#Help replacing Theurgy UI Text
41 messages · Page 1 of 1 (latest)
honestly didnt even notice because its dark but if its not the same files also the text at the top that says THEURGY
It might be this file located at was not the correct fileP3R/Content/L10N/en/Xrd777/Battle/UI/Sprite/T_UI_Battle_00_texture.uasset
might be I was actually already trying to edit that one because i assumed it was just used for this but it looks the same so maybe it also uses it there
currently having issues with that though as unreal engine wont package the L10N folder with the project for some reason
As for the L10N, I explain how to edit files in that folder here
Hey, I saw you were having troubles with getting textures in the localization folder working and I want to share how I got it working. I'm not the best at explaining so I'll try my best.
You can just put your textures in the same file structure as they would be in the localization folder in UE but without the localization folder, for the example I'm showing I'll edit the mail pictures. In the first image you can see I just put the image in Content/Xrd777/UI/Mail/Texture and not Content/L10N/en/Xrd777/UI/Mail/Texture. You can place your textures in their respective paths without the L10N folder and then export them.
After you get them exported, you re-export them as .uasset and then place them into the L10N folder in your mod folder. It should work just fine, although this method isn't ideal if you are exporting the same asset for multiple different languages as that takes awhile.
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After a little bit of digging I'm fairly certain the theurgy text you're looking for is in a PLG file, there are two PLG files that have the two different theurgy texts located at P3R/Content/L10N/en/Xrd777/UI/Camp/Root/Plg/. I believe the smaller theurgy text you're looking for is in the file PLG_UI_Camp.uasset. If you want to use them with the blender plugin below, you need to export them as .json files from fmodel.
You can use Mudkips blender plugin here (https://github.com/MadMax1960/P3R-PLG#) to import the plgs into blender and then use Rirurins tool here (https://github.com/rirurin/plgtool) to convert the .json into a useable plg for the game.
I'm not sure I'll be able to help with making these edits as I've not really messed around with editing plgs myself but this should get you started.
im not super familiar with blender so i may be dumb but using blender 3.0 i get this when trying to import the json.
Honestly, not entirely sure how to fix that. I use blender 3.6 and it works for me.
got it to work on 3.6
unsure how i properly export though, just testing without editing anything. Do i just select everything object in the file and then do export or something else because thats also giving me an error
I just tested and I'm getting the same error when just trying to re-export the base file. I'll see if I can get it to work. Again, I haven't really messed with this myself and am learning how all this works as well, sorry I can't help more than I am.
Ok, so I got the plugin to work with a different PLG, that being the allout attack ones and it worked just fine on export, I wonder if it's specifically an issues with those PLGs?
Disregard the message below, just update the blender plugin to the latest version if you haven't already.
~~Ok, I think I found what was wrong, in those PLGs there are various meshes that don't actually have a mesh, namely the ones named None.0XX and one in the PLG_UI_Camp file named ※未使用 Status_7. ~~
~~I'm guessing that when the export starts and it encounters a mesh with no data, it doesn't know what to do and stops the export. ~~
I fixed the export by just deleting those meshes and it worked just fine. Not sure if this will cause issues with the game though, those empty meshes may be important or might not be, just gotta test and see if it breaks anything.
Also, I found a video by Mudkip in the femc discord server explaining the PLG blender tool that I thought may be useful.
Disregard this message, issues has been fixed in the latest update to the blender plugin.
Looked into the code of the plugin and from what blender was reporting the error happened when the bounding box the of .json was being calculated, guess that makes sense as It wouldn't know what to calculate with no data.
exports fine for me with the dummy plg entries 
This is the specific error I get when just trying to export PLG_UI_Camp
I get the same error when using the file in your example as well.
Can you confirm the link to the github I linked above is the correct one, just a bit of a sanity check as I have no clue as to why our results are different.
yup thats the right one
do you have an old one or something
or one from the femc server
I don't think so, I just re downloaded the plugin from the github yesterday before trying to learn all this stuff. I'll reinstall it again to make sure.
Just saw that there was an update in the github 2 days ago, I definitely downloaded it before that happened. Just tested and it works just fine now, thanks!
I just happened to download the plugin just before it was updated 
Indeed👍
just tested and mine also started working lmao thank you guys
currently working on converting back into a uasset so i can make sure i know how to do everything before workin on editing 🙏
okay well after spending a while getting the files with zen tools, attempting to use the plgtool gives me this error. Unsure if i did something wrong? used the json exported from blender, the uasset from the zentools and then the uasset from fmodel like it said on the github
Honestly not entirely sure what is going wrong, I'm also getting an error but a different one. From what your error is saying at the top though, did you delete any of those meshes that don't have any data from your .json? Those dummy entries are probably important.
I got an error when just trying to re-convert the unedited .json back to a plg so not super sure what's going on there, probably gonna need to test a bit more with these.
No I didn’t delete any of the dummy meshes I was testing with just exporting the file without making any edits at all and another with making a slight edit and neither worked

