ROM Hack Fire Emblem Fates: ROM Hacking General Thread

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I don't think I did, I remember doing it right. I just checked now, opening the respective files in the dispos/person editor with all of my changes intact and they showed up okay.

Edit: So I tried it again starting fresh from the extracted .3ds file, and I made sure the files were in the right places and when I rebuilt the .3ds again and pulled it up in Citra it was the same thing.

@DeathChaos25, I think you were right, I may have mixed them up somehow or something got a bit messed up because I just did a really simple change (turned all the fighters into cavaliers) and it loaded just fine. I'll start from scratch again and see where it goes.
 
Okay, a few questions regarding enemies in chapters.

  • What is the way (if there is any) to make a newly created enemy's stats sort of "match up" (in terms of level/difficulty) with the enemies around the map? Example: adding a mercenary into chapter 7 and setting his base stats in the Nightmare person editor equal to many of the other enemies' (I believe it was hp: 1, str,mag:0, skil,spd,luc: 1 and def,res:0) would end up making his Rating about 10ish points lower than many of his counterparts on lunatic.
  • With regards to pair ups, what is the general way someone would create an enemy and give him a pair-up partner? I know it was something in the dispos file however i didn't see much in the way of positioning.
 
Is there anyway to make certain weapons specific to other players? Like, can we assign a flag to a weapon and a character to make weapons specific to them?
 
Is there anyway to make certain weapons specific to other players? Like, can we assign a flag to a weapon and a character to make weapons specific to them?
There are flags to make weapons specific to certain characters, but only the following:

Corrin
Ryoma
Takumi
Xander
Leo
Ophelia
 
One more question. Would there be any conceivable issue with rebuilding the Festival of Bonds DLC from the Japanese version with the US version DLC...

I have... Plans...
 
How would one go about making a child recruitment talk event parent-only, particularly in Awakening? The recruitment itself works perfectly, but even when the 1st gen unit in question is not the parent the option to Talk is still there. I know it's been done before but I can't find anything explaining how to actually do it.
 
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So, I managed to solve my first problem. However, I'm at a bit of an impasse: enemy pairups. I've located paired-up units in the dispos file however I can't seem to add any skills to either the main unit or his partner (whenever I hit save, it just reverts it back to the default anytime I put in the skill ID). Is there anything specific that I have to do when making enemy pairups, giving them skills or setting their spawn bitflags (which is usually something like 14600 or 24600)?
 
So, I managed to solve my first problem. However, I'm at a bit of an impasse: enemy pairups. I've located paired-up units in the dispos file however I can't seem to add any skills to either the main unit or his partner (whenever I hit save, it just reverts it back to the default anytime I put in the skill ID). Is there anything specific that I have to do when making enemy pairups, giving them skills or setting their spawn bitflags (which is usually something like 14600 or 24600)?
It might just be a bug with FEFEditor. I'm not in a position to test anything right now, but I'll see if it works on the current version in the morning. If not, I'll have a fix in the next update.
 
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Okay, so I wanna help translate the festival of bonds DLC's and have all the content extracted but have never looked into hacking Fates passed that. Would someone be as so kind as to tell me where in battle dialogue is stored and what tools could I use to edit them and make my life easier?

EDIT: To my knowledge they're stored in the "m" folders correct? Would any of the dialogue editors work on these files or are those more for support convos?
 
Last edited by Silent Hell,
Okay, so I wanna help translate the festival of bonds DLC's and have all the content extracted but have never looked into hacking Fates passed that. Would someone be as so kind as to tell me where in battle dialogue is stored and what tools could I use to edit them and make my life easier?

EDIT: To my knowledge they're stored in the "m" folders correct? Would any of the dialogue editors work on these files or are those more for support convos?
Yes, every text file can be found in the m folder. You could try Fire Emblem Conversation Editor for modifying them.
 
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Alright, I've located the exact file but it appears that the conversation editor does not want to open it? I don't see why not as it has no problem opening any of the other ones from the main game.

EDIT: Alright, so I decided to just brute force it and convert the bin.lz to raw text using FEAT and manually paste each convo into the editor but I noticed a bug. For whatever reason, converting between game and script corrupts the text. I'm not sure if this has to do with new characters from the DLC but it makes editing the script even that much more of a hassle.

EDITEDIT: Upon further examination, it appears that it corrupts any conversation including Anna considering she's a "new" character in the script so I'm assuming they also added new syntax the editor recognizes incorrectly.

WOAHTHATEDITYO: After finding a post by Chaos in the convo thread it appears the DLC files need to be renamed as the archive name does not match with the PID name or some shit.

FinalEDIT: Upon furthier reading it appears all of my issues are already addressed to the creator of the program so all that leaves is an update.
 
Last edited by Silent Hell,
Have fun translating a ton of text lol. I attempted and manage to translate the beginning dialogue, mid dialogue and ending dialogue using google translate and the Japanese dictionary online xd (duno about accuracy but the story does make sense) . It was a pain in the arse lol. I only started since nobody was doing it. There was a gbatemp member doing it but there was no update so I decided to pick it up. I am planning to resume once I get my modding for Fire if done. If you wanna see it just pm me. All that is left for Hoshido dlc is the support conversations but I am plan on using the already translated dialogues. As for Nohr I just started translating it and only stop to start modding my game but planning to resume once it's done. I copy and paste the same dialogue to each "my corrin" personality dialogues since it was a pain in the arse to translate all of them based on the personality type.
 
Last edited by TsUnDeReAznGuY,
Yo, I'm trying to rebuild the DLC into the English DLC but I noticed I do not have the content archive or entry 0000. I did not get a content archive when I extracted the DLC cia from both versions. What's up with that?
 
The content header for Usa should be c.0000.0000008d and Jpn c.0000.0000006b. There should be a content header if you extracted it the dlc.
 
Does anyone know if and how I could change max weapon proficiency and usable weapons for a class? i.e. Nohr Noble able to use bows/yumis? Also character and class stat growth.
 
Last edited by Kingsbury8,
Hey, all. I've got some questions regarding custom portraits. Is the process outlined in the OP still the primary method of modifying them? Also, how would someone go about adding additional portraits for use with added characters? I'd assume it'd involve adding FID entries to FaceData.bin, but I'm not really sure. Still new to this whole thing.
 

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