ROM Hack Fire Emblem Fates: ROM Hacking General Thread

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Well, it doesn't look like anything's wrong with the blocks then. What format are the files inside your archives in? If you copied them from Awakening, you need to convert the portrait files to bch format.

I have them in .bch format. I replaced Aversa in the file name with Asugi's Japanese Kanji, and they show up in game just fine, albeit they have Asugi's hair over them.

Edit: I reinserted the blocks and suddenly my portraits seem to be showing up. Not sure why it didn't work beforehand. Thanks for the help though.
 
Last edited by Deleted member 433820,

AverageGatsby

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Tried to do a palette and model swap of the Female Dreadfighter into the Kagero ninja model. I swapped out the BCH files for uBody_F_nija_1 and uBody_F_nija_1_cl0n_P.

What went wrong with the palette to make it shiny and is the model tail/afterglow fixable or not compatible?
DtkPJmf.jpg
OrTHaXk.jpg
XEZf9Yd.png
S9AlBiZ.png
 

Grima

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Tried to do a palette and model swap of the Female Dreadfighter into the Kagero ninja model. I swapped out the BCH files for uBody_F_nija_1 and uBody_F_nija_1_cl0n_P.

What went wrong with the palette to make it shiny and is the model tail/afterglow fixable or not compatible?
DtkPJmf.jpg
OrTHaXk.jpg
XEZf9Yd.png
S9AlBiZ.png
I'm not sure what causes the stretchy polygons, but I know the shinyness of the texture can be fixed by making the main texture, not the damage one, almost completely transparent. Like I'm talking 1-10% visible.
 

fe_et

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Tried to do a palette and model swap of the Female Dreadfighter into the Kagero ninja model. I swapped out the BCH files for uBody_F_nija_1 and uBody_F_nija_1_cl0n_P.

What went wrong with the palette to make it shiny and is the model tail/afterglow fixable or not compatible?
The shininess/specularity is determined by the alpha channel in the normal texture. Lighter values = more shiny, darker values = less shiny.
Looks like you saved your .tga with the whole texture being opaque (alpha channel completely white). You have to keep the original alpha values.
Clothing and skin have different materials (or something) which affect the specularity, which is why the skin still looks normal.

Not sure if the tail is fixable, I had something like that happen when I mixed n matched body/dress models. Maybe the body models have different bone setups or something.
You should be able to make it invisible though. The model transparency is determined by the alpha channel in the damaged texture. White = opaque, black = transparent. Gray values (look at a damaged texture for the specific values) make the model transparent only when in the damaged state.
So you'd have to edit the damaged texture for the tail (uDres_F_nija_upp2_0_cl0n_A probably), and make the tail portion black in the alpha channel.
Would look something like this:
color.png
alpha.png


Also I'm assuming the glow effect is on the dreadfighter body model, maybe you could transfer it over to the kagero body model through hex editing magic.
 
Last edited by fe_et,
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Hmm, I'm thinking of importing the Bride class into Fates, but I'm not sure where to find the assets in my Awakening ROM, and I'm not too sure as to how to convert them to bch.lz format. Any assistance will be appreciated.
 

Kingsbury8

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Long question: If I want I to create a custom patch .cia, what should my folder structure look like, what content file(s) should I have, and what should the titleid of the .cia be? (Playing on US birthright)
 

GermanTacos

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Long question: If I want I to create a custom patch .cia, what should my folder structure look like, what content file(s) should I have, and what should the titleid of the .cia be? (Playing on US birthright)
Everything should be identical to US Birthright except that the files you want to patch should there in place of the originals.
 

AgahnimD

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Does anyone happen to know which chapter the "Branch of Fate" section uses for it's text? I'm trying to re-write that chapter but it's not in the M folder.
 

Kingsbury8

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Everything should be identical to US Birthright except that the files you want to patch should there in place of the originals.
What if I'm trying to add new portraits of a character? I'm not patching anything. Do I just put them in the appropriate folders?
 
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Is there a guide on how to make characters from scratch or at least edit existing characters models and/or textures

Well, you can easily edit character models using this tool. It comes with a little tutorial, albeit it's a bit vague. The values you'd use would come from the bu(Models) and ba(animations) folders of your extracted romfs folder. If you have your own model that's been converted to Fates' bch.lz format, you could use that as long as it's in the proper folder.

https://gbatemp.net/threads/wip-fefeditor-fire-emblem-fates.457799/

As for textures, grimnaga made a tutorial for editing textures. Here's another link for you.

https://grimnaga.tumblr.com/post/149344740215/how-to-edit-fire-emblem-fates-character-textures

Hopefully these help you out. ;)
 

Fluffy56547

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A couple questions:
Does this go here or in the FEFEditor thread?
How do you add custom items? I’m still a little lost trying to use FEFEditor to add “Arcfire” to the game, using the same model and effects as normal fire.
Is it possible to add bond units to be forcibly recruited either through the castle or as a recruit on the map? I’ve tried before, and they’ve crashed the game, or just didn’t appear at all. Don’t know if/how I would need to set a face on them either, since I don’t know how exactly bond units work. Also would have to see if I could make them have supports.
Is it possible to change what weapons random enemies spawn with on skirmish maps? I’m making a little mod, and I want to know if it’s possible to add certain weapons to the random pool.
 
Last edited by Fluffy56547,
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A couple questions:
Does this go here or in the FEFEditor thread?
How do you add custom items? I’m still a little lost trying to use FEFEditor to add “Arcfire” to the game, using the same model and effects as normal fire.
Is it possible to add bond units to be forcibly recruited either through the castle or as a recruit on the map? I’ve tried before, and they’ve crashed the game, or just didn’t appear at all. Don’t know if/how I would need to set a face on them either, since I don’t know how exactly bond units work. Also would have to see if I could make them have supports.
Is it possible to change what weapons random enemies spawn with on skirmish maps? I’m making a little mod, and I want to know if it’s possible to add certain weapons to the random pool.

Hmm, I believe that these questions would belong in the FEFEditor thread, but I'll try my best to answer the ones I can.

1. First, you would have to insert a custom item with it's own item ID, such as IID_ArcFire using the Item Injector Nightmare module (don't forget to give it an MIID and MIID_H, both of which you can use the GameData Text Editor to edit in you extracted romfs/m/@E or whatever filepath corresponds with your rom). Then you switch over to the Item Nightmare Module, find the Item that has your IID (should be right at the bottom if it was the last one you inserted), edit it to your liking (setting its type to any of the weapon types given should make it use the bronze/brass equivalent).

2. You would probably have better luck just making a unit with a custom portrait. They'd be much easier to customize, and they won't crash the game. Here are a few links you might find helpful.
http://deathchaos-25.tumblr.com/post/146440387694/how-to-editimport-your-own-portraits-for-fe
https://www.spriters-resource.com/3ds/fireemblemfates/sheet/67390/
https://www.spriters-resource.com/3ds/fireemblemfates/sheet/67389/
https://www.getpaint.net/

As for making them have supports, you can just use FEFEditor's Support Editor for that. But if you want them to have actual support conversations, you'll also need FE Conversation Editor. You can find that below.
https://gitlab.com/secretivecactus/fe-conversation-editor/tags

3. I'm not quite sure how to do that as I've never gotten around to trying that out. I assume you need to know how to hex edit to change the tables, but as for what values and offsets, I am clueless. Maybe a more experienced hacker could help you with that.
 

DeathChaos

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Updated the main post to add a link to the Discord server, totally forgot to do that and the link got buried.

(for refference: https://discord.gg/ePGj3BX)

3. I'm not quite sure how to do that as I've never gotten around to trying that out. I assume you need to know how to hex edit to change the tables, but as for what values and offsets, I am clueless. Maybe a more experienced hacker could help you with that.

I believe this is a code.bin thing?
I've never seen anything within the romfs that has indicated to being related to what enemies/what weapons random encounters will contain.
 

sniper_zero

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Hello! I'm wondering if anyone would be kind enough to give a step by step method on how I can edit the character models to do this. I just want Xander, Leon and Camilla to use their unique models as a Hero, Sorceror and Berserker respectively. Additionally, how do I edit the game so that Yato and all its variants have a special ranged animation like Raijinto and Siegfried?

 
Last edited by sniper_zero,

sniper_zero

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I tried to inject a custom AID in my ROM3.lz and my game crashed every time I tried to view any units. Can anyone tell me what went wrong? I used the unique class injector nightmare module and injected the custom AID in a compressed ROM3.lz. Could that have anything to do with the crash?
 

Omegablu

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I tried to inject a custom AID in my ROM3.lz and my game crashed every time I tried to view any units. Can anyone tell me what went wrong? I used the unique class injector nightmare module and injected the custom AID in a compressed ROM3.lz. Could that have anything to do with the crash?
You might want to upload the bad file here. Sounds like the file was damaged, so the game can't read any of it.
 

sniper_zero

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You might want to upload the bad file here. Sounds like the file was damaged, so the game can't read any of it.

I uploaded the file. I had to change the extension to .txt because I don't have something to compress it into .zip or .rar with my mac. Is the file size supposed to jump from 18kb to around 84kb after injection?
 

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