A "4chan Cup Aesthetic Export" compiler for the Pro Evolution Soccer series.
New python-based version, three times faster.
This is a short readme, with just the information you need to compile your
team's aesthetics so that you can check them on PES.
You can also find an advanced readme in the Engines folder, with instructions on
how to compile referees and full details on how the compiler works. Read it if
you're going to compile a full DLC for a cup.
- Setting Up
- Compiling Exports
- Message Types
- Troubleshooting
On the first run, a wizard will ask you to confirm the PES version and check the PES folder path. If you need to change anything later, open the settings.ini file on notepad and set the following:
- PES Version:
Set the PES version you're compiling exports for. - PES Folder Path:
Check if it's good. Keep in mind this is the folder with the PES exe, not the download folder.
You don't normally have to edit any of the other settings, but feel free to take a look. The "Run PES" setting, in particular, opens PES automatically after packing a cpk.
First of all, you need to make sure that the name of the team whose export you're compiling is listed in the teams_list.txt file of the compiler, next to the team ID assigned to it. If it's not in there, then write it in.
Also make sure your export follows the proper AET format as described on the
following wikipage:
https://implyingrigged.info/wiki/AET
Keep in mind that you don't need to edit the team ID listed in your export's
files and folders, the compiler will take care of that!
Now put the export in the exports_to_add folder (folders, zip or 7z are all fine, rar files are not) and run the 0_all_in_one script. If you're using a Linux distro, run compiler_main.py from the Engines folder instead, keep in mind that you need to have Python 3.12 or 3.13 installed.
A cpk will be created and copied automatically to your PES download folder.
Now you just need to run PES and check your stuff.
Check the Message Types and Troubleshooting sections if you run into trouble.
Also, don't forget to read the advanced readme inside the Engines folder if you
want to know more about how the compiler works, or if you want to compile a
referees cpk.
Here are the types of message the compiler can output, from least to most important:
Only written to logs:
- Info (suggestions.log)
These are just suggestions about stuff which isn't ideal. - Warning (issues.log)
These warn about stuff which -might- break things.
Shown on screen only:
- Notice
These pause the program to make sure you see them, but are not logged to any file. They are used for situations that need your attention but aren't errors.
Shown on screen and written to logs:
- Error (issues.log)
Something in an export is broken in such a way that it can't be used, so it will be discarded. Fix it and compile the export again. - Fatal Error (issues.log)
Something happened and the compiler can't run. This does not count as a crash, it is still something you can fix. Just follow the instructions on screen. - Crash (crash.log)
The compiler crashed. This is something that can only be fixed by the developer, so please report it by posting the crash.log file from the folder.
You can find a slightly more detailed explanation in the advanced readme.
Q: Why wasn't the cpk created at all? It's not in the downloads folder.
A: You probably have PES installed in a system folder. Enable Admin Forcing
in the settings file and try again. If that still doesn't help, disable Move
Cpks and copy the cpk yourself from the patches_output folder.
Q: Why is the script crashing?
A: There could be many reasons. If you got a Fatal Error, follow the
instructions on screen. If you got a Crash, please post the crash.log file
(which you can find in the compiler's folder) on the divegrass thread or the
/aesco/ discord.
Q: I've got some other problem/question.
A: Feel free to contact the developer, preferably on the divegrass thread or
the /aesco/ discord, so that if someone else is having the same problem they
can also have it solved.
Tool by Shakes
Special thanks for ideas and fixes, and for some of the libraries used:
Tomato4cc, Giovani1906, fg4cc, blu_ray_
Huge thanks to Tim Peters for helping define the design philosophy of Python.