# Femc Reloaded: a community mod project for the PC build of Persona 3 Reload

> Femc Reloaded Project is a fan-made mod for the PC version of Persona 3 Reload that replaces Kotone with a fan character, developed by a volunteer team across art, animation, audio, text and localisation. Its repository is mostly assets and documentation under a custom non-commercial licence, and the README documents no build or install procedure of its own.

**MadMax1960/Femc-Reloaded-Project** — Repo for Femc Reloaded Project

- Repository: https://github.com/MadMax1960/Femc-Reloaded-Project
- Stars: 725 · Forks: 69
- Language: C#
- License: NOASSERTION
- Published: 2026-10-21 · Updated: 2026-10-21 · Language: en
- Canonical page: https://hysenlabs.com/projects/madmax1960-femc-reloaded-project

## A character replacement mod for the PC version of Persona 3 Reload

Femc Reloaded Project is a fan-made mod for Persona 3 Reload on PC. The README puts the ambition in one line: they are putting Kotone into P3R, and that is about it. The replacement character is Femc, and the phrase Femc True in the README marks it as the complete version of the swap rather than a partial one.

That framing matters because it sets expectations. This is not a total conversion, a new story or a balance overhaul. It is a content swap of one character across portraits, animation, audio and text, and the project is explicit that the mod is crafted for the PC version and is available as english first, with all languages welcome to contribute.

The audience is therefore two groups. The first is players on PC who want this particular character in the game, and who are used to installing community mods and accepting that such things are unofficial. The second is creators who want to contribute art, animation, sound or translations to a project with an established structure.

The README also states plainly that this mod is not associated with Sega or Atlus, and that the copyright of the original series belongs to those holders. A mod project of this kind is legally dependent on that framing, which is why the copyright section later in the README is as detailed as it is.

## The repository is assets, code and licence rather than a buildable program

The top-level file list is short and tells you what kind of repository this is: an img directory for artwork, a directory named after the project itself, a code directory, a license entry, two README files, one in English and one in Russian, plus a .gitignore and a .gitmodules file.

There is an img directory for artwork, a directory named after the project itself, a code directory, a license entry and two README files, one in English and one in Russian. A .gitmodules file is present, which means the repository pulls in content from other repositories rather than holding everything itself, and a .gitignore is there for the same practical reason.

The primary language recorded for the project is C#, so the code directory holds the scripted parts of the mod, while the art, animation and audio are contributed as assets from the other disciplines listed in the credits.

What is missing from that list is as informative as what is present. There is no build file, no project file, no solution file and no script directory at the root, and the README contains no installation or build instructions of any kind. The route into the project is explicitly elsewhere: the wiki, the Discord server, and a separate Config App repository whose releases are linked from the README.

## Releases arrive quickly and carry joke version names

The release history shows an active project with a short cycle. Version 2.6.0 was published on 2026-09-23 with the title The Update With Alot of Stuff, 2.6.1 Hotfix followed on 2026-10-07, and 2.7.0 on 2026-10-17 with the title It's Femc Friday somewhere. The last push to the repository was on 2026-10-18, so the source and the newest release are in step.

The naming convention is a small cultural marker in its own right. Release titles are in-jokes for the community rather than semantic version descriptions, and a maintainer of a mirror or a packager who only sees the tag names has no clue what changed. If you are tracking updates, the release notes and the Discord announcements matter more than the tag string.

The repository is not archived, and the presence of a hotfix release between two feature releases is a normal pattern for a mod that has to react to a game patch. Nothing in the README states a fixed release schedule, so the cadence you can count on is roughly monthly with patch-level corrections in between.

## A team organised by discipline rather than by repository

The Leadership section of the README is the longest part of the document and it reads like an organisation chart. There is a Director, A Mudkip, who is also MadMax1960, the repository owner. Under that sit leads and major contributors for 2D art, 3D animation, code, audio, event editing and text, plus a major voice actor credit, and separate localisation leads for Japanese, Simplified Chinese and Spanish.

That structure is the clearest statement of what this project is. A character replacement of this scale is mostly art, animation, sound and localisation work, with code as a supporting discipline rather than the centre. The separate localisation leads explain the English first policy, and the Russian README points to a community that extends well beyond the languages named in the credits.

It also explains why the repository looks the way it does. Code, images and the project-specific directory are the parts that belong in version control, while the wider creative output is coordinated through the Discord, the wiki and contributor review, which is where the README sends people who want to learn how to submit a pull request.

The most useful line for a newcomer is the instruction to check the wiki to learn how to submit a pull request with your contributions, or to join the Discord and ask there.

## A non-commercial licence that still lets artists sell their own work

The licensing deserves careful reading, because the README states two things that are not quite the same and the difference is meaningful for contributors.

The Copyright TLDR says the licence lets you freely edit assets as long as you credit the page, do not sell your edited or yoinked assets, and publish them under the same licence. The IMPORTANT section then names the licence explicitly: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International, BY-NC-SA 4.0, with the three conditions spelled out. Attribution requires credit, a link to the licence and an indication of changes. NonCommercial prohibits commercial use of the material. ShareAlike requires that anything built on the material is distributed under the same licence.

The one carve-out is stated separately: if you are an artist contributing original assets, the licence allows you to sell your own original art. So an artist's new work stays sellable, while the material drawn from the project, and anything derived from it, cannot be sold.

The project also states that it will never go up for sale and that no money is sought, and that rights in characters, logos and trademarks associated with Atlus' Persona franchise remain with Sega or Atlus. GitHub classifies the repository licence as a custom one it cannot categorise, and the licence entry at the root of the repository is the authoritative text to read before reuse. This is not legal advice, but the practical boundary is clear: the assets are free to remix and share, not to sell.

## The Config App, the wiki and the Discord do the work the README does not

The README is a signpost, and it points consistently at four places: a Discord server, the project wiki, a separate Config App repository with its own releases, and a separate raw files repository. It also links to a Persona Modding Tutorial on GameBanana, and to a YouTube channel that the README says has a video of every update and feature added.

The Config App is the most concrete of these for a user, because it is a distinct tool published as releases rather than a wiki page, which suggests the configuration side of the mod has enough surface to need its own interface. The raw files repository being separate from the main one tells you that the shipped assets live apart from the tooling, which is a normal way to keep a large file payload out of a source repository.

Two audiences use these resources differently. A player wants the Discord for announcements and the releases for the files, and the README does not document an installation procedure, so that route runs through community support rather than a manual. A contributor wants the wiki for the pull request process, the tutorial for the general technique of modding the game, and the Discord for questions about the specific project.

The video channel is a quiet but useful documentation surface. A channel with a video covering every update and feature is effectively a changelog in visual form, which matters more here than usual because the release tag names themselves are cryptic.

## A fan project with no documented build path and a hard dependency on community channels

The honest limitation of Femc Reloaded Project is documentation. The README documents the credits and the licence in detail, and nothing about the code. There is no documented build, no list of dependencies, no configuration format and no install guide in the repository, so anyone planning to reuse the code has to learn it from the wiki, the Discord and the linked tutorial rather than from the source tree. For a project with an active community that is workable; for someone outside it, it is a barrier.

The second limitation is the platform. The mod targets the PC version of the game, so console players are excluded by definition, and the English first policy means that any non-English build of the mod depends on localisation contributions landing later.

The third is the one the project is most careful about. Because the mod reuses characters and trademarks from a commercial franchise, it exists in a space where the rights of the original holders are unaffected by the mod licence, and the README states the project is not associated with Sega or Atlus. That constraint shapes everything: no sales, a licence that forbids commercial redistribution, and a project that depends on the goodwill of rights holders it does not control.

The real alternative for a player who wants a different protagonist is to follow the linked Persona Modding Tutorial and build your own replacement, or to use the Config App to adjust the configuration of an existing installation. The difference in approach is that the tutorial gives you the technique and leaves the content to you, while this project hands you a finished character but no written build documentation, and the Config App handles configuration rather than content creation.

## Conclusion

Femc Reloaded Project suits PC players of Persona 3 Reload who want a specific character replacement and are comfortable working with community mod distribution, and it suits artists who want to contribute original assets under terms that keep the work non-commercial. It does not suit anyone looking for a documented build pipeline, since the README shows no build or install steps and points to the wiki and Discord instead, and it does not suit console players since the mod targets the PC build. Before using or contributing, read the licence file in the repository root, confirm your use falls inside the non-commercial terms, and check the wiki and the Config App releases, which is where the project keeps the material the README does not cover.

## FAQ

### What is the Femc Reloaded Project and what does it change in the game?

It is a fan-made mod for the PC version of Persona 3 Reload that puts Kotone into the game, with the replacement character known as Femc. The README describes it as a homage to the Persona series and states that the mod is not associated with Sega or Atlus.

### Can I sell assets or mods made with the Femc Reloaded Project?

No, not the project's material. The project is licensed under CC BY-NC-SA 4.0 and states that it will never go up for sale, that you may not sell edited or yoinked assets, and that redistributions must use the same licence. The one exception is that an artist contributing original assets may sell their own original art.

### How do I contribute to the Femc Reloaded Project?

The README says pretty much any contribution is welcome, and points you to the project wiki to learn how to submit a pull request, or to the Discord server to ask there. The project also lists dedicated leads for 2D art, 3D animation, code, audio, event editing, text and several localisations.

### How do I install the mod, since the README has no instructions?

The README does not document an installation procedure. It points to the Discord, the project wiki, a separate Config App repository that publishes releases, and a separate raw files repository, so the practical route for a player runs through those community channels.

### Which languages does the Femc Reloaded Project support?

The mod is available as english first, with all languages welcome to contribute. The README lists localisation leads for Japanese, Simplified Chinese and Spanish, and the repository carries an English README alongside a Russian one.

## Sources

- [Issues](https://github.com/MadMax1960/Femc-Reloaded-Project/issues)
- [MadMax1960/Femc-Reloaded-Project on GitHub](https://github.com/MadMax1960/Femc-Reloaded-Project)
- [README](https://github.com/MadMax1960/Femc-Reloaded-Project/blob/main/README.md)
- [Releases](https://github.com/MadMax1960/Femc-Reloaded-Project/releases)

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Hysen Labs editorial analysis, written from the project's own repository and release notes. Cite the canonical page: https://hysenlabs.com/projects/madmax1960-femc-reloaded-project
