ROM Hack [WIP] Paragon (Fire Emblem Fates)

thane98

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I'm likely just being exceptionally stupid as always, but I can't seem to export edited Awakening dispos files. I added a faction and a block, which for some reason makes export do nothing when I click on it. The block is more or less a duplicate of another one, the only difference between them being the PID. Awfully sorry for being such a dumbass, but I can't imagine what I might have done wrong here.
Don't worry about it, you were doing everything correctly - the file wasn't exporting because of a bug with the Awakening dispo editor. I've uploaded a fix, so give it a try and see if the file exports correctly now.
 

ValiantChan

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Don't worry about it, you were doing everything correctly - the file wasn't exporting because of a bug with the Awakening dispo editor. I've uploaded a fix, so give it a try and see if the file exports correctly now.
Works like a charm now, thanks!
 

Mr.K

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I have a question about the Skill Modules, what does the Stat, Trigger % factor, and Trigger % divisor do? I'm assumed they had to do with the activation trigger of certain skills, but when I open up the GameData in FENightmare to edit these points I notice that they don't match up with what the triggers would be (Sol is 0x3 Magic, 3, and 4 respectively). Did I perhaps mess up or is something wrong with the module?
 

thane98

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Since it's sort of aside from features, what about a couple more guides? One for adding a class would be helpful.
I might at some point in the future. But as I said, I'm pretty burnt out on working on the tool at the moment - I don't have any interest in writing guides right now.

That said, adding in a new class shouldn't be too hard. All that you need to do is add in a new class block and class AID. There are injectors for both of those in FEFNightmare.
 

flagpole343

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Hey, first of all, thanks for the update, it's much better. Now, I have some questions: is there a way to remove a support option with the support editor? And how does the indirect sound editor work? In which file do I need to export it?
 

minrathous

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Hi, I've been using the Fates Support Editor in this for the past two days or so and it's been working perfectly up until now. I can't think of anything I did differently, only that I briefly switched from using the Fates Support Editor to taking a small look at the Awakening Character Editor module in FEFNightmare (after switching the mode to Awakening, even). The problem I've run into is that, in the Fates Support Editor, all characters' names except for the two Corrins have been replaced by their hex id codes. Like, instead of saying Gunter like it did literally yesterday it just says 0x3. I know this is still usable in this state but I've barely ever done any hex editing and would prefer if I could find a way to revert back. (Also, as flagpole343 said, being able to remove support options at some point in the future would be great.)
 

thane98

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Hey, first of all, thanks for the update, it's much better. Now, I have some questions: is there a way to remove a support option with the support editor? And how does the indirect sound editor work? In which file do I need to export it?
There's no way to remove a support option at the moment - the support editor uses an injection method to handle adding in new supports without screwing up the file. Doing removal with it is a little bit tougher, so I haven't bothered with it yet. I'll probably get around to it at some point.

Anyways, I think I'm a little confused by your second question. Do you not know which file to open?

Hi, I've been using the Fates Support Editor in this for the past two days or so and it's been working perfectly up until now. I can't think of anything I did differently, only that I briefly switched from using the Fates Support Editor to taking a small look at the Awakening Character Editor module in FEFNightmare (after switching the mode to Awakening, even). The problem I've run into is that, in the Fates Support Editor, all characters' names except for the two Corrins have been replaced by their hex id codes. Like, instead of saying Gunter like it did literally yesterday it just says 0x3. I know this is still usable in this state but I've barely ever done any hex editing and would prefer if I could find a way to revert back. (Also, as flagpole343 said, being able to remove support options at some point in the future would be great.)
The support editor uses a data file to help match character IDs/support IDs with names. You can choose the file that FEFEditor uses for this in the options menu. If you don't, it should default to an internal version - I have no idea why your version is having issues reading the default file. Is there still a file called "FatesGameData.txt" in the "External" folder?
 

flagpole343

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There's no way to remove a support option at the moment - the support editor uses an injection method to handle adding in new supports without screwing up the file. Doing removal with it is a little bit tougher, so I haven't bothered with it yet. I'll probably get around to it at some point.

Anyways, I think I'm a little confused by your second question. Do you not know which file to open?

Yes, that's it, I don't know which is the file I have to open.
 

minrathous

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The support editor uses a data file to help match character IDs/support IDs with names. You can choose the file that FEFEditor uses for this in the options menu. If you don't, it should default to an internal version - I have no idea why your version is having issues reading the default file. Is there still a file called "FatesGameData.txt" in the "External" folder?

Thanks so much for your help. After reading this, I was able to fix it. The options menu (which I swear I don't remember messing with, if I ever did) wasn't pointing to a text file at all, so I directed it to the file you mentioned in the External folder, and now everything is working fine. Also, "Auto Complete" was off when I checked and I turned it on when I fixed the file path, in case that affected anything. It's really weird, considering I removed all of the folders & files and re-downloaded them in an attempt to fix this earlier, and it persisted through that somehow when you'd think something like that would reset the options. Oh well.
 

Mr.K

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Is it possible to created a custom animation set from existing assets? I want to give Nine-Tails the tome animations of Onmyojis while keeping their beast transformations.
 

DeathChaos

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Is it possible to created a custom animation set from existing assets? I want to give Nine-Tails the tome animations of Onmyojis while keeping their beast transformations.
You can mix and match up to 2 different animation sets on an AID/JID block, it's a matter of knowing how the bitflags work (which is super complicated).

If the animation set does not exist (like Sword animations for Sky Knight), then you'd need to make a new block in aset.bin which involves Pointer Region 2, meaning with no current tools for that it'd be next to impossible.
 

thane98

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For anyone who needed a way to remove supports, @SecretiveCactus was kind enough to implement the feature. The download link in the main post has been updated to include support removal, so try it out if you're interested.
 

king_frost93

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Something odd I noticed when running the support editor is that Corrin's lists of supports are cut off: they go down all the way from Ryoma to Effie, but anyone after Effie on the table can't be edited for some reason. Not sure the reason why
 

thane98

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Something odd I noticed when running the support editor is that Corrin's lists of supports are cut off: they go down all the way from Ryoma to Effie, but anyone after Effie on the table can't be edited for some reason. Not sure the reason why
I can't seem to reproduce that on the latest version of FEFEditor - the list of supports for both Corrins displays all characters and allows editing past Effie. Is there anything unique about the GameData.bin you're using?
 

king_frost93

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I can't seem to reproduce that on the latest version of FEFEditor - the list of supports for both Corrins displays all characters and allows editing past Effie. Is there anything unique about the GameData.bin you're using?

I made some edits to the GameData.bin file with a previous version of FEFNightmare. It was mostly adding classes, a few units, and weapons. The only thing I think that might've caused that is that I gave Nichol and Candace and a couple of dudes the same support Ids as a few of the kids (since I'm planning on cutting them) but even when I changed that, it didn't fix the issue.
 
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Kingsbury8

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When I go to use the dialogue editor, I always get a message that it failed to decompress a file. Also, when I add text, what ever I put in the box stays there no matter what I click on on the sidebar. Am I just missing something or is something wrong?
 

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