ROM Hack [WIP] Paragon (Fire Emblem Fates)

fishymart

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does anyone have a fix for battle portraits being cut off? i'm gonna try messing with the portrait positions in facedata.nmm, but i noticed someone on the board had a similar problem that they said they solved but didn't put how.

(Fixed!)
 

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does anyone have a fix for battle portraits being cut off? i'm gonna try messing with the portrait positions in facedata.nmm, but i noticed someone on the board had a similar problem that they said they solved but didn't put how.
Well, generally, it takes some fiddling around with the FaceData values, namely bytes one and three of Portrait Position three, to get everything to look properly.
 

fishymart

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Hi, I'm back again. This tool has been great! I've got my character functioning just fine. However, I'm having an issue with the Indirect Sound Editor. What file type is the sound supposed to be? The files will show up in the editor but when I save and load my game it's still silent.

Thank you for the help!
 
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Casual-One

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I'm trying to make a custom AID, but I don't know any AID values. I know the basic structure: u(bodypart)_(gender)_(CharacterID/Class)_(0 or 1), but I can't find the list of all the AID character/class names (e.g. ch122, miko) I've seen before. Could someone link to the list or write it again?

Edit: Finally found it. But since I'm sick of scouring the internet for literally five hours, here's the link to the AID/JID names:

Characters: https://github.com/VelouriasMoon/FE-Fates-Textures-Modding/wiki/Character-IDs-and-AIDs
Classes: https://github.com/VelouriasMoon/FE-Fates-Textures-Modding/wiki/Class-JIDs

Thank you, VelouriasMoon.
 
Last edited by Casual-One,

thane98

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At this point, I've developed tools that supersede FEFEditor, Fates Script, and the original BCSAR View. I've updated the main post to link to the new tools instead. The old tools are still available under the "Original Post" spoiler if you need them, but they are no longer supported.

To summarize the changes:
  • Paragon replaces FEFEditor and FEFNightmare. This tool manages files for you, so you no longer need to know where everything is located in the romfs to add new characters, chapters, etc. Paragon also has a lot of QOL changes which should make it easier to use than FEFEditor.
  • Exalt replaces Fates Script. I mentioned this in an older update, but Exalt's decompiled scripts are easier to work with than Fates Script's. Check out the readme to see what Exalt's scripts look like.
  • The BCSAR View linked in the main post replaces the old one. The new one can actually insert new sounds and import from other BCSAR files. It's a huge upgrade all around, so take a look if you're interested in sound editing.
 

IChaliceI

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Random question here: Does paragon not work with Jap. version Revelations? Other routes can be edited with no problem but seems this one in particular cant be used.
 

thane98

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Random question here: Does paragon not work with Jap. version Revelations? Other routes can be edited with no problem but seems this one in particular cant be used.
Rev isn't part of the base ROM in the Japanese version iirc

Modifying it would require dumping and modifying your DLC. This is a lot tougher than editing the base game unfortunately.
 

PixelHacker

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How do I modify/add/remove parent/child conversations for Fates? And is there a good way to remove only S level supports while leaving C-A intact?

I'm also running into an issue where when I try to open a support conversation with the "Generic Conversation" editor it just says "Transpiling for None succeeded!" when I tell it to preview and then doesn't load anything. The text itself doesn't show up either.

[EDIT] second issue was just me not selecting any conversations first
 
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thane98

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How do I modify/add/remove parent/child conversations for Fates? And is there a good way to remove only S level supports while leaving C-A intact?
You can use the generic conversation editor for removing support conversations and editing parent/child conversations.

For the S support problem, you could also just make the support platonic.
 

RickAfon

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Rev isn't part of the base ROM in the Japanese version iirc

Modifying it would require dumping and modifying your DLC. This is a lot tougher than editing the base game unfortunately.
I was actually wanting do mess with the DLCs, do you have any recommendations on how to start?
 

thane98

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I was actually wanting do mess with the DLCs, do you have any recommendations on how to start?
Sorry, it's been too long since I've done anything with the DLC. I remember needing to rebuild and reinstall a DLC CIA after every edit though. Not a fun process.
 
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RichardTheKing

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Can't create a new project; I use HackingToolkit9DS v9 to extract files from my .cia dumps, and I get a lot of .bin.lz things.
Including GameData.bin.lz - which causes Paragon to error out.

Is there any other way to extract files, that I don't know of?

Never mind, fixed. Can I delete my post, please?
 
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Normn

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I've been messing around with the Awakening side of the editor, and found that, at least on my end, some of the editors mess up the project being worked on. If I try to use the newer modules and save, the modules will fail to load again upon reopening. This happens with the classes and items modules, seemingly when doing any skill or numbers changing. I'm pretty new to this stuff, and am wondering if I'm screwing anything up. I'll upload the log to see if it makes any sense.
 

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Fates-Blade-900

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So I want Paragon to load just the GameData folder and open the class editor and Paragon won't let me open the Class editor with it, why doesn't it work does it need other folders? I don't see why it should since FEFeditor can open thre class editor with just the Gamedata.bin.lz file.
 

thane98

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So I want Paragon to load just the GameData folder and open the class editor and Paragon won't let me open the Class editor with it, why doesn't it work does it need other folders? I don't see why it should since FEFeditor can open thre class editor with just the Gamedata.bin.lz file.
Paragon operates on the entire ROM because several editors require files from multiple directories. For example, the class editor in Paragon needs the m folder to read class names. FEFEditor didn't require that because it used a hardcoded list of classes. For more information on creating your project correctly, see this page on the wiki.

How do I access and modify the end cards in Fates?
I haven't made any edits to the end cards before, but the endings should be normal text data. You can use FEAT to get edit text data in the m folder of your ROM.
 
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