if that's the best solution. Thanks in advance!
#Setting up a development centric install of FES through PCSX2 and Aemulus?
1 messages · Page 1 of 1 (latest)
I feel you, had like 3 different loadouts: one for standard playthrough, other for femc modding stuff and another one for modding other stuff in general lmao
At the start I just used 1 elf but I ended up just copy pasting the .elf folder to create these 3 separate loadouts
Then I'd just choose in the pcsx2 the elf I wanted to load
Only conflicting stuff would be the cheats part, gotta be careful with that
Other than that not really sure about any other way to go around it
Specifically what's the concern as far as cheats go? Just conflicting versions of cheats? I don't think that'll be a huge problem for me with the kind of mods I'm doing.
Also, a completely unrelated question for anyone who has worked with adding custom voice lines, is there an easier way of adding voice lines to an event other than manually adding the tag to each line in the msg file? That's miserable lol.
If you are not doing cheat modding you should be good to go then
Only problem was since they are all stored in one place maybe you add a mod that uses a cheat for the modding loadout but you don't wanna have that one ON in your normal playthrough
But yeah it's quite specific, for instance happened to me that I worked on a femc cheat that changed a lot of menu stuff to turn into pink but I just wanted to use that cheat in the femc loadout
What I'd usually do was changing the name of the cheat like adding an _ before the CRC in the name so pcsx doesn't recognize it as a cheat for FES
Since usually it was just one or two cheats I needed to disable/enable, but yeah maybe it's too specific and doesn't really apply to your use case
Yeah my niche right now is in event editing since I learned a lot about that with the last mod I made. I'll probably post what I'm doing in concepts-and-projects at some point soon so I can get advice for stuff I have a harder time doing (e.g. getting certain audio things right). Don't have much need for cheat/pnach stuff currently but appreciate the advice.
About this probably it's the only way to go, yeah lol
Ic, that's cool!
I remember wxnder asked for a better event editing tool that was being made or smth think it was Swine that was working on it
But eventually Swine got less time to work on it bc of life stuff and think never really went on with it
You can look some stuff that was being worked if you are curious
Oh yeah, I think I happened upon that when I was doing research haha. Some of the WIP stuff looked really neat, a shame it never really went anywhere.
On this, apparently I've stumbled upon a rabbithole when looking into how to add voice lines from a custom .afs file. Somehow TinyTweaks manages to do it but no one ever actually manages to say how lol.
@last mulch I think I'm encroaching in your domain here. How did you add voice lines from a custom .afs bank for Tiny Tweaks? I've been tearing apart your PM1 files and there's zero indication as to how it's done, unless you do something really hacky with fields.
it’s a slightly complicated process, but I use an older build of Tupelov’s LEET program which dumps a .json file of any pm2/3 I throw at it and change one of the numbers to add the voice line support and save it back as a pm2 file
then I just add the appropriate flags for the voice lines in the pm1, make a folder for the new voice lines, convert them to .adx, and with Puyotools I compress them into a .afs file which will allow the game to play the custom voice lines
This is the bit I don't understand. I know how to call them and how to make the .afs file (and to name it V[Major ID][Minor ID]), but how do you add the voice line support in the first place? IIRC one of the events where you add voice lines from a custom .afs doesn't have a PM2, only a PM1 and PM3. Does it just have to be either the PM2 or PM3, whichever the event actually has?
I'm using a more recent build of LEET that preserves some information in the json that previous versions don't, maybe that's ironically working against me. Could you provide your version of LEET? Which "number" do I have to edit?
pm3 usually has the bgm that plays, the pm2 is the one that has the voice line flag
I forgot which one you have to change, but I remember it being from an 8 to a 9
for the pm1s, you can just take a peek at different events that have voiced lines and ones that don’t so you can see the difference
the flags should be before every msg
i’m not doing a good job at explaining this cuz I’m rlly tired but I hope this helps😓🙏
If i'm not mistaken you'd need to change the Flags property in the CutInfo table from 8 to 9 yeah; the game treats that number as a bunch of binary bit toggles for different properties (including loading voices from a relevant AFS)
Probably because it's an older version yeah haha
idk i can’t remember lmaooo
ight ima go to bed, I’ll see if I can help out tmrw or maybe monday, I have work on those days but I should be able to squeeze some time in the morning
Oh huh. Interesting. I think I'm starting to see the problem lol, the events I'm editing don't have PM2 files lmao.
or PM3 files for that matter
That's odd, there should be ones there...
Even dummy/unused events will have (basically empty) files present
Yeah I'm not sure 🤔. Are Social Links in particular busted to hell or something?
Or do really hacky stuff elsewhere
They shouldn't be, usually those events are about the same as any other
For refrence what's the IDs of the events you're trying to edit?
The event I'm messing with right now is 501_111 aka Kenji's first rank/meeting.
I know wxnder was working on voiced social links for Tiny Tweaks iirc but right now I'm experimenting with backporting the voice acting from Reload, hence the custom .afs file
if that's one of the events you mentioned not having a PM2/PM3 file then uhhhhh something might be wrong with your dump/files because I have them on my end 😅
Looking at the decompiled JSON's I had as well nothing seems particularly different at a glance
Lmfao very strange 
I guess just try and re-extract the EVENT folder from the DATA.CVM and hope that it actually writes all the files and not just the PM1's for some reason lol

I love Shim Megami Tensei Persona 3 FES modding
That fixed it, yeah. Decided to rerip the entire thing lol just in case anything else was missing/broken.
"Type": "CutInfo",
"FirstFrame": 0,
"LastFrame": 321,
"TotalFrame": 736,
"Reserve1": 0,
"FieldMajorID": 9,
"FieldMinorID": 5,
"PC_CONTROL": 0,
"COUNT_IDX": 0,
"FieldFBN": 127,
"FieldENV": 0,
"SPU_Sound": 0,
"Flags": "UNKNOWN08"
},```
So this is my CutInfo 🤔
Do I rename it from UNKNOWN08 to UNKNOWN09??
I think I downloaded the custom LEET build that ended up being linked in my last thread so that might be making things weird here (unless this is expected ofc).
Yeah that looks like my fork; in this case what you'd want to change that line to is "Flags": "LDVOICE_UNK08"
I think putting "Flags": 9 would also actually work but I'm not 100% on that
So LDVOICE was the solution after all. I was wondering the significance of that in one of the other PM2 files.
Mhm yeah, an event with that flag enabled will load voice lines from the AFS files