ROM Hack FE Fates USA: Custom Playable Characters DLC

HY0

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In the Supports screen? The characters in this mod don't have support conversations nor can they support anyone. And where are you getting this Chapter 16 thing from?
In every screen, they're greyed out making them unusable. Sorry, I'm just assuming I can't use them until Chapter 16 because that's the chapter when you can start summoning amiibo units.
 

KunoichiZ

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In every screen, they're greyed out making them unusable. Sorry, I'm just assuming I can't use them until Chapter 16 because that's the chapter when you can start summoning amiibo units.
That's really odd. o.o You should be able to use them after you have access to the Dragon's Gate.
 

HY0

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That's really odd. o.o You should be able to use them after you have access to the Dragon's Gate.
hmm, i'll look more into it. Thanks for the help though!

EDIT: I'm so stupid, disregard my previous statements.
 
Last edited by HY0,

FalcoMicky

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Would this work on a European copy of the game? If not, is anyone aware of anything like this that adds characters like mikoto/garon/arete for a EU game?
 

MattVM

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Guys, does this work with Citra? Is there any way we can play dlc or have the extras and amiibo characters playing with Citra at all?
Thanks a lot in advance.
 

FalcoMicky

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Use JKSM to extract your extdata files. Find the folder on your SD card that you created with JKSM and move those extdata files you downloaded to that folder. Then use JKSM to import that extdata.

Did those steps, on JKSM however, when i click on Extra Data Options, there is an error opening ExtData! (Title may not use it). And if i run HANS, there is an invalidated icache :/
 

FalcoMicky

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If you have any of the DLC paths downloaded, try putting a save file in the extra data slots. I can't help you much further because I haven't used JKSM to extract extdata for an EU game.

I have none of the dlc on this 3ds (have homebrew one an older ds incase i brick it, and all the dlc on a new 3dsxl). That's okay, thanks for the help :)
 

Ishtiaq1234

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I have none of the dlc on this 3ds (have homebrew one an older ds incase i brick it, and all the dlc on a new 3dsxl). That's okay, thanks for the help :)
since you have no dlc start a chapter, begin the battle and save in battle because it saves in extdata then do KunoichiZ's steps
 
Last edited by Ishtiaq1234,

Light_Strategist

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So, using the ExtData and FEFTwiddler method, I've added the units to my save but I notice that aspects of them don't seem to unload when they need to, for example, when someone joins you in the Hot Spring before you leave if Frederick or Chrom for example were already in there, they'd still be there when whoever shows up next.

Additionally, the Accessory Shop seems to struggle to understand how they work properly, sometimes leaving the characters present when I've switched to someone else. Although Chrom hiding in Frederick's armour is hilarious, it's difficult to see what I'm doing with say Azura or Odin beneath the two of them not having unloaded.

Also, the game can't seem to understand how to undress them for viewing the swimsuits or what have you. Chrom for example looked particularly odd with his skin occasionally patching through his clothes like they were tattered.

My only other concern is on the matter of a lack of supports but I think there was a statement of them not being done so if that's the case, I won't dwell on it.
 

DeathChaos

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Additionally, the Accessory Shop seems to struggle to understand how they work properly, sometimes leaving the characters present when I've switched to someone else. Although Chrom hiding in Frederick's armour is hilarious, it's difficult to see what I'm doing with say Azura or Odin beneath the two of them not having unloaded.

Also, the game can't seem to understand how to undress them for viewing the swimsuits or what have you. Chrom for example looked particularly odd with his skin occasionally patching through his clothes like they were tattered.

This is because of how IS made the Cutscene only Asset IDs function (which is what everyone who doesn't change models on reclassing has).

Basically, by being a cutscene only Asset ID, the game is unable to alter their body model's appearance in any way at all, which is why the odd behavior happens.
Same with the Accessory shop, it loads every Asset IDs into memory in a different way than the game normally does, so that it can delete and load a new character by simply modifying the AID that was loaded, but because the cutscene only AIDs cannot be manipulated, the game is unable to unload them.
 

Light_Strategist

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This is because of how IS made the Cutscene only Asset IDs function (which is what everyone who doesn't change models on reclassing has).

Basically, by being a cutscene only Asset ID, the game is unable to alter their body model's appearance in any way at all, which is why the odd behavior happens.
Same with the Accessory shop, it loads every Asset IDs into memory in a different way than the game normally does, so that it can delete and load a new character by simply modifying the AID that was loaded, but because the cutscene only AIDs cannot be manipulated, the game is unable to unload them.

So could you hypothetically grant the characters a regular asset type body to match a basic unit from the game's code to fix that by copying the files from other units? Like Mercenaries for example? If only to cure the visual issues in areas like the Hot Spring (which in itself isn't particularly bad because it just seems like they enjoy the Hot Spring and wanna stick around for a bit longer) and the Accessory shop which really causes problems.

I suppose it's likely that you've tried something like that but I figure it's best to find out firsthand.
 

Lalaya

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Ok, so I tried this pack with a FE Special Edition EUR (with the Extdata transfer), installed the DLC and it won't give me the Cipher characters, also the Witch calls herself "Outrealmer"; everything else looks fine (always lv1 tho?)

edit: the entire Cipher/Amiibo pack don't work
 
Last edited by Lalaya,

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