ROM Hack Fire Emblem Fates: ROM Hacking General Thread

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Anyone know how to extract data from the Magic.bin.lz file in the bs folder? I think it might contain the spell animations I'm looking for, but I don't have a tool that can extract it.
 
top_0000-bmp.75964

Corrin with Azura's hair does work nicely it seems.
Hey, how did you do this?
 
Was wondering if there was a way to add durability back to weapons? I've tried just changing the Use no. in Nightmare but no dice.
 
I'm trying to edit Hinata's unique model for Swordmaster to be for Master of Arms instead but I'm quite lost on what to do. I've already changed the relevant stuff in FEFNightmare's Character module (Class 2 changed to Master of Arms), is that all I need to do or do I have to fiddle with other stuff and how?

EDIT: Nevermind, I joined the discord server and downloaded the AID Editor. All I need to do now is test my modded 3ds rom and see what I've got.
 
Last edited by waffletown,
Does anyone in here know how feasible it is to make a male singer class? I want to try to make Shigure as a singer, but if I use FEFTWiddler to reclass him, he gets Azura's model. I want him to have the "sing" action and the same animation as Azura but with his original model. Is this even possible? Thanks

EDIT: NVM pretty easy to do in Paragon. I want to try making a custom model and everything next but it just goes right over my head... X_X Gonna spend a little more time trying this out.

EDIT 2: Okay, how to add another skill? I want to copy the "Foreign Princess" skill and give it a different name for Shigure.
 
Last edited by singlepringle,
Does anyone have a working invite to the discord server? I’m looking for a specific code.ips for Fire Emblem Fates that I found in the FE 3DS modding discord a year ago.
 
I just took a dive into Fates and I can't figure out how to change the avatar's starting class and inventory. Changing it in Paragon didn't do anything (they still started as a Nohr Prince/ss in the prologue.) I searched through all the scripts for the Nohr Prince PID, but the only reference to that PID was in chapter 5 (the "change the avatar back from a feral dragon" script).

I did manage to change the class and inventory of the first other character to join (Gunter) so I know my methods are working for other characters.

I do have a backup solution of silently changing their class/inventory when loading the Prologue map and the Branch of Fate, but that's an inelegant fix I prefer not to use, as it could cause further issues.
 
Last edited by JamesBCrazy,
I just took a dive into Fates and I can't figure out how to change the avatar's starting class and inventory. Changing it in Paragon didn't do anything (they still started as a Nohr Prince/ss in the prologue.) I searched through all the scripts for the Nohr Prince PID, but the only reference to that PID was in chapter 5 (the "change the avatar back from a feral dragon" script).

I did manage to change the class and inventory of the first other character to join (Gunter) so I know my methods are working for other characters.

I do have a backup solution of silently changing their class/inventory when loading the Prologue map and the Branch of Fate, but that's an inelegant fix I prefer not to use, as it could cause further issues.
If I had to guess, the issue would likely be something with how the unit is added to your team. Corrin is probably done differently and might have some script that runs to set their initial info. Look into the script files for that section of the game to see if that's true.
 
Hello! Even though this is my first post here, I've been keeping up with this thread for a while. It's been very helpful for me, and I've been very interested in importing Awakening models into Fates. Things like weapons have been fine, but now that I am trying to add hairstyles to my avatar, I've run into problems. I can get the models and textures showing fine, but the hair color does not change. It stays whatever color is used in the texture, instead of the color selected in the avatar creation. I don't know if it is an issue with the model or textures or both, but any help would be greatly appreciated.
 
Hi.
Does anybody know by chance if there's a possiblity to control the set up of the castle (building layout, castle theme: dark, light, etc.) via a script command.
I know that the game has the different mycastles stored as battlefields, but what determines which battlefield to access after a battle?
I mean, there's no castle for 6 chapters at the beginning of the game, so what triggers the sudden castle appearance from chapter 6 onwards? I've been thinking it may be via a cmb file, but I've yet to find something...
 
Would it be possible to have the AI controllable?

Mekkah recently did a video where the AI was controllable in fire emblem 7, it looked fun, but I'd really like to try it out on a 3ds fire emblem.


( also I totally understand if I dont get a reply, this is quite an old thread, and just didn't know where to go. )
 
Would it be possible to have the AI controllable?

Mekkah recently did a video where the AI was controllable in fire emblem 7, it looked fun, but I'd really like to try it out on a 3ds fire emblem.


( also I totally understand if I dont get a reply, this is quite an old thread, and just didn't know where to go. )


I'd guess you would need to do sth with the code for having user input instead of the AI... I wouldn't know how to do that tho...
 
Hi.
Does anybody know by chance if there's a possiblity to control the set up of the castle (building layout, castle theme: dark, light, etc.) via a script command.
I know that the game has the different mycastles stored as battlefields, but what determines which battlefield to access after a battle?
I mean, there's no castle for 6 chapters at the beginning of the game, so what triggers the sudden castle appearance from chapter 6 onwards? I've been thinking it may be via a cmb file, but I've yet to find something...
Not sure what controls the transition to My Castle, but this is something I've looked into recently. Chances are this is controlled by one of the "unknowns" in the chapter block.

For which battlefield to use, that's likely handled in code. There isn't a script command for this as far as I know.
 
Not sure what controls the transition to My Castle, but this is something I've looked into recently. Chances are this is controlled by one of the "unknowns" in the chapter block.

For which battlefield to use, that's likely handled in code. There isn't a script command for this as far as I know.

I see, thanks for the answer.
The question which buildings in the MyCastle are proable also handled in the code, right? I've found the InitCastle module in Paragon, but determining that different buildings are loaded after each battle is probably also done somewhere in the code.
 
I see, thanks for the answer.
The question which buildings in the MyCastle are proable also handled in the code, right? I've found the InitCastle module in Paragon, but determining that different buildings are loaded after each battle is probably also done somewhere in the code.
What do you mean by which buildings? The init buildings module determines which ones are initially placed, but the rest is up to the player.

Is your goal changing buildings after certain chapters? That takes some code changes, but it's doable (I'm doing something like this for a hack I'm working on).
 
Is your goal changing buildings after certain chapters? That takes some code changes, but it's doable (I'm doing something like this for a hack I'm working on).

Yes, that's exactly what I was wondering. I thought that you'd probably need some code changes (which means that right not that doable for me...)
May I ask what kind of hack you're working on?
 
Yes, that's exactly what I was wondering. I thought that you'd probably need some code changes (which means that right not that doable for me...)
May I ask what kind of hack you're working on?
The end goal is turning My Castle into something like Gareg Mach or SoV villages. Location changes between chapters, different shops, etc.

Full control over characters so you can configure who spawns (including NPCs & player unit) and their position. Interactions trigger script functions instead of playing a random line, so you can implement stuff like base conversations.

It also comes with a Paragon module so you can edit everything through a UI:
AM3sYiW.png


None of this is ready for release yet, but the code is here: https://github.com/thane98/MCR
 

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