Search found 285 matches

by ShrineFox
Sat Jan 22, 2022 2:46 pm
Forum: Mod Troubleshooting
Thread: Mod Menu Compiling Error
Replies: 16
Views: 7400

Re: Mod Menu Compiling Error

Awesome, it turns out both problems were oversights with the build.bat . I forgot to put - Hook after fscr0150_002_100_hook.flow so that the line becomes: %COMPILER% .\script\field\fscr0150_002_100_hook.flow -Compile -OutFormat V3BE -Library P5 -Encoding P5 -Out "%OUTPUT_PATH%\script\field\fscr...
by ShrineFox
Sat Jan 22, 2022 11:45 am
Forum: Mod Troubleshooting
Thread: Mod Menu Compiling Error
Replies: 16
Views: 7400

Re: Mod Menu Compiling Error

Glad to hear it! Btw I finally got around to testing it myself, the descriptions do work for me. I forgot to mention you have to edit the first line in your build_local.bat though.
91 => 182

Code: Select all

msgReindex.exe ModMenu.msg 182
I'll investigate the issue with the Mod Menu not being enabled now
by ShrineFox
Thu Jan 20, 2022 3:52 pm
Forum: Mod Troubleshooting
Thread: Mod Menu Compiling Error
Replies: 16
Views: 7400

Re: Mod Menu Compiling Error

UPDATE 2: I used the old fscr015_002_100.bf instead of the new hook and it now works, i have successfully loaded the Mod Menu into the game. NOW THE NEW PROBLEM: It seems like the description of EVERY Option in the Menu (sub menus included) is shifted Example: When i hover over the "Player&quo...
by ShrineFox
Thu Jan 20, 2022 3:09 am
Forum: Mod Troubleshooting
Thread: Mod Menu Compiling Error
Replies: 16
Views: 7400

Re: Mod Menu Compiling Error

Thanks for your patience throughout all this, I finally got it to compile. Here's the latest commit Hopefully that works, definitely let me know if not! Oh by the way, I also made it require the fscr0150_002_100.bf file from dataR.cpk\script\field . It goes in: Persona-5-Royal-Mod-Menu\build\input\s...
by ShrineFox
Wed Jan 19, 2022 2:56 pm
Forum: Mod Troubleshooting
Thread: Mod Menu Compiling Error
Replies: 16
Views: 7400

Re: Mod Menu Compiling Error

Ohh looks like I've also gotta update all the function names in the scripts since those got changed too. Fortunately I have a program that already does that, but I need to make some tweaks to it to get it working again. I should hopefully be able to get that done today and push the changes to the P5...
by ShrineFox
Wed Jan 19, 2022 1:30 pm
Forum: Mod Troubleshooting
Thread: Mod Menu Compiling Error
Replies: 16
Views: 7400

Re: P5R - Mod Menu Compiling Error

It seems Enums.json is missing from the P5R library. I must have still been using an unofficial P5R library when I made the Mod Menu. I think it should work if you take the P5 one and put it in the equivalent P5R folder, and edit FlowScriptModules.json to add the path for it. Just made a pull reques...
by ShrineFox
Wed Jan 19, 2022 10:45 am
Forum: Mod Troubleshooting
Thread: AtlusScriptTools - Error
Replies: 2
Views: 1308

Re: AtlusScriptTools - Error

Ooh cool, I forgot the Compiiler had an EFIGS library added to it already. Glad it worked out, thanks for the pull request!
by ShrineFox
Mon Jan 17, 2022 8:59 pm
Forum: Mod Troubleshooting
Thread: Trying to fix Mod Menu.
Replies: 5
Views: 3527

Re: [P5R] Trying to fix Mod Menu.

Those are definitely some valid critiques, I wouldn’t mind bumping it up in priority. I can’t say I have an idea yet how to fix most of those issues, but I can start with the descriptions and removing the broken stuff. Once I sync the changes from the latest PS3 version I’ll go from there. And like ...
by ShrineFox
Mon Jan 17, 2022 5:07 pm
Forum: Mod Troubleshooting
Thread: Problems with Mod Loading and Language Files
Replies: 15
Views: 6647

Re: P5R - Problems with Mod Loading and Language Files

If I'm not mistaken, files in the mod.cpk are supposed to override all other CPKs including the language ones. The fact that it didn't work even with the language set to English makes me think there might be another problem. You seem to have the paths right, TEST Mod GERMAN\Data\field looks fine. Bu...
by ShrineFox
Tue Jan 11, 2022 10:08 pm
Forum: Mod Troubleshooting
Thread: Model Swapping for CFB on Switch
Replies: 3
Views: 1223

Re: Model Swapping for CFB on Switch

What did you name the cpk? I think shader.cpk has the highest priority so it'd work the best for replacing files, it's also the smallest. You'd need to include whatever files were in the original shader.cpk though By the way, did you figure out how to fix the path not being legal form error with the...

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