#[P3R] Project Re:Festival (Fatigue/Jealousy/Rebalance/Lighting/Etc)
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when directly under it
omg it actually looks like the dorm now instead of over-saturated dream world
They got some powerful lights goddamn
what is it with atlus and saturation
probably white 🤔
Persona fans love bright colors
If it’s not bright it’s too gritty and old
one of my friends had p4g's contrast on the highest setting
why did the tweet get 3k likes then
Idk if its just the angle but this shot looks better then the other one. Amusing no changes were made since this tweet.
fog restoration would scare this guy
yeah no changes
Wild
3k likes but there are many people who get mad at even the slightest critique towards p3r and there are a lot of them
it would
he liked the "happy vibes" of p4g
I had a normie friend tell me p4g looks very ugly compared to fes. Wasnt Until I enabled the fog mod he changed his mind Imao.
The bright visuals don’t do justice to those scenes
you should compare p4 to fes not golden
Thats what he said not me.
imo p4 > p3 > p4g
but I mean a lot of that is visual direction. you can do a lot with those games' lighting systems and that comprises like 90% of the differences. if P3R has similar stuff available (which I've heard it does), then that alone could help a lot even if you can't mess with the missing shadows in the dorm for example
Uhhh

It's not the answer so it sucks soz
Seriously though that seems to be a jazz club analog for the most part
gym and aojiru stand analogs, yes
jazz club is for party members, and will be the music shop after shinji dies
(so you don't waste stats on him)
just for you bro i'll do a full instant 999/999/99/99/99/99/99 toggle at level 99
Wasting stats on Shinjiro is good actually
because of xp catchup yes i know
im using metaphor's values so its not as intense anyway
camera turns around and Ken is nowhere to be seen, lol
talking to a ghost
i used a specific calendar day where the base game already had a ken greeting
they're all preset
interesting
creepypasta ken
Oh yeah speaking of that, what are the Sunday skills going to be assuming that aspect of the Jazz Club is being implemented?
no skills, functionally impossible to implement
sundays act like the clock's xp share
Oh
i found myself accidentally recreating the fes table boss, on the reload version of the table
lmao
shinji's in a really funny place
he literally only has fatal end for such a long time
but its a good fatal end so its whatever
oh yeah he even has a cruel attack hammer with strike affinity
thats good 
it's stronger by quite a bit with strike bracers too
jfc strength/fortune is impossible
even if you somehow tank the pseudo hassou tobi + gigantic fist combo, the wheel hits you with a scripted 300 damage hit
definitely manageable if you null strike but you shouldnt have to solo this lol
I'm also a little weirded out by how the entire block of tziah was fully distressed due to level diff even though i didn't grind
bosses themselves are perfectly fine it's just the trash
and it's just mc too everyone else is perfectly fine on level
I forget Ken is 10 sometimes…
alternate universe where the hit tv show is called ken 10 and ben is a party member in p3
Ngh I wanna make a ben 10 Ken costume now cause of that joke.
ok doing mandatory battles only with a debug save i can see whats going on
the xp curve is actually pretty solid if you only do bosses, but obviously there's wands, fool, etc
even the levelup exploit with doing hermit underleveled only gives you like 2 levels
man what was i on when i woke up 
i do not remember sending this
Dude Ben's son is called Ken
Actually funny shit, every member of that family that's not Grandpa Max has just -en as a name
Ruthless Ice Raven (5)
MC 3 > 5
Yukari 2 > 4
Junpei 2 > 4
Barbaric Beast Wheel (7) + Magic Hand (4)
MC 5 > 6
Yukari 4 > 6
Junpei 4 > 6
Swift Axle (9)
MC 6 > 8
Yukari 6 > 8
Junpei 6 > 8
Priestess (11)
MC 8 > 10
Yukari 8 > 9
Junpei 8 > 9
Will O'Wisp Raven (12) + Lightning Eagle (11)
MC 10 > 11
Yukari 9 > 11
Junpei 9 > 11
Akihiko 14 > ""
Heretic Magus (14) + Grievous Table (13)
MC 11 > ""
Yukari 11 > ""
Junpei 11 > ""
Akihiko 14 > ""
Disturbing Dice (14) + Slaughter Twins (13)
MC 11 > 12
Yukari 11 > 12
Junpei 11 > 12
Akihiko 14 > 15
Clairvoyant Relic (17)
MC 12 > 14
Yukari 12 > 14
Junpei 12 > 14
Akihiko 15 > 16
Empress (18) + Emperor (18)
MC 14 > 15
Junpei 14 > 15
Akihiko 16 > 17
Servant Tower (21) + Enslaved Cupid (20)
MC 15 > 17
Yukari 14 > 16
Junpei 15 > 17
Akihiko 17 > 18
Profligate Gigas (21) + Lascivous Lady (22)
MC 17 > 18
Yukari 16 > 17
Junpei 17 > 18
Akihiko 18 > 19
Fleetfooted Cavalry (23)
MC 18 > 20
Yukari 17 > 19
Junpei 18 > 20
Akihiko 19 > 21
Hierophant (26)
MC 20 > 21
Yukari 19 > 21
Junpei 20 > 21
Akihiko 21 > 22
Lovers (27)
MC 21 > 23
Yukari 21 > 23
Junpei 21 > 23
Akihiko 22 > 24
Ochlocratic Sand (29)
MC 23 > 25
Yukari 23 > 24
Junpei 23 > 25
Akihiko 24 > 25
Sky Overseer (29) + Heat Overseer (29) + Arcanist Decapitator (30)
MC 25 > 26
Yukari 24 > 26
Junpei 25 > 26
Akihiko 25 > 27
Tome of Atrophy (31) + Deviant Convict (32)
MC 26 > 28
Yukari 26 > 27
Junpei 26 > 28
Akihiko 27 > 28
Dependent Partner (33) + Controlling Partner (33)
MC 28 > 29
Yukari 28 > 29
Junpei 28 > 29
Akihiko 28 > 29
Justice (36) + Chariot (36)
MC 29 > 31
Yukari 29 > 31
Junpei 29 > 31
Akihiko 29 > 31
Five Fingers of Blight (35) + Venomous Magus (37)
MC 31 > 32
Junpei 31 > 32
Akihiko 31 > 32
Shinjiro 39 > ""
Executioner's Crown (40) + Bloody Maria (41)
MC 32 > 34
Junpei 32 > 34
Akihiko 32 > 34
Shinjiro 39 > 40
Imposing Skyscraper (42)
MC 34 > 35
Junpei 34 > 35
Akihiko 34 > 35
Shinjiro 40 > 41
Hermit (44)
MC 35 > 37
Yukari 31 > 33
Akihiko 35 > 37
Shinjiro 41 > 42
Rampaging Sand (46) + Heartless Relic (48)
MC 37 > 38
Junpei 35 > 36
Akihiko 37 > 38
Shinjiro 42 > 43
Raging Turret (49)
MC 38 > 39
Junpei 36 > 37
Akihiko 38 > 39
Shinjiro 43 > ""
Terminal Table (50)
MC 39 > 40
Junpei 37 > 38
Akihiko 39 > 40
Shinjiro 43 > 44
Subservient Left Hand (51) + Purging Right Hand (51) + Jotun of Authority (52)
MC 40 > 41
Junpei 38 > 39
Akihiko 40 > 41
Shinjiro 44 > 45
Isolated Castle (55)
MC 41 > 42
Junpei 39 > 41
Akihiko 41 > 43
Shinjiro 45 > 46
Fortune (56) + Strength (56)
MC 42 > 44
Yukari 33 > 36
Junpei 41 > 43
Akihiko 43 > 45```
fool card definitely plays a huge role because in my actual playthrough mc is like level 52
oh right
avaricious ring
MC 37 > 38
Junpei 35 > 36
Akihiko 37 > 38
Shinjiro 42 > 43
Raging Turret (49)
MC 38 > 39
Junpei 36 > 37
Akihiko 38 > 39
Shinjiro 43 > ""
Terminal Table (50)
MC 39 > 40
Junpei 37 > 38
Akihiko 39 > 40
Shinjiro 43 > 44
Subservient Left Hand (50) + Purging Right Hand (50) + Jotun of Authority (51)
MC 40 > 41
Junpei 38 > 39
Akihiko 40 > 41
Shinjiro 44 > 45
Isolated Castle (52)
MC 41 > 42
Junpei 39 > 41
Akihiko 41 > 43
Shinjiro 45 > 46
Fortune (53) + Strength (53)
MC 42 > 44
Yukari 33 > 36
Junpei 41 > 43
Akihiko 43 > 45
Tome of Persecution (52?) + Pagoda of Disaster (53?)
MC 44 > 45
Yukari 36 > 38
Junpei 43 > 44
Akihiko 45 > 46```
this might be slightly better
you'll definitely overlevel regular shadows but ig i just keep an eye on that
fool + avaricious + rarity fortune definitely boosts xp quite a bit lol
oh okay mobius rondo is the same on strength and nyx so it was hitting the party with sqrt3840
makes sense
fortune just seems like it needs to act only once per turn and not have the randomness effect
otherwise a 300 damage nuke can just drop and kill you no matter what lol
esp someone like yukari who atp has 304 hp
2 turns after strength dies seems fine
For Akihiko? Idk man doesn’t look like it to me
Also I finally got the name. Festival=FES how come I just noticed that
Yeah Terry didn't inherit Batman's intellect
and i'm done with the shops for now, i think, unless another place i haven't found magically spawns on the map
disturbing the peace!
this is pretty cool
i think the hp up selection should have the same confirm dialog that level does
this is really impressive BTW like damn
ultra omega cbt
i mean not really but it's tedious polish i'll shove for later and then maybe forget
Manga ver has him be unusually good at singing so presumably, he sang that shit perfectly
Hard to imagine for that song though
I'd imagine a Lotus Juice part more, he can rap pretty well
Junpei and Yukari are also good at it
Wait why is it called Bloody Honeymoon
Did Eikichi go solo (the entire band is called Gas Chamber)
It's the gas chambers baby
Trish's who's who did imply he's still doing music iirc
p2 mentioned
Now you're going to have to think of a fuckton of in game music references
You're fucked
Anyways clearly you can promote underaged drinking by making que sera sera available
And have Shinjiro introduce it for maximum funny
Shinjiro invites second year high school students to drink at a sketchy bar. What happens next will surprise you
album, not band
it's also a loose reference
thought about it, decided not to
i suppose it could've been a mocktail bar like jazz club but since cd shop already does that, there's no point
How far in progress is this mod in currently?
Yes
Seems to be in hanged man when last seen
tiredness seems to be working without issues (quite rare if you know how to play, but it's always been that way)
level curve and bosses confirmed good up to hanged man, but regular shadows start getting distressed starting in Tziah if you take a lot of fool cards or avaricious ring (not like it matters, you have ambush by then)
multiple weapon types works fine but there's a few soft locks here and there still
new shops are done and working fine
everything else is the same as in the original post
jealousy systems aren't added in any way yet because i don't want to have to deal with cutscene creation yet
the meta seems to have slightly shifted from spamming theurgies with boost and amp, to fully stacking all buffs/debuffs, downing, and then shifting to use a theurgy that isn't resisted, because Shift Boost/Amp hold the largest bonus now
you'd think this would make junpei really nice because of the crits being all-purpose but this fraud just does not crit
ah, and the DLC stuff seems to be feeling pretty good
only skill I'm a little 50/50 on is the severe magics still being 450 power but I've been using higher level dynes and phys and comparatively it kinda feels fine so I haven't worried too much about it
I'm pretty sure starting at high level 50s he starts getting really good for farming crits because of deathbound, but until then akihiko is just kinda blatantly better based on vibes
aigis is fine i don't feel any particular way about her
i think i nerfed ken too much and now it's yukari who's really good lol
ken's theurgy only heals dead allies now, so it's good in the rare occasion where he endures a hit, but that's mega rare
i might actually end up giving it heat riser too
I've also finally decided custom unique skills is too much, they're fun to use but it would be the most un-persona thing in the mod by far and it also strongly biases towards spamming shifts to the protagonist even more
that will probably be standalone in the future
I wonder if this is referring to Driver adjustments and/or unique skill adjustments?
yeah those are all fine
Nice I have a question tho. Will tiredness have a visual indicator like the ig with the smiley face
Sorry for the tagging accident
it has none atm because i have no clue how to implement it 
rn to find out your status you read the bulletin board in the dorm
Well as long it works it should be fine ig
But dang good to know everything is coming along well
How long until some kind of release
Hopefully Cosmic Flare and Sinful Shell get the reworks they deserve 
idk because of answer
it feels almost perfect that the request to get a featherman figure from ken gives you an enduring soul accessory
he can have 2 endure effects lol
cooking hard, can't wait 🫡
took master quest's chidori and completely rewrote the ai, i think it's a lot better now
MQ version was basically torture with 2 turns
there's a few oneshot setups but it feels pretty good
1200 + 1200 is 2400 hp which for chidori is pretty good
regenerate 3 procs twice on hard/merciless so it's a dps check too
apparently instaheal only affects the first turn so if you reflect her ailments you can disable her second turn
she kinda spams the fuck out of mamudoon if the randomness decides to, but that's fine
the only bug is reflecting confuse, medea gets spawned when dropping an item
but tbh idc
Are there plans to add the split up mechanic similar to original or leaving that alone
kept reload's version of it with 100% happening chance for purely practical reasons
it's also way better
Yeah that's a strat for that jonkler rework you made lmfao
Made the first crit consistent
Nah that's just cap
at 100% rate it 100% is better
you do one battle and the whole floor is revealed, its much better for climbing and isn't just afk
from my experience you also don't lose out on items
if anything i've been getting disproportionately better stuff
makes tartarus actually fun to climb
But it guts your main method to get monad doors reliably
it doesnt though? ive definitely gotten monad doors after split up
Wdym it doesn't
It rolls the floor immediately when you split up
That's definitely rigged no way
I tested it at launch
It was lower odds using split up
And that shit was manual too
idk what to tell you, i didn't "rig" anything
split-up is, by nature, a guaranteed 100% effect after finishing a battle, the reason it doesn't happen on every battle is because the script that plays after a battle is turned on/off when climbing a floor, and when walking into a new area of a floor
you might be confused, and what actually happens is split-up happens on floors where the next one is not a monad
Yeah but saying monad spawns very frequently is definitely sus
that's a you problem
Yeah and I think the odds of it with constant split up lessens that chance from what I can tell
you worded it in a way that made it seem like you said split up makes it 0%
which, if it was, it would be a problem and i'd have to remove the feature
if it's only affecting your meta game, i do not care because you can say no

Norn is weirding me out
panta rhei does so much damage if you shift to mc its actually unreal
They gutted Surt
oh, lol
if aigis gets reflected when doing orgia mode she dies in orgia mode
and i think the effect becomes permanent
If we can force her to use Myriad Arrows, this can be useful
yeah but its a glitch so im just making it ignore resists again
she needed a buff anyway
aki too good
and junpei stops being a fraud at level 60
what did you do to my goat Junpei....
Made him a fraud duh
If you OG'd him, he'd have Deathbound earlier I think
everyone's a hybrid of fes and reload, with fes taking priority, tbh it's been better this way?
like, the stuff reload adds is good but they didnt have to take anything out
only exception is ken who had the earlier healing stuff removed
Technically that's a P3P thing for mediarama
Reload added the whole
Way earlier Mediarahan thingy
I guess it wouldn't really matter all that much practically for me
everything has felt fine so far
shinjiro is the only one that's, well, way weaker now
still good but only starts getting stuff if you grind him actively
Canonical 7 skills only user
he has fatal end, his hammer can get +down dmg, and a bunch of passives
bloody charge is lv50
Yeah that reduces his usability quite a bit
i still used him exclusively, and it seemed fine
his theurgy does all breaks, and i made one of the tartarus bosses have way more nulls and resists specifically for you to use him then freeze strats

almost at the end of the game, realized cu chulainn is tower arcana, so shift amp is way easier to get with dlc because it's emperor
Huh?
wdym huh
if you fuse cu chullain you're 100% not getting shift amp through arcana bonus
with kamu susanoo you almost definitely are
sure if you max tower you'll get it, but you're not gonna max it at level 40
anyway i fixed it
can get it with hiero cards
Well you didn't mention Yusuke's persona
If I read it face value, I could come to the conclusion you moved Cu Chulainn's arcana at a glance
I do not absolutely have perfect recall of persona skillsets
You just mentioned emperor for no reason, I just got confused by that
sure, but what does changing a persona's arcana have to do with dlc
anyway
i pushed shift amp on yusuke's to be later and cu chulainn to be earlier
you likely won't get it off fusion
but you can hiero it
i'm strictly talking about level 40 range
when you have sun it doesnt matter you can get anything
Lovers in mind?
im assuming tower rank 1 actually
but it should be fine
matter of seeing what people do when playing ig
what i do is different than what others do
Im out of the loop with this mod ngl so is Shift Amp is like how P5 did Baton Pass?
nah, would be cool, but no
basically, shift boost and shift amp are stronger, and every other boost is weaker
you can still get really good damage but it requires a bit more work now
Magic Boosts: 20%
Magic Amps: 30%
Magic Drivers: 15%
Phys Boosts: 10%
Phys Amps: 20%
Phys Drivers: 5%
Almighty Boost: 30%
Almighty Amp: 75%
Magic Ability: 30%
Magic Mastery: 75%
Target Boosts: 10%
Shift Boost: 20%
Shift Amp: 30%
[Go to message!](#1427260821020606638 message)
You weren’t lying about other boosters being weaker
Poor Phys is at 5%
Also this question might also be something that is in FES that I never saw or heard of but what is the jealousy?
Not the right channel
My bad
wdym, it's relevant to the mod
Huh?
I don't recall you saying you added that in
Just tiredness
And a bunch of other things
I thought it was since it said jealousy on the title
i didn't add it yet but i brought it up several times
even in title and original post
How would it even...work
the exact same way it works in FES wdym
we have all the official in-game data for jealousy counters
the only thing we don't have is break
if you mean female counters ticking faster, there's flags for when they like you
it would naturally tick faster there
The way I think jealousy could work is if you triggered romance flag with one of s.links all romanceable social links gets a counter but im not sure if that would work i dont know lol
ye thats what i was saying
1/31 
time to work on the endgame changes
Escapade:
Malachite 3000
Turquoise 3000
Amethyst 5000
Onyx 5000
Topaz 10000
Emerald 10000
Garnet 15000
Opal 50000
Diamond 50000
Antique Conversions:
Black Quartz - 5 Amethyst (25000)
Silver Quartz - 3 Black Quartz (75000) or 5 Topaz (50000)
Gold Quartz - 5 Silver Quartz (250000) or 4 Diamond (200000)```
```1/31 Only Antique Store unlocks:
Amethyst - 2 Malachite or 2 Turquoise
Onyx - 2 Malachite or 2 Turquoise
Topaz - 2 Amethyst or 2 Onyx
Emerald - 2 Amethyst or 2 Onyx
Garnet - 3 Amethyst or 3 Onyx or 2 Topaz or 2 Emerald
Opal - 4 Garnet
Diamond - 4 Garnet
Ruby - 5 Diamond or 5 Opal```
```Incense cost rebalance:
Incense 2 - 75000
Incense 3 - 120000 - Remove 1 Emerald from Price, add 1 Malachite/Turquoise, becomes 113000```
```Equipment Rebalance (Considering the MC can use any weapon, including Koromaru's, but not Aigis)
Metatronius -> All +5/Pierce Amp
Pandemonium -> +7Ag/Arms Master
Deus Xiphos -> +10 St/Slash Amp
Quintessence Bow +10 All + Auto Concen
Sarnga - Wind Boost
Balmung - Luck +4 Agility +4/Shift Boost
Eternal Shoes -> Shift Amp
Evil Gloves -> +5 Str/Shift Boost
Pinaka -> Enduring Soul
Soul of Athena -> Shift Amp
Swan Legs -> Ali Dance
Laevateinn -> Magic+5/Fire Amp
Sabazios -> Magic +5/Ice Amp```
Kokuseji Senjin probably needs a cost rebalance because the mc can wear it
basically half price magic ability sword
Divine Pillar is also in the shop now and not a reward for the reaper quest
reaper quest gives 5,000,000 yen, divine pillar costs 1 Alilat Heart Item, 7 Diamond, 2 Ruby
running an experimental set of affinities on nyx that may or may not make it instakillable by accident
tested die for me on it for like 20 minutes and it always missed
if it happens ig it's lottery
They’d prevent The Fall that way 👍

Think about it they instakill Nyx using Hamon and bam The Fall stopped and all get Churros
nyx beating my ass on phase 1 but I think I've figured out the challenge modes for it
Formidable: 2 Turn, 3 on Hard+ (Unlocked after beating Elizabeth)
Terrifying: 2 Turn, 3 on Hard+, gains 1 action immediately upon shifting arcana (Unlocked after beating Elizabeth and holding the Velvet Envelope)```
So it goes to 14 turns eventually
no
its "gains one action immediately upon arcana shift", not "gains one action on arcana shift"
as in, when phase changes it instantly acts once
Oh so it's reactive
yeah
Are you sure you want to turn off IK flag
kicked my ass because of debuff refresh so i think it belongs in challenge
you misread, I didn't deliberately turn off IK flag
i changed affinities and there's a small chance that maybe it'll glitch out for someone and IK works
it's not IKable
How would that even work
Because IK immunity isn't a flag
Bosses that can be damaged by light have their light resistance set to Neutral+Block
I set one of the phases to Vulnerable+Block, so in theory it will never allow IK, and I tested it, but there's always a chance i messed up
that's what i was saying
That doesn't look like 25% theurgia charge on Yukari
everyone's slower on average
I left the 20% for tanking downs because you take triple weak damage on merciless
most of the time you'll die
Considering it's a two stack, yeah that's slow
I"d assume Ken's gutted more than the others, that one's just too fast
Ken's not really gutted charge wise, more so the heal theurgy is very different
it gives karn and heat risers, but only to dead allies
so it ignores him and mc
he learns endure and pinaka has enduring soul, so it benefits that
i've done suicide strats on a few bosses by bringing ken but it's kinda complicated to set up
finding myself in the funny spot where trickster is better than scarlet havoc
though i think maybe charged scarlet havoc + charged severe normal magic might be better, i'd have to check
best friends on aki is also funny because of his second theurgy being strike
trickster might not need the debilitating effect
use it with helel (almighty boost) and nothing touches it
done
should probably add some more phys in death phase, it charges for sweep and then rarely does it
other than that it seems fine i think 

I wonder what the rest of new party member learnsets are
Will there be a playable demo anytime soon?
as soon as multiweapons does, yes
Journey is effectively complete/ready for feedback, episode aigis should be way easier to go through as well
they are a fusion of the fes and reload learnsets, with priority being attributed to the fes level
there's some very small exceptions/additions
ken loses a lot of early healing and earns endure, akihiko gains debilitate
junpei doesn't have shift boost
i suppose jealousy isn't implemented so it's not "complete" in that sense
it would have to be quite a different implementation anyway
Idk when multiweapons will be out ;_;
i could do demo without multi weapon support but there's some really wack consequences of that
I mostly want the lightning adjusts and the fatigue system tbh. So Im okay with trying a demo in dms if u like.
Wonder how Joker will be reworked 
Had a question, can I use a master quest save with this mod or do I have to start a completely new save?
i would definitely completely start over 🤔
i really hope the empress battle is easier then...
compared to MQ? yeah absolutely lol
I'm guessing you're not planning to rebalance the weapons at all
Even though the method to rework weapon damage calc is found
I could give it a shot, but idk if it makes sense
where method 
anyway, here's some 010 editor bookmarks with the weapon damage divider @last frost gonna ping you in case you're interested
[Go to message!](#p3-modding-chat message)
Ngl I thought you legit wouldn't do it because like, it's basically done now right but you're waiting on mult weapons to drop
if it's such a simple patch i can just toggle it and see if it makes a major difference
For the FES part of the blend, I think it's important myself
i'll try it out then
Rage strats real
if double wep attack was doable
Hey it's a risk/reward thing at least
Huh how does raging tiger even work
Is it a mult counted alongside the other boosts or is it separate
I guess it wouldn't matter anyways, it'll be phys mastery but weapons only needing rage in either case
i dont think it's outright doubling damage but yes it is higher
ig there's variation in hits
Just get the guaranteed crit from freeze trust
The open beta/WIP for Project Re Festival is currently live and open for feedback!
What is this?
Project Re Festival is an all-encompassing overhaul and expansion of Persona 3 Reload, combining restored elements of Persona 3, Metaphor ReFantazio combat math, and original content, with an Atlus-like design philosophy in mind.
The following elements of Persona 3 are included:
- Tiredness/Fatigue, redesigned to interact with Reload mechanics
- Jealousy system (NOT YET IMPLEMENTED)
- Restoring player status when using the restroom
- Sickness loop to gain tons of courage at the school clinic restored
- Tactics rework (Best used as smart-rush for regular encounters, and not a full playthrough)
- Protagonist access to every weapon, and rebalances to match
- Original weapon math, restoring its damage
- Original buff values
- Across-the-board reverts to FES party progression and skill balance, with original tweaks to correct reverts that don't make sense
- (VERY) WIP graphical tweaks to Iwatodai Dorm, Tartarus Roof (Nyx), Evening areas and the Dark Hour filters.
- To fully configure the OST between P3 and P3R, use the OST Selector mod: https://gamebanana.com/sounds/79150
The following elements of Metaphor are included:
- Difficulty settings
- Level scaling
- Status and Passive values
- On Hard/Merciless, some enemies have an additional turn
- Misc. battle math changes
The following original changes are included:
- Theurgy rework, encouraging more variety
- Shuffle Time skill card rebalance
- Across the board tweak to every enemy. They will no longer avoid party members (mainly the MC) to fake "clutch" moments
- Original P3-inspired Nyx boss. Includes True and Truest form variants. (Requires beating Elizabeth and/or NG+ with Merciless playthrough reward)
- Reaper XP reward reduction.
- Level and stat re-curving across the board that accommodates P3R's experience boosters
- Shuffle Time rework, Majors will now always spawn until Burst is acquired
- Skill Card duplication cost, similar to Episode Aigis
- Ability to reset Arcana Burst to farm more cards at a cost through the entrance clock
- Ability to halve your HP/SP for free at the entrance clock (For theurgy charge boosts)
- New ways to use the Great Clock beyond catching up on levels
- 3 new shops (CD Shop, Candy Shop, Café), all naturally unlocked with dorm dialogue on specific dates
- Reworked Rescue deadlines to encourage pacing your visits (Max SL run schedules are barely affected)
- Fix the fridge in the protagonist's room to store and upgrade purchased candy damage items!
- Expanded map at night, visit the Shrine and Port Island Station
- Antique Store adjustments, primarily facilitating endgame gem purchases on 1/31
- Light Persona skill progression changes to push some skills and passives around
- Certain bosses which could not be critically hit before no longer have that immunity
- Fully original Chidori bossfight. (Different from the one in Master Quest)
InabaPatcher, Mudkip's UE4SS and Mudkip's Multiple Weapons Beta are all required!
Known Issues:
- Some tutorials are missing, leading to possible confusion with Tiredness and Theurgy charge. This will be hotfixed.
- The cinematic portion of the Nyx arena is EXTREMELY buggy. Some stuff can be fixed, some can't. The main focus is the battle itself for now.
- Ken is kinda finnicky with his heal theurgy if in tactics mode.
- Party members' starter weapons can be purchased extremely early, which breaks balance. This will be hotfixed.
- Tiredness does not yet feature any UI elements. Check team status by interacting with the bulletin board at the dorm.
- Party members can be Great/Tired during full moon operations. This is intended.
- Tiredness does not tick down on boss fights and some script-heavy floors. This is semi-intended.
- Split-Up can now happen on every floor. This is intended.
- Some daytime-only activities are available at night, such as Affinity Fortune at the Shrine. This will be hotfixed.
- Episode Aigis has not been worked on at ALL. This is the next stage, including a custom superboss.
Loading any savefile will reset the Protagonist's stamina to 0.fixed
An additional script which re-enables raytracing in Tartarus with custom properties and adds Ambient Occlusion is also being worked on, but until a config to disable it is made, it cannot be included in this package for performance reasons.
Q: Can some features be disabled or be published standalone?
A: Currently not. Once the mod is fully finished I will consider solutions.
Re Festival v.0.0.1 (Beta 1)
guess i have to replay p3r
oh shit nurse meta is back
congrats on this beta release!! amount of work is already incredible

if things turn out to be too easy or too hard, let me know
this isn't exactly a rebalance mod so atlus-tier is expected, but i'm hoping to at least have some room for strats
i tested in merciless and didn't struggle too much, but had a few filters here and there
Remind me which mod is this
mc weapons, you need mudkip's beta
This mod reintroduces the ability for Makoto to wield multiple weapons like in FES. This most only focuses on the functionality of multiple weapons, it does not touch actual balancing related to them.
As of right now you can use the same weapons as FES, alongside an extra weapon (Koros). They also have the correct animations when using them in battle. This mod needs my UE4SS fork here: https://github.com/MadMax1960/Unreal.UE4SS.Reloaded/releases to function properly.
The current known issues are;
- Dungeon Animations do not change (need to look into this more, could not find any blueprint referencing the data assets for dungeon anims so it might be hardcoded).
- Akihiko Gloves sometimes will duplicate to his shoulder (only happens sometimes, very low priority)
- Koro Animations are normal Makoto (will be changed to custom ones in the future, very cbt)
- Ken's critical camera is too low
- Weapons can be bought way earlier than intended allowing you to buy weapons to sweep entire early game
- Various cosmetic issues
This mod will NOT look correct if you use a protagonist that's not Makoto. That includes the Femc mod, or any other mod you may have that replaces Makoto. I am not supporting any others as it's a shit ton of work to make this look correct on even Makoto. The only one I will be supporting in the future is probably Femc.
This was also made with the help of @sly lava and @tropic yew :kotone_heart:
[Go to message!](#1453038114116341882 message)
both released today
Arigatou
i'll see if i can work on some of the known issues, and if not, ig after christmas 
most of them are really quick fixes, i just didn't get around to it yet because they can be manually avoided
holidays are coming......
im working on some persona-themed trainers for cobblemon too lol
new save is kinda omega recommended, i'm not sure what breaks off the top of my head tho
probably not much
That's understandable, I only checked if multible weapons work if CD shop is avaiable
i'd be surprised if the passives and multiweapons worked
on your version of the game

code mod is code mod
Well, I can say for sure uh....Costume framework didn't work, of all things
that one makes a lot of sense
But that doesn't matter, Congrats on the beta release
tsk tsk
Is there a change log with most of the changes?
@inner garnet
Not gonna be provided afaik
"They will no longer avoid party members to fake 'clutch' moments"
Is that a thing in every Persona game? That means in every game they're holding back?
In Reload it's like every fucking fight more like
doesn't really happen as much if ever in 4 and 5
in what ways have tactics been reworked? I'm debating using this or arke rebalance
I want to avoid providing full details because of metagaming and exploring options since this is a test build, but basically you can expect FES power and cost for most things, and the basic math stuff (xp, scaling, difficulty multipliers) are all tied to metaphor
buffs are 1.25x as they were in p3
Same as my old AI Tactics Fix mod. It gets the job done for regular encounters, but isn't the main focus. If you really want a fully tactics enabled run use Arke, but that's a rebalance-first mod and I don't think it adds anything else
Man I'm starting to get on why people hate Reload so much. So often times it's easier than P5 and P4
I see I see. would anything happen if I had both enabled? I was thinking maybe just giving arke priority
Me when used the bow, and it dealt 200+ damage to the enemie:
I actually don't know, we conflict on a ton of files
Old weapon math working okay? Good
that was mega experimental
Bow deals almighty actually trust
only one way to find out 
you could just
take arke's ai

its one file
idk if arke has custom skills, but if it doesn't then it would work
this is true
arke also adds some changes to enemy ai tho
yeah but those files aren't the same
it might have an issue if arke's theurgies pierce resistances
the theurgy ai doesn't know the difference
refestival's theurgies don't pierce through resists
me when reload combat sucks so bad but i also dont want to return to the world where all slink run requires me to be a serial cheater 😭
I might be a cheater, but I know for a fact that Fuuka is the one and only
well the game boots lol
but i'll check out gameplay later
where should i put it on the modlist
my game crashes
I generally have it at the bottom, but a crash would probably be caused by something else or a dependency having the wrong version
did you get mudkip's UE4SS and the multiple weapons beta
yep
this is awesome congrats on your initial release
thanks thanks
mod list
one question are you sure you don't want to have toggles right now?
i crash on boot very rarely too sometimes, did you try a couple times? if it keeps happening consistently, what does the console say
I would think it would be easier to add the toggles sooner
a lot of them require making entire files in the mod from scratch again
ah, rip
you know lower in list > higher priority right
yes
yea it might crash on boot a few times
i get that too every now and then
not sure why its just ue4ss fuckery
yeah mine crashed on boot when i first tried to load it
all i did was delete and remake my prefix, but i'm on linux so idk how that'd translate to windows
idk if steam makes some kind of cache on windows or something
might actually be good here 
Regular fire attack Junpei curbstomps actually
been loving it so far.
It's a bunch of files in maps field and battle
Quick question, are there any plans to rework The Elizabeth fight in the future?
idk yet
geez, why didn't you @ me to tell me you were working on all the same stuff i wanted to do
like, i've got 80+ weapon models lying around meant to fill in for all the models missing from reload
gotta start making sure my stuff can be compatible with this
exciting stuff, though. i was only putting so much work into trying to overhaul weapons and equipment in hopes of protag being able to use them again.
where was the @ for weapon calc 
i didn't know you were working on any p3r mods currently lol 
been openly working on this for almost a year, just not really talking about it
plan here is to deprecate MQ and have this be P3R+
that's why a lot of the design is atlus-aligned
to be vanillaish
well, good job, anyway, it's basically the other half of all the stuff i've been trying to do with memento mori

like, i've been working on restoring cut dorm dialogue related to gameplay stuff, but a lot of it is related to fatigue and multi-weapons and shit
was working on restoring cut liz request dialogue too
my 2c is memento mori should probably not call itself a rebalance mod anymore, or potentially have some sort of split
this project here is a megabundle too though so i get it
i think it's a good idea to split the rebalance from everything else
even just in a config option
people like me might wanna use a different rebalance but want the fatigue and other features
yeah ive already got a lot of "this is gonna go hard with memento mori" posts but they're categorically incompatible
yeah since there's interest in using both i'd maybe make some configs
i could add destrudo/katabasis options but i fear like it would be actually unbeatable with how i set up enemies
i will at the very least think of a way to make tiredness standalone since it's very much a good "resource"
once it has UI elements I'll look into that
ehhh, the main mod is definitely not going to be able to be compatible with memento mori, and i wouldn't worry about that. it would probably be best to make a re:festival lite version without the rebalance stuff, but even then, i think it would still have conflicts with memento mori i'd need to manually resolve.
i've been sorta eyeing your weapon models with a slightly raised eyebrow
some of these are taken from random games aren't they
there's some good ones for sure
it's primarily from p5s and p5x, and then a few zelda things. i was putting together exact comparisons of what each model is meant to be replacing from fes in the memento mori documentation since, like you said, just looking at them in isolation, some of them definitely don't look like they belong in p3.
these two look pretty out-of-place, buuuut
but them side-by-side with the fes models
i know you massively expanded floors and then turned the MC into sonic the hedgehog to compensate, but i found that forcing split-up to occur after the first battle of a floor makes exploration feel way smoother, similarly to how you'd blaze past by letting your teammates find the stairs originally
but without the afk
especially since it also reveals part of the map automatically
less ground to cover
well, the current build of memento mori has no floor changes by default and an experimental wip with floors that are bigger than the tartarus overhaul i'm currently working on
different from what i remember then
yeah, i fucked up and had it enabled by default for a time period when it wasn't supposed to be
what i'm trying to do in the finished plans for tartarus is make floors more complex and not just "bigger". you can see a test here. the thing is it's still hard-coded to want to generate linear floors, so i have to be tricky with it...
probably will have floors more like this, i think. but, yeah, playing around with the split-up stuff is another thing i've wanted to do to spice up tartarus exploration, so i'll have to take a look at what you've done.
my philosophy was to reduce time wasted
the incentive to battle shadows is 1) materials, 2) shuffle cards, but now also 3) progressing faster than just running past the floor
basically fighting a shadow will make you climb faster than if you had ignored it
my philosophy is to make exploring not a waste of time in the first place, a very lofty ideal
major arcana cards are also the most common card type now, and you can reset the cards as well
(at a price)
your way is probably the best way to handle it without doing any crazy fundamental changes to tartarus, though, yeah
yeah i wanted it to still feel like reload
mhm, whereas the goal with memento mori is to feel like fes. makes sense.
well i'm not exactly shying away from fes either
a lot of it is a direct 1:1 reversion
the tiredness formula is datamined directly from fes
yeah, of course, of course. that wasn't the implication. i guess what i'm saying is more like the goal is to un-reload reload. to unload it, shall we say.
yeah fair point
i wanted to consolidate elements of fes that should've stayed with the new elements of reload that were successful, and use metaphor to fill in the gaps since its the hashinoest shit to ever hashino
Persona 3: FEStive Reload

And the biggest update releases in next christmas 🗣️
like, another change i'm making is that fuuka usually won't automatically notify you of rare/locked chests or rare enemies on the current floor. you have to, like...explore and find stuff, like a video game. maybe there's a rare chest around the corner, maybe not.
which i'm aware some people probably will dislike
It's not really that important tbh.
Maybe you could make it that she said those things if you call her
persona fans when a game has mild friction:
the notifications don't bother me because i sweep the entire sector anyway even when there's nothing, but there's really nothing going on to justify walking through the whole floor, tartarus is walking simulator, so i feel like removing the notifications is a mistake
I dont remember how the function was, but its that menu where you can activate perks
maybe you have to be within a few map parts of it
if ur making the map more complicated
i know you're being somewhat sarcastic the friction argument is really cynical imo
wasting the player's time on an objective capacity isn't friction
its like saying you should remove sprint
Reload Tartarus is more open and less "labyrinthy" than OG, so the inclusion of fuuker notifying about chests is kinda pointless tbh, it's not hard to find those anyway
TRUTH NUKE

i feel like notifying you with an objective "explore the current floor" whenever something worthwhile is spawned is basically the game telling you whenever that message is NOT on-screen, "there's nothing worth your time here, this floor is a waste of your time"
that's not true because of breakables and battles
this is also not a reload thing
persona 4 does it through rise's perks
In FES you sent your party members to scan the floor, so you don't even need to do anything to find these chests
yeah, but if it's always worth your time to explore, why is that only your objective sometimes?
it is as if the game is implying something....
Kind of, Reload actually improved it by forcing the player to get their ass and go to that chest
and, you say that as a joke, but reload actually does disable the map in monad. so if i bring back monad depths and enable the monad field flag...
i meant the main map not the minimap but yeah
fes doesn't have a map overview button
(and by extension no fast climb)
i really like fast climb, it saves a lot of time, but what i don't like is how you can cycle through floors giga quickly to manipulate hand spawns
My only problem is block 4. That thing is so green and bright, and the wide corridors deincentivise combat
i know how to fix block 4
The other blocks are mostly fine tho
Tziah my behated
well
i know how to fix 80% of block 4
i can't darken it/add black fog in the distance
but i can remove all the green
i can change the materials of stuff to be golden instead, so it looks like it's reflecting instead of being the dark hour effect
Block 6 too
I never saw anyone mention it, but block 6 doesn't look like at all like the og.
It was ice themed with cool bright blues
And now it's just black and white stuff
i very much prefer reload's block 6
i like how it wasn't revealed at all
they're probably gonna do the same to heaven
memento mori messes with the shadow field of vision so it's possible for them to spot you even in tziah
i do prefer the original adamah too, actually
sorry, silently reading this conversation because its interesting to me but p4r mention so i had to butt in
it was the water caustics. that's what reload is missing.
Thebel: Reload
Arqa: Reload
Yabbashah: Reload
Tziah: FES
Harabah: Reload at first, but FES is more tolerable long term
Adamah: Not comparable, but Reload
I'd say almost all of them look equally good tbh
one thing that's really funny is how fes arqa was my least favorite block, but in reload it's one of my favorites
the purple glows carry it
I love the verticality in some rooms
The same for block 3 these are the best easily
I've gotten stuck on walls in yabbashah in reload more than I'd like to admit
I was looking at the map the entire time lol
reload yabbashah looks pretty but i hate the layouts
especially the map
they're so square i can barely tell where a corridor is available
or if its a wall
absolutely this, though keep in mind that I haven't played any block in fes past thebel, so this is just an observation from a reload-only standpoint
runs forward
A wall appeared right in front of your face
They were mostly the same in og
P4 had some stuff but it was mostly long corridors
I guess, but I feel like the locked camera in FES makes it easier to judge where and when you'll run into walls
i think arqa looks really good in reload with the fog reduced. i want to get around to revamping the tartarus lighting eventually using the concept art as reference. like put light sources on all the eyes on the walls there.
Yabbashah was much more tolerable in OG cuz there were no moving parts of floor geometry
i also have the range that lights are visible increased in that screenshot
Arqa is very pretty
(that sword is supposed to be the fusion straightsword btw)
Speaking of swords...
How many weapons were cut from Reload

ummm
visually? everything
a better question is which weren't
With the exception of the random effects ones lol
Nah, there gotta be some alternative models, right
Everything? All the models are from P5 isn't?
for the most part, the weapon models are random p5 weapons they had lying around with the textures improperly applied
they actually did model the excalibur for reload though, it's that gold straightsword
one of yukari's bows is hereward's
i'm fairly certain other weapons use it
oh, yeah, it's the ONLY one-handed sword from fes that had its design remade for reload
protag has the excalibur, 2 morgana scimtars used as sabers, and 2 yusuke katanas used as wakizashi
And that awful Lucifer's sword
well, i wasn't counting unique weapons
11 = Excalibur
12 = Scimitar
13 = Shamshir
14 = Wakizashi
15 = Floral Wakizashi
16 = Steel pipe
17 = Cleaver
18 = Deus Xiphos
19 = Lucifer's blade
999 = Dummy sword```
91 = Joker's Knife
92 = Kunai
93 = Pronged Kunai
94 = Cutter
95 = Spiked Cutter
96 = Bone [Strike]
97 = Varja```
only one of them is, actually. but i mean that's because there's only one knife model. and it's more of a dagger than a knife.
the varja is from p5 too, by the way, makoto's
for shinji, they basically just didn't even bother. there was a double-sided battle-axe model in p5 that haru had, but instead of porting that, his axes reuse the sees axe model.
actually, now that you mention it, they are pretty different. i mean I THINK they're supposed to be the same sword, but i should probably go take the excalibur/aroundight model from p5r or something and demote reload's version to be used for something else.
This would be the best idea cause the reload one is used for more generic weapons
It being Excalibur doesn’t make sense
believe me, i know. i know all too well.
Excalibur is supposed to be like
The OG ult weapon
And it's the default hero sword for various P3 media until the SEES sword dropped
i mean it's the generic rare-chest straightsword model. it just so happens that only two rare straightswords existed, the aroundight and excalibur.
there's a lot of weapons like that, that have models that aren't meant to be unique but just so happen to only be used on one weapon since not every single block has rare weapons of every single type
the kind of underdeveloped part of the game that you would think a remake would take up the job of expanding upon instead of cutting entirely...
Hmmmmmmmmm I recall the other one as a request reward
Lmao
Think it was the queen elizabeth drink request
Way I see it, they don't really give a fuck about the weapon system since they planned to not put mult weapons from the jump
They clearly just focused on just the passive bearing aspect of the equipment available
the black-and-red rare variant of the zweihander model in fes also gets used on precisely 0 weapons because 5 of the 6 rare-chest two-handed swords are katana
it exists in the files, though. just a fun fact.
fes over here dabbing on reload. got so many weapon models they don't even NEED them. they've got TOO MANY.
Yeah that's not really surprising for me
A lot of them might not be modeled for FES in particular either
Likely pulled from somethin'
maybe. p3p cut that zweihander model, its fusion variant, and all the weapons using them for some reason. who really knows.
It's just weapons, a lot of people aren't going to pay attention to the models, but it tells that Reload didn't have the highest budget and development time.
I guess Sega wasn't confident if Reload would be a success or not
And it's a new team that don't have that much experience unfortunately
TF you mean they know for sure it was gonna make bank
P3 isn't as popular as p4 and p5
Are you sure?
One of the most anticipated remakes they want atlus to do?
Actually, it is the most anticipated one
Alongside P2
I think people voted for p3 bcs it was the most popular and oldest
It didn't "age well" for a lot of people
I low-key agree because it goes beyond just what I'd consider a rebalance mod to be, it adds plenty of extra content too, but that's just my opinion :)
And people wanted a definitive version
With femc and fes content
Annnd it didn't deliver none at launch and The answer was an overpriced dlc
Instead of shooting in the head they shot in the foot
yeah, it will probably just be memento mori mod or something later. either way, i'm not too worried about names being 100% representative of everything in a mod since, y'know, names are just names. the description says accurately what all is contained in it.
in my defense, however, everything i've been doing with the mod is still aimed at overhauling gameplay balance. for example, there is an balance/progression issue where the player isn't likely to be level 90 to fuse messiah and have all the materials needed for fusing all the ultimate weapons by the time they reach nyx, and there isn't a good way to get those. the root of this issue is the ex dungeon was cut from the game. the balance fix is obvious: restored monad depths to the game.
I'm confused
There's inherently 0 issues with not being 90 at the end of the game
It's only for the tryhards
yeah, it's more of a progression issue than a balance issue, to be specific
As far as I know, when you beat the reaper, you're at 80 to 85
Unlock req for monad before
Beat reaper
They fundamentally have the same progression until after the first reaper kill
Which the guys that are just there to finish the game won't even do
true, but i would argue that nyx avatar would have been a bit easier than they made it if monad depths didn't exist in the original. which, by the way, you didn't need to beat the reaper to unlock it in that version.
it's still something you factor in to the overall balance and progression of the game
Uh what?
ok, i've never played the original 2006 release of p3, and the wiki is often wrong about things, so i could be wrong, but it says monad depths unlocked just from reaching 254f before fes.
Nah that's true but I don't think it's relevant
It's still fundamentally just going to be for tryhards in any case
And Nyx is made with 70s in mind since the original, they wouldn't have made it easier if monad didn't exist
I don't see where you're going with the nyx point more to be honest
i think it is. it speaks to how the endgame experience is meant to play out for average players. i feel like the game was designed around you just slightly dipping your toes into monad depths.
or rather, POSSIBLY having done so
The average level ending adamah is perfect for nyx
There's no need at all
I still believe monad or reaper grinding is for tryhards by design, but people made it more of a requirement over the years for their personal achievements
i dunno, i've seen streamers do the bare minimum to get prepared for nyx, totally ignore all the dialogue throughout january saying you should go to tartarus and get prepared for nyx, and then spend literally two weeks ramming their head against a wall losing over and over. i don't think the average player was expected to grind to level 99, but i think there's room for something in-between that and nothing, right?
and that is something i was keeping in mind when trying to rebalance the nyx fight. i assumed the player hasn't gotten as prepared as possible, but they aren't as unprepared as possible either.
I kinda just farmed reaper in january...
My main point here is persona 3 still fundamentally have the avenue for tryhards, it's just between beating one thing up or an entire reskinned dungeon
I get preferring one over the other but I don't think there's something being fixed by implementing monad again for reload
We're talking levels only at this point, actual prep personas/skills/equipment wise
That's on the player's part either way
Apparently if you LL the game you'll hit 70-80 in reload so on just the basis of levels, yeah they overcompensated for people
It's already taken care of
no, it's not about the tryhard experience. it's about the average player experience. the tryhards AND casuals. you design the game accounting for both.
the average player, by definition, is likely somewhere in-between those two extremes
you get what i mean? the more options there are to get to level 90, the higher average level the player will be.
No, I honestly don't think that'd be the case
Unless the exp rates are gutted
The average level would be quite high and more than sufficient for Nyx for Reload by how it works
70s-80s
If there's content made that's made to accommodate higher levels, the tryhard stuffs would be much more needed
And if you make two options available, the faster one will always be picked. The other one needs some sort of incentive to be worthwhile for a lot
Thanks to reload's exp nonsense, there's no way that beating the reaper's not the go-to method
Either way, the games and its multiple versions only had one single method available for them
At a time
, the reason for that, well it's not meant to be for every player. It's just for the tryhards fundamentally
The experience is tailored without these methods to simply beat the game in any version
i think we have differing game design philosophy, and i am content with that conclusion
I understand where you're coming from but it's not exactly a fix in progression in my eyes
It's a bonus
Unless you gutted exp rates for the reaper and whatnot
In that case, it's a full revert/replacement
So there isn't a choice
alright, NOW there's the excalibur

you can thank masahiro sakurai for it. probably still need to tweak its textures though, anyway.
"For his neutral special, he shoots himself."
Miikoto Yuki costume mod when 
Nice, I've had it in my to-do list for months to have skill card duplication cost a twilight fragment as an option in Arke. Do you know off the top of your head the file name/location? I've just been too lazy to search for it.
P3R\Content\Xrd777\Field\Data\DataAsset\Bf\Obj\106\BF_OBJ_106_101_003.uasset
Thanks!
i just kept it simple for memento mori and reverted it to having a few day cooldown like it originally had in p3p. it's basically already set up to work like that, except that the vanilla cooldown is only 1 day. twilight fragments also make sense, though, since skill cards are often what you get from locked chests anyway.
really no idea what reload's devs were on thinking p3p's 5-day cooldown needed reduced to 1 day
is there an easy way to tell if the mod is working
Go to Paulownia mall, and the CD shop next to the arcade now should be available to enter
Im in tatarus tutioral
but will do
also I they got tired
in the tutroial lmao
I can stream my gameplay if yall want me to
if they got tired that’s a good indicator
yeah
it was a black screen tho
dont know if thats intented
is there a menu to check if they are tired or not like in fes
If I remember correctly, no, you can check if someone is tired in the dorm by talking to the navi or checking the board on the wall
Though I don't remember exactly how to check this
not yet
yep
how did you even do 10 battles on 4/20
not really but kinda
its not a really new save
alright
I can restart from the beginning if you want me to. its only 1 hours of gameplay
let me think, i'm not sure if it's a problem
skipping cutscenes is probably 20 minutes to get to where you were
ig
Ken bent the time and space continuum just to bench yukari early
not only hin
everyone showed up
(smash ultimate theme intensifies)
yeah because the values for their stamina are set every day
and you loaded a 4/20 save, so it never set properly
making it zero
I kinda like it but not really I prefer the vanilla
|| why is it the january dorm ||
I know its ment to be more like the original but I Prefered vanilla
It's all about taste really
There's some scenarios I prefer in Reload and others in Fes
yeah
I wish there was a way to make it vanilla tho :[
oh well
but the game is runnign way better at 4k somehow
whoa
the mall just maxed out my cpu
looks nothing like January 
january is|| dull and grey||
okay so mitusuru told me that im tired
after the 3 or so tutorial battles
the issue where everoyne showed up diddnt happen
it shouldn't happen with less than 10 battles but sure
Wow it really drops and maxes out the gpu in the mall
it might be because you're using raytracing
my 3050 crying over htem
and the tatarus entrance
I know about the any weapon goes thing
but is this the documented issue
and when should I allow myself to buy them
I can buy koromaru arrmor
I cant enter
could it be cuz I dont have the ost switcher mod?
They'll unlock through the course of the game
alright
sorry for asking a question about every little thing
I just want to help out as much as I can
whenever the party member they're for joins the party basically
alright
oo check this out
sadly it still attacks like a sword
in the future it attacks like a bow
hopefully
that's the idea i think
what the fuck 😭
Issue of skill
I mean like Im not denying it
consider this:
no no no
nomral shadows
can attack twice
even the ones in teh aweaking battle
is this normal??
There is no way this is fair
do I just do hard
I need help is this normal or not
STILL HAPPENS ON HARD
something has to be misbehaving
it doesnt happen on easy
doesnt happen on nomral
welp
I'lll cope with it
I jsut started the first floor boss
I got wiped out in a single turn
yeahhh but my gamer pride
I'll try for a bit
if I cant I will just go hard
I did it
im so stupid I thought it was piece weakness and not fire
Not Memento Mori rebalance unfortunately for you
ehhh it's fine
the mod is fun
so far I've not been bothered by the tiredness mechanic much
it literally says in the tutorial "hard and above"
whatd you expect, your userbase is persona fans :v
I thought it was floor shadows only
as it said "some" enemies
Sovl edition of this mod with negative oracle effects, random inheritance, and even forced romance for good measure when?/j 
(joking) negative effects and forced romance might be possible
random inheritance is a pain
p3r really hates it when you give a skill friendly fire effects
makes it unable to target and stuff
what i could maybe try is give it a healing property to make it work then add the negative effect
friendly fire downing works if you add hp heal for example
one build of memento mori used to have the charge/concentrate oracle also reduce hp to 1
it worked fine, but i changed my mind about it
hp to 1 didn't do anything from my testing
idk why, it just ignored the flag
the game also fucking shits itself if you add dekaja to a skill and you use it on an enemy that doesn't have active buffs
i think that flag would reduce fuuka's hp
you have it drain their hp as damage like how bloody charge is
wait, no, bloody charge is only like that in memento mori also
seriously i hated this. it would say "no target available", then you'd go "oh ok i'll just use something else", close the menu, then closing it would cast the skill anyway but because there was no selected skill it softlocks
i guess the vanilla game doesn't do it. anyway, yeah, it works fine if you tie the self-damage to a positive effect.
like, what?
and, yeah, that's weird as fuck and annoyed me. i would have had a theurgy that removed buffs if it wasn't like that.
yeah i wanted blaze of life to dekaja
i also had hell exhaust on hell biker do dekaja
oh yeah, is there a reason i don't know about for the police weapons being available early not being an easy fix?
does this not work
i have the table and weapons and dates on-hand already and can do it in like 3 minutes
it was supposed to be added as a fix to multiple weapons and not this mod specifically so i just never did it
i can do it in 3 minutes too
though i guess there's no table merging without unreal toolkit
so i'd have to do it twice
🥴
most of the known issues in this mod are stuff i know how to fix but didn't because they can be manually avoided and i have a ton of other stuff going on
understandable
ok, so it took longer than 3 minutes, but in my defense, unreal engine crashed. yes, yes, i know, skill issue.
if you need it later, anyway
sorry didn't know this was here but I'm glad I found it
you dont get how happy this makes me lol
also on the topic of the dark hour's visuals
the original dark hour has more of a blue-green colorization and is a lot paler
reload makes it super bright and yellow-green instead
I've experimented a lot with reshade in reload to try and get it to look and feel more like the original dark hour
it's been a much harder task than I originally thought it would be but I think I'm getting somewhere
this screenshot is kinda old now (only one saved on my phone not at my pc rn) but I think it serves as a decent example (ignore the moon looking fucked up)
still nowhere near perfect but I think the color is a lot nicer on the eyes compared to default reload
atlus had a lot of screens from the movie on their project board when making reload
just kinda carried over
that does seem to be the case yeah
still trying to find a way to make the dark hour look more like this
Complete with stretched out UI?
one detail I've noticed is that in the original game the sky itself isn't actually green
it's black and red, the clouds/rimlighting is blue-green
for 16:9 purposes
its not green in reload either
it's black
the green comes from aggressive filters and the clouds
yeah true
I'm just saying its interesting since a lot of people think of the sky itself being green
speaking of which the said aggresive filters I'm thinking of taking a look at in fmodel
I don't necessarily want to just get rid of them but maybe find a way to retool them
going to be very careful though
even though I want to get the UI redesign finished first
its quite simple, this mod does that already
you just need to know how to look for floats and how they translate to hexadecimal
I've noticed it does in a way, ig my vision for it is just a little different

I don't mean that in any negative way I respect the hell out of your work
way more impressive than anything I could probably do
thanks but i didn't mean it that way
i meant to say it's simple and done already so you can do it too
okay I understand
sorry
In FES the moon is clearly lime green both in game and cutscenes
But I think it's nicer on the eyes thanks to its very shiny look
Reload's lacks contrast
it looks more like a pale yellow to me rather than just a flat green like in reload
reload's base settings make the moon and visual filters have the same hue even when they really should be seperate
so because of this I've had to gauge what matters more for the time being
the color of the moon or the color of the visual filters
and right now trying to make the dark hour have a better and actually dark atmosphere is above trying to find a way to fix the moon
In this shot it's green
It's not very consistent
yeah its not I'm just going off of what is the most consistent and prominent
Reload's problem is the lack of contrast and bloom
The cutscenes don't have that problem tho
to a degree yeah
the actual colors or hues themselves are a bit too samey but I think a lot of that is because of the filters that are overused in the game
Fr
The night time is so freakin blue thanks to the over saturated filters
its funny you should bring that up because wit studio even gave the dark hour a blue-green color instead of the fugly yellow-green that's actually in game
it's stay way too bright and saturated but still
oh my god its like a rougelike every tartarus night until you get max rewards 🥹 🥹 🥹 🥹 🥹
Fortunemaxxing
healing on the 1st floor is SO so good im having way more fun than i ever did in base reload already just because of that
im not sure how the tiredness is meant to work, on day 1 ive made it up to floor 11 and only my protag (who had great status) got tired so far, i kiiinda feel like i shouldve gotten stopped by now
nvm junpei just got tired KFHDJDJJD




