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Trails into Reverie (NIS America, English Language release)


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Posted
On 9/26/2024 at 11:38 AM, Phantom Thief M said:

From 2D -> 3D

Just a fun post about artist's influences on modders to inspire them to do new outfits.

 

Beauty Fie - The first gradient dress in the Elegant Dress Project.

Artist Sauce 1 & Sauce 2

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China Dress Renne - And the various new colors which were applied later to NotAZebra's Musse Qilin Dresses.

Artist Sauce

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Opulent Splendor - One of the most beautiful dresses ever designed, models courtesy of amorrow28.

Artist Sauce

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Ponytail Fie - amorrow28's Magical Juna hair port.

Artist Sauce 1 and Sauce 2

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Does Fie’s ponytail use the animations from Juna or just move with the head?

Posted
17 hours ago, moonlightmyeon said:

hi. i am new to this and i cannot make my cheat engine to work. i want to use the alternative method but i do not know how or where to find the codes for me to be able to change it. can someone please help me out? thank you.

Getting CE to work is probably much easier. What, exactly, is the problem? I don’t have any trouble using the latest version of the CE script with an updated version of the game (version 1.1.4).

Posted
1 hour ago, NotAZebra said:

Does Fie’s ponytail use the animations from Juna or just move with the head?


I grafted on the bones (scaled to size of course) and added physics so her hair sways with the wind. But I did not modify any animations because I am lazy. If anyone wants to do that, I wrote a tutorial here. (Trust me though, it is unnecessary.)

Posted
On 8/27/2024 at 8:03 PM, Sylvee said:

Hello,

So I tried installing the mods as you instructed on a fresh install and got the base costumes working. However, your DLC costumes seem to be missing the models. Equipping the costumes doesn't do anything at first, and re-entering the equipment window will show the models missing.image.thumb.png.cf70e8d75ea03e0165e4e8ede4d7c547.pngimage.thumb.png.cf70e8d75ea03e0165e4e8ede4d7c547.png

 

On 8/27/2024 at 8:13 PM, Sylvee said:

 

I also noticed that your instructions say to "open `data\dlc`, and delete the `text` folder", but your mod does not contain a "text" folder. @amorrow28's attachment did.

Thank you for all your effort, by the way!

 

Sorry for pushing this again, but does anyone else have this mod combination and the same problems?

Posted
2 hours ago, Phantom Thief M said:

 

Model Improvements - Estelle and Renne

Estelle's Boots & Bracer - CS4/Reverie - HOT SHOT XXX Pack 4

Renne's HS XXX Panties - CS4/Reverie - Same pack

 

Major improvements fixing skin clipping and weighting issues on both girls.

The same body proportions were maintained on both.

Estelle was given a choker to go with her neck jewel.

 

Credits:

Original design and models are all from NotAZebra.

 

Other Updates - Shuffle Shuffle!

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Models from HOT SHOT XXX Pack 6 that weren't really XXX material were moved and dispersed between Extra Outfit Packs, HOT SHOT X and HOT SHOT XX packs.

Check for October timestamps to download the latest changes.

 

Estelle:

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Renne:

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Enjoy!!!

 


Stripper pole?? 🫣

Posted
1 hour ago, SonicMan1234 said:

I wonder if it's possible to do more with animations. Like converting sexy animations from Skyrim or MMD into new idle or casting ones.


I don’t know about Skyrim / MMD… in general I find animations between games not to be compatible. I did the porting for the Kuro pole dance animation for this most recent mod - it came out kind of janky even though the skeleton was very close. (Although for Kuro Falcom added a lot of bones to the hips and thighs - similar to what they did for the elbows going from CS2 to CS3 - I’m only halfway through Daybreak but so far I’ve seen zero reason for the extra hip and thigh bones other than this pole dance lol - and all the PCs and major NPCs have the extra bones…)

 

In case anyone is wondering why the hands don’t always grip the poles, that’s an unavoidable artifact of removing all bone scaling and translation. Basically Falcom cheated a bit, lengthening and shortening arms to get the hands to be on the poles. I obviously had to remove that, since CS is missing a lot of Kuro bones (including the neck!!), so all the limbs remain their proper size the whole time.

 

The issue of missing bones aside, at least all the nodes have identical orientation between Kuro and CS. The technique I used to port the animation wouldn’t work for Ys 8, for example, because the bind pose node orientations are all incorrect. So it’s a matter of luck.

 

Anyways, I appreciate the credit but I only ported the animation and figured out the summonable pole (I assign it as a weapon, equip it for the animation and unequip it at the end). Mr. Mystery did all the rest, including giving it to so many characters (which is a lot of scripting). Oh but I did do the maps, and I’m pretty proud of Jade Garden (ported from CS3). Hopefully it doesn’t crash in VR. I dunno, I can’t afford it. 😂

Posted (edited)
6 hours ago, amorrow28 said:


I don’t know about Skyrim / MMD… in general I find animations between games not to be compatible. I did the porting for the Kuro pole dance animation for this most recent mod - it came out kind of janky even though the skeleton was very close. (Although for Kuro Falcom added a lot of bones to the hips and thighs - similar to what they did for the elbows going from CS2 to CS3 - I’m only halfway through Daybreak but so far I’ve seen zero reason for the extra hip and thigh bones other than this pole dance lol - and all the PCs and major NPCs have the extra bones…)

 

In case anyone is wondering why the hands don’t always grip the poles, that’s an unavoidable artifact of removing all bone scaling and translation. Basically Falcom cheated a bit, lengthening and shortening arms to get the hands to be on the poles. I obviously had to remove that, since CS is missing a lot of Kuro bones (including the neck!!), so all the limbs remain their proper size the whole time.

 

The issue of missing bones aside, at least all the nodes have identical orientation between Kuro and CS. The technique I used to port the animation wouldn’t work for Ys 8, for example, because the bind pose node orientations are all incorrect. So it’s a matter of luck.

 

Anyways, I appreciate the credit but I only ported the animation and figured out the summonable pole (I assign it as a weapon, equip it for the animation and unequip it at the end). Mr. Mystery did all the rest, including giving it to so many characters (which is a lot of scripting). Oh but I did do the maps, and I’m pretty proud of Jade Garden (ported from CS3). Hopefully it doesn’t crash in VR. I dunno, I can’t afford it. 😂

 

Yeah, stuff would 100% need to be converted or retargeted. Maybe once Daybreak 2 comes out I'll be motivated to try and tinker with it, but I'm no animation buff either. Mostly I'm just wishfully thinking since that's the next barrier for Trails mods.

Edited by SonicMan1234
Posted
1 hour ago, SonicMan1234 said:

 

Yeah, stuff would 100% need to be converted or retargeted. Maybe once Daybreak 2 comes out I'll be motivated to try and tinker with it, but I'm no animation buff either. Mostly I'm just wishfully thinking since that's the next barrier for Trails mods.


lol, come on, at least try out the mod before making impossible asks…

Posted
15 minutes ago, amorrow28 said:


lol, come on, at least try out the mod before making impossible asks…

 

Hm? I wasn't asking for anything, sorry if it came off that way, I was just talking about how it would theoretically work. People convert MMD/Skyrim motions all the time into other games.

Posted
1 hour ago, SonicMan1234 said:

 

Hm? I wasn't asking for anything, sorry if it came off that way, I was just talking about how it would theoretically work. People convert MMD/Skyrim motions all the time into other games.

 

This is true?  Do you have any examples, preferably with sources?  Asking for a friend.

Posted
39 minutes ago, amorrow28 said:

 

This is true?  Do you have any examples, preferably with sources?  Asking for a friend.

 

Off the top of my head I know the BG3SX mod uses a couple of animations from a Skyrim animation resource from Leito. As for MMD, there's an active community for bringing MMD into other things like Blender (though that's more for using MMD Models with MMD rigs outside of the MMD program and just in Blender) but also Koikatsu, which is a character creator/simulator.

Posted
3 hours ago, SonicMan1234 said:

 

Off the top of my head I know the BG3SX mod uses a couple of animations from a Skyrim animation resource from Leito. As for MMD, there's an active community for bringing MMD into other things like Blender (though that's more for using MMD Models with MMD rigs outside of the MMD program and just in Blender) but also Koikatsu, which is a character creator/simulator.

 

Ok, I'm not sure why I spent two hours of my life looking into this, but I can now confirm that Skyrim animations are not compatible with Reverie/Daybreak due to incompatible skeleton node orientations.  Warning, this is nightmare fuel:

 

Spoiler

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At least we know now!  Thanks for pointing me to those animations, @SonicMan1234.

Posted
On 10/1/2024 at 8:00 PM, Phantom Thief M said:

 

Well my friend, I thought you'd never ask!

 

Introducing Super Model Viewer Enhancements!

There have been significant additions to Reverie's model viewer.

  • 9 new maps added.
  • 4 new animations for all 31 girls added.
  • Camera corrections on certain maps.
  • More music selections.

These girls have been practicing new dance moves and sexy/cutesy poses...ALL JUST FOR YOU!

Some of them have new facial expressions to go along with their new moves.

 

Credits:

The mastermind for figuring out how to add new animations into the model viewer, and of course all their previous contributions to enhancing the model viewer, is none other than amorrow28!  None of this would have been possible without them.

 

amorrow28 also ported the whole Jade Garden map from CS3!

 

And it should be worth mentioning at this point, all other modder's models and outfits used in all these screenshots.  When fun features like this come together, it really is a community-wide effort and accomplishment.  A special thank you and shout out to everyone who has released a model and contributed to Le Sage!  It wouldn't be what it is today without everyone's contributions.

 

Pole Dancing:

Let's talk about pole dancing people.  When this one kicks off, a pole appears for them to give you a show.  After it's over, the pole magically vanishes into thin air like the whole thing never happened, but you'll always know it deep down in your heart that your waifu give you special attention for a night you'll never forget.  It's almost like it was your birthday or something!

 

A lot of these girls have special facial animations throughout their performance.  Be sure to focus on their eyes (no seriously, their actual eyes) since they will literally be up there!

 

There are 3 different pole colors that you can experience throughout each of their dances.  Most have the black one.  Some have the chrome one, which has different color tones based on each map's lighting for a variety of looks.  And a few have a brown pole.  Each pole has a light that turns on up at the top.  Helps you to see all the action in the middle of the night ;)

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Scherazard Dancing:

This animation was ported to every girl.  There are some amazing screenshots you can get from this one.

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Strike a Pose!

Each girl has been practicing the best way to grab your attention.  A lot of these girls will give you different facial expressions as they pose for you as well.

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Magical Sit:

Emma, Celine, Musse, and Vita have been teaching these girls how to sit like a witch.  Funny how magic works...

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Is that Elie pole dancing in a church!?!?!  In her Devil's Hunter outfit no less!

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Here are the newest animations added.

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Here are the newest maps added.

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Rose admires her little tushy in the mirror!

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Alisa has been practicing as you can see!

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BUTTS!!!  Thank goodness for No-Pan, right @Whayameen?

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Download Now!  Enjoy!!!

 

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Hello! - thank you for your teams work!

 

Is there anything special required for the new animations added? After following the readme, the rest of the pack appears to work, DLC, etc, and I believe some custom maps are loading, but upon updating the mod while following the instructions, I am not seeing the new animations or maps noted.

 

Appreciate all the work!

Posted (edited)
10 hours ago, amorrow28 said:

 

Ok, I'm not sure why I spent two hours of my life looking into this, but I can now confirm that Skyrim animations are not compatible with Reverie/Daybreak due to incompatible skeleton node orientations.  Warning, this is nightmare fuel:

 

  Reveal hidden contents

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At least we know now!  Thanks for pointing me to those animations, @SonicMan1234.

 

What did you use to get the hkx files loaded into Blender? I want to tinker with it myself and see if it's at all possible with retargeting.

 

Also I don't get bones when I import into Blender? Is that because I'm on 4.2.2 LTS?

 

Spoiler

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Nevermind, you just have to uncheck shapes in data > viewport display.

Edited by SonicMan1234
Posted
2 hours ago, SonicMan1234 said:

 

What did you use to get the hkx files loaded into Blender? I want to tinker with it myself and see if it's at all possible with retargeting.

 

Also I don't get bones when I import into Blender? Is that because I'm on 4.2.2 LTS?

 

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Nevermind, you just have to uncheck shapes in data > viewport display.

 

I tried so many things, so some of this might be wrong.  I believe I used Havok 2014 Preview Tool to convert the 64-bit .hkx files to .xml (including skeleton_female.hkx from Skyrim SE - steam version - bought on sale and I've literally never even installed until yesterday lol), then edited them with notepad to change 2014 format to 2010 format, then either hkxc.exe or hkxcmd.exe to convert back to 32-bit .hkx files, then convertUi to convert the new .hkx files to .kf, then blender-niftools to import skeleton_female.nif, then blender-niftools to import the .kf file.  Then I exported to gltf so that I could edit the animation directly with python and notepad.

Posted
14 minutes ago, amorrow28 said:

 

I tried so many things, so some of this might be wrong.  I believe I used Havok 2014 Preview Tool to convert the 64-bit .hkx files to .xml (including skeleton_female.hkx from Skyrim SE - steam version - bought on sale and I've literally never even installed until yesterday lol), then edited them with notepad to change 2014 format to 2010 format, then either hkxc.exe or hkxcmd.exe to convert back to 32-bit .hkx files, then convertUi to convert the new .hkx files to .kf, then blender-niftools to import skeleton_female.nif, then blender-niftools to import the .kf file.  Then I exported to gltf so that I could edit the animation directly with python and notepad.

 

That sounds like an incredible amount of work, jesus. Working with hkv files seems to be a massive pain in the ass considering you need outdated tools that seem to only be on internet archives. What did you try after importing an animation?

 

Btw, apparently somebody made a tool in the last month to convert HKX's from 64-bit to 32-bit/xmls.

Posted (edited)
14 minutes ago, SonicMan1234 said:

 

That sounds like an incredible amount of work, jesus. Working with hkv files seems to be a massive pain in the ass considering you need outdated tools that seem to only be on internet archives. What did you try after importing an animation?

 

Btw, apparently somebody made a tool in the last month to convert HKX's from 64-bit to 32-bit/xmls.

 

I renamed all the bones from skyrim names to cold steel names, discarded all the bones not on the cold steel skeleton and camera angles etc, then applied the pose to Juna's model and added the animation keyframes.

 

The reason it did not work is because the node orientations are not correct.  Remember, when describing a point in space using translation, rotation and scale, there is more than one correct solution.  For example, if you want to describe a point to your right and in front of you, you might think that it is at x=1, y=0, z=1 (x,y,z of 1,0,1).  But if you were turned 90º to the right, then that same point would actually be at x,y,z of -1,0,1 instead.  Which is why intuitively you might always think of your forearm as being directly extending from your elbow, but that's only if you think of your elbow as facing forward, not to the side.  (In fact, you might think that it makes no sense at all to think about your elbow facing a direction, but in computer graphics this concept does exist and is critical.  Every joint has an orientation, and those orientations often make no intuitive sense at all.  This is all invisible to the person playing the game, but is critical to know when doing this kind of modding.)

 

This becomes a problem quickly because I cannot reuse the translation data.  The body sizes are different, for one, as are the proportions.  (If nothing else, models in Skyrim are 10x the size of models in Cold Steel; literally if they were injected unmodified into the same game, skyrim girls would be 60 feet tall lol)  So I have to discard that data and use the rotation data alone.  This works when the skeletons are compatible (two characters in the same game, or even between reverie and daybreak), but it falls apart when the skeletons are not.

 

IF the bind poses were otherwise identical, it could be theoretically possible to reorient the bones while adjusting the translations to maintain integrity of the skeleton, and adjust all the keyframes to match.  But the bind poses themselves don't even match, which makes this mostly impossible to do, at least the way I do things (in python, with a lot of math).  If there's a way to do this in Blender, that'd be fantastic, but I don't know how.

Edited by amorrow28
Posted
4 minutes ago, amorrow28 said:

 

I renamed all the bones from skyrim names to cold steel names, discarded all the bones not on the cold steel skeleton and camera angles etc, then applied the pose to Juna's model and added the animation keyframes.

 

The reason it did not work is because the node orientations are not correct.  Remember, when describing a point in space using translation, rotation and scale, there is more than one correct solution.  For example, if you want to describe a point to your right and in front of you, you might think that it is at x=1, y=0, z=1 (x,y,z of 1,0,1).  But if you were turned 90º to the right, then that same point would actually be at x,y,z of -1,0,1 instead.  Which is why intuitively you might always think of your forearm as being directly extending from your elbow, but that's only if you think of your elbow as facing forward, not to the side.  (In fact, you might think that it makes no sense at all to think about your elbow facing a direction, but in computer graphics this concept does exist and is critical.  Every joint has an orientation, and those orientations often make no intuitive sense at all.  This is all invisible to the person playing the game, but is critical to know when doing this kind of modding.)

 

This becomes a problem quickly because I cannot reuse the translation data.  The body sizes are different, for one, as are the proportions.  (If nothing else, models in Skyrim are 10x the size of models in Cold Steel; literally if they were injected unmodified into the same game, skyrim girls would be 60 feet tall lol)  So I have to discard that data and use the rotation data alone.  This works when the skeletons are compatible (two characters in the same game, or even between reverie and daybreak), but it falls apart when the skeletons are not.

 

IF the bind poses were otherwise identical, it could be theoretically possible to reorient the bones while adjusting the translations to maintain integrity of the skeleton, and adjust all the keyframes to match.  But the bind poses themselves don't even match, which makes this mostly impossible to do, at least the way I do things (in python, with a lot of math).  If there's a way to do this in Blender, that'd be fantastic, but I don't know how.

 

Can you upload the converted animation files? I'd like to try out some things.

 

Is a bind pose different to a rest pose? Looking it up, it seems that way, but you are able to manually change rest poses in Blender to match them up. That might not change the underlying data though.

 

Also, if you still feel like tinkering, maybe MMD motions might be the way to go? At the very least it's vastly simpler to check out, MMD Tools already exists for Blender.

Posted (edited)
1 hour ago, SonicMan1234 said:

 

Can you upload the converted animation files? I'd like to try out some things.

 

Is a bind pose different to a rest pose? Looking it up, it seems that way, but you are able to manually change rest poses in Blender to match them up. That might not change the underlying data though.

 

Also, if you still feel like tinkering, maybe MMD motions might be the way to go? At the very least it's vastly simpler to check out, MMD Tools already exists for Blender.

 

Here you go, leito_solo_female_s2.hkx imported into Blender 3.6 LTS, saved as a .blend file ready to play the animation.  I didn't bother import others, since as you've said it's a ton of work.  I was going to see if I could make one work first.

 

The whole scaling during the animation is really strange, but otherwise it definitely counts as a sexy animation lol.

 

untitled_v2.7z

 

 

EDIT: upload replaced, this version has a body so you can see what's actually happening.

 

EDIT: 1000th post, whoa.  I'm on here too often!

Edited by amorrow28
Posted
4 hours ago, Phantom Thief M said:

 

Nothing too special is required.  You just have to be on the latest version of the game, GOG or Steam work fine.  It has to be NISA's.  Hajimari no Kiseki will not work.  And you have to have the latest SenPatcher installed.

 

Gotcha - I've patched it in order with SenPatcher on 1.1.4 version of NISA's via GOG. The other portions of the patch work, invisible weapon, auras, etc, and it seems like another version of maps is loading that are extra/separate from base game, but the most recent ones don't seem to be showing up. I've redownloaded it 3 times now and double checked over all the readmes, ensuring everything is in order, and DLCs work as well as the CT tables. Could I somehow still be on the old version of the model enhancements? It feels like it's on the model enhancements but not the *super* ones with the new additions, though I've re-downloaded it multiple times. Not too sure what else to try, kind of seems like it might be grabbing the old one via the link still.

Posted
14 minutes ago, feikaku said:

 

Gotcha - I've patched it in order with SenPatcher on 1.1.4 version of NISA's via GOG. The other portions of the patch work, invisible weapon, auras, etc, and it seems like another version of maps is loading that are extra/separate from base game, but the most recent ones don't seem to be showing up. I've redownloaded it 3 times now and double checked over all the readmes, ensuring everything is in order, and DLCs work as well as the CT tables. Could I somehow still be on the old version of the model enhancements? It feels like it's on the model enhancements but not the *super* ones with the new additions, though I've re-downloaded it multiple times. Not too sure what else to try, kind of seems like it might be grabbing the old one via the link still.

 

The new one is much larger than the old one - 283 MB or so.  If you have any p3a files that overwrite the charaviewer.tbl file, then those will overwrite the tbl.  try removing all the files in your mods folder first (back them up), and only have the files in the dev folder.  then work backwards from there, adding back your files until you isolate the problem.

Posted

@SonicMan1234 Here's a better illustration of the issue:

 

First, the skyrim character is facing backwards, yikes.  (also I had to increase Juna's size 800%)  Second, notice how the hips and the knees point downward in skyrim, but point outward in Reverie?  Therefore the knees are directly in front of the hips in skyrim, but 90º relative to the hips in Reverie.  So if I push the animation rotations alone into the model without the translations (coordinates), the knees will end up bent backwards.  If the bind poses (A-pose, or T-pose per parlance) were identical, I think I could do some fancy math to infer the rotation differences and realign the nodes, but that would not work for the terminal nodes, unfortunately (toes, fingertips, etc).  And even then, the bind poses are not the same, especially the fingers.

 

Spoiler

2024-10-0312_55_42-Blender.png.f31fb1a69cf8da4e189003a725e52f3f.png

 

Posted
24 minutes ago, amorrow28 said:

@SonicMan1234 Here's a better illustration of the issue:

 

First, the skyrim character is facing backwards, yikes.  (also I had to increase Juna's size 800%)  Second, notice how the hips and the knees point downward in skyrim, but point outward in Reverie?  Therefore the knees are directly in front of the hips in skyrim, but 90º relative to the hips in Reverie.  So if I push the animation rotations alone into the model without the translations (coordinates), the knees will end up bent backwards.  If the bind poses (A-pose, or T-pose per parlance) were identical, I think I could do some fancy math to infer the rotation differences and realign the nodes, but that would not work for the terminal nodes, unfortunately (toes, fingertips, etc).  And even then, the bind poses are not the same, especially the fingers.

 

  Reveal hidden contents

2024-10-0312_55_42-Blender.png.f31fb1a69cf8da4e189003a725e52f3f.png

 

 

Yeah I see the issue. That's a shame. Now I'm wondering how it works for that BG3 mod.

Posted

@Phantom Thief MHi, how do I enable the stripper poles on the model viewer in Reverie? I put the Model Viewer Enhancement folder into my dev folder as well as created a mod folder inside the root directory and put the InvisibleWeapons p3a file in there but I haven't been successful in enabling these.

 

Thanks

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