ROM Hack [WIP] Paragon (Fire Emblem Fates)

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Would anyone know about issues regarding files going missing/getting deleted?
I was working on a small personal project to add more S Rank supports for Fates and long story short, some of my supports have seemingly been deleted after messing around with some chapter files. Every time I try to look at the dialogue editor for these it comes up with something like this, and upon checking the actual mod folders it seems the files have disappeared there too....
I've even checked Citra's mods folder but it seems they're gone from there too.

Has anyone heard of or know of anything like this happening to them?




1701987586367.png
 
Traceback (most recent call last):

File "paragon\core\workers\load_project_worker.py", line 71, in run

Exception: Failed to read data from stores.



Caused by:

0: Failed to read data from store 'indirect_sound'.

1: Failed to parse type IndirectSoundFile from file sound/IndirectSound.bin.lz

2: Failed to read typename 'IndirectSoundFile' field 'random_sound_sets' at address '0x30A50

3: Failed to read typename 'RandomSoundSetTable' field 'entries' at address '0x30A50

4: Failed to read typename 'RandomSoundSet' field 'entries' at address '0x30A50

5: Failed to read typename 'RandomSoundSetEntry' field 'sound' at address '0x30A50

6: Out of bounds address '0x30a50' with archive of size '0x30a50'.

pls help
 
im having trouble with FE10 using paragon. What i really want to do is give Mia either zelgius' or the black knight's theme, but whatever changes i make to the Battle Music Configs (US) will not go through. It'll stay without an * telling me that something was changed. Is there something i can do to force it to register a change so that i can give people themes? Also, does anyone know what the skill is called that can allow laguz to attack untransformed? I'd seriously love to be able to give laguz the ability to attack whilst untransformed.

Edit again: Is there a way to add new effects into FE10? I'd love to have a Ragnell/Alondite energy beam but different colors, like red, golden yellow, green, light blue, black and white effects
 
Last edited by Vahdokah,
Hello, I'm new to modding and I wanted to use Paragon in order to set visiting rewards to 0 in order to acces them, however when launching paragon, I have a window that opens saying : "Cannot find Paragon data files. This probably means that your working directory is incorrect". It's weird because I haven't touched anything after extracting. I don't know what to do and the projects I try to create do not open. Anybody know what's causing the issue please?

PS: I'm on a mac

You probably need to upgrade Python.

But is there a reason you can't use the release builds linked to in the main post? It looks like you're trying to build Paragon which is only necessary if you're make code changes to Paragon.
Nevermind
 
Last edited by BobtheBuild3r,
im having trouble with FE10 using paragon. What i really want to do is give Mia either zelgius' or the black knight's theme, but whatever changes i make to the Battle Music Configs (US) will not go through. It'll stay without an * telling me that something was changed. Is there something i can do to force it to register a change so that i can give people themes? Also, does anyone know what the skill is called that can allow laguz to attack untransformed? I'd seriously love to be able to give laguz the ability to attack whilst untransformed.

Edit again: Is there a way to add new effects into FE10? I'd love to have a Ragnell/Alondite energy beam but different colors, like red, golden yellow, green, light blue, black and white effects
Along with this, is there any way to add new items to Radiant Dawn? I'm struggling to figure out a way to get paragon to allow me to bring in weapon model and effects from Path of Radiance into Radiant Dawn so that i can bring back some of the cooler weapons they left out like the flame lance/bolt axe/laguz slayers/gurgurant etc.
 
Something I wanted to see if anybody had any ideas on is to do with the Fates battle seals, like the Visitation Seal, that boost stats when in a unit's inventory. I've been able to change the stat spreads for it in Paragon but I was wondering if it would be possible to give the seal secondary effects like enemy type effectiveness or the brave effect through the item flags, which would then apply to any combat that the unit was in. I've tried messing about with it but unfortunately nothing's worked so far. I'd love to know if anybody thinks this is possible to make work.
 
Hello again,
At risk of spamming (apologies) there was just a couple more things I wanted to ask:
1) Is it possible to change the day cycles of main story maps (ie even though the Rainbow Sage map is always set at day on all 3 routes, a night version exists because you can skirmish there, so would it be possible to set that version as the main story one?)
2) That said, is it possible to remove skirmishing and scouting from the birthright/revelation routes?
Many thanks
 
Does anyone know how to change individual reinforcements? I've only been able to change every reinforcement of the same category as a group and not individually. I want to make it so that for example every sky knight reinforcement that spawns on x tile on the map after a set amount of turns have higher stats and different skills.
 
Hey, I've been trying to get the "self-destruct" skill in fates to work on playable units (for obvious reasons) but can't seem to figure out how to get it to work. I can't even replicate an enemy faceless using the skill, despite giving them the exact same layout for their AI and all other factors that are present in the editor as the faceless present in the conquest endgame chapter. Was wondering if by chance someone would know how to edit this or has attempted something similar before. It might be something hard coded into the endgame or something, but if anyone has any ideas that would be great! For the record I also tried to edit the skill directly with the tool but despite my efforts it seems there is nothing there to actually change how the skill is triggered.
 
Hey, I’ve been scratching my head on this problem, I recently got Exalt to try adding from the Silent Waves mod on GameBanana Yuzu and Emma to be NPC’s on Chapter 4 on FE Fates, this works.
Getting to the point, After completing Chapter 4 and entering Chapter 5 the game loops the data from 4 into 5, causing Corrin to not have access to Dragonic Rage and Rinkah, Azura and Sakura to duplicate.
How do I resolve this issue as I’ve been working on this for 3 days at the time of writing.

To help a little with what is happening, as I've been mulling it over again:

*Chapter 5 loads into beginning of Chapter 4's opening cutscene
*After Chapter 4's cutscenes finish playing, then Chapter 5's opening cutscene will play
*We then get to the battle map where it attempts to play Chapter 4's map cutscene with Hinoka and Sakura
*After that the playable characters spawn in and duplicate Sakura, Azura and Rinkah to Takumi's cutscene
*Finally the battle starts to the other instance of Dragon Corrin unable to use Dragonic Rage

From experimentation, this only occurs when you immediately start Chapter 5 from Chapter 4 completion, if game is restarted then Chapter 5 will play normally and break Chapter 6
 
Last edited by GhostNyx,
Recently installed Paragon and was trying to start editing Awakening but I got this error:

Traceback (most recent call last):

File "paragon\core\workers\load_project_worker.py", line 71, in run

Exception: Failed to read data from stores.

Caused by:

0: Failed to read data from store 'indirect_sound_japanese_us'.

1: File 'sound/IndirectSound_US_JP.bin.lz' does not exist. Attempted to find it using the following paths: '[C:\Users\cwill\Downloads\Paragon-Windows (2)\Awakening\Project\sound/IndirectSound_US_JP.bin.lz,C:\Users\cwill\Downloads\Paragon-Windows (2)\Awakening\romfs\sound/IndirectSound_US_JP.bin.lz]'

Not sure why this happened so I tried to see if Paragon would work with Fates but I just got similar results
Did you ever figure out how to fix this? I'm getting the same problem
Post automatically merged:

D
Recently installed Paragon and was trying to start editing Awakening but I got this error:

Traceback (most recent call last):

File "paragon\core\workers\load_project_worker.py", line 71, in run

Exception: Failed to read data from stores.

Caused by:

0: Failed to read data from store 'indirect_sound_japanese_us'.

1: File 'sound/IndirectSound_US_JP.bin.lz' does not exist. Attempted to find it using the following paths: '[C:\Users\cwill\Downloads\Paragon-Windows (2)\Awakening\Project\sound/IndirectSound_US_JP.bin.lz,C:\Users\cwill\Downloads\Paragon-Windows (2)\Awakening\romfs\sound/IndirectSound_US_JP.bin.lz]'

Not sure why this happened so I tried to see if Paragon would work with Fates but I just got similar results
Did you ever figure out a solution to this? I'm having the same problem.
 
To think, the Fast Support growths for Fates on Serene's Forest is still unfinished. Leaving a lot to be desired for in terms of finding who is meant to go with who others (if the S Rank is possible for them).
 
Hey, I've been trying to get the "self-destruct" skill in fates to work on playable units (for obvious reasons) but can't seem to figure out how to get it to work. I can't even replicate an enemy faceless using the skill, despite giving them the exact same layout for their AI and all other factors that are present in the editor as the faceless present in the conquest endgame chapter. Was wondering if by chance someone would know how to edit this or has attempted something similar before. It might be something hard coded into the endgame or something, but if anyone has any ideas that would be great! For the record I also tried to edit the skill directly with the tool but despite my efforts it seems there is nothing there to actually change how the skill is triggered.
I'm not certain, but from what I've heard, the skill is "fake", and the actual Self-Destruct mechanism is hard coded into the chapter itself, so you'd have to mess around with scripting in order to recreate it elsewhere.
 
Alright, so, cross-posting this here...I'm aware that it's been about a year since this thread's been posted to, and I read this thread regarding necroposting; I'm honestly not sure my post deserves its own thread, and it's very clearly about using the Paragon utility and hacking FE Fates, so I'm going to hazard that it's OK to post this here. If it isn't, and I was supposed to make my own thread instead, my apologies in advance.

So, to start: I have a keen interest in getting the Yato, and its derivatives, to make 'magic sword' ranged attacks using some of the game's magic animations (essentially copying what the Siegfried and Raijinto do by default). It's honestly the reason I started messing around with Fates hacking in the first place; it really irritated me that my 'toon didn't get a crazy 1~2 sword, too.

Now, the aforementioned big-brother-swords each have some sort of pointer set-up in the game data where they already force a class's 'discharge' animation to play instead of their 'shoot' animations when making the aforementioned ranged attacks (they've also already got pointer arrays set-up somewhere for what particle effects they use and what magic spell animation they actually cast but that's beside the point for the moment). As far as I can tell, nobody's found this data yet.

However, it's entirely possible to manually force this animation change (as well as force a magic animation of choice) on a class-and-weapon-model basis by using the ROM4 and Animation Set modules in thane's Paragon utility. It just follows (for the most part) what the developers did to give Ike's Ragnell a ranged attack in his DLC (there's more to it than this when it comes to the Yato, but this is the basis for the process).

Problem: You need to create a new ROM4 asset for every single sword-using class, for each gender, and for each individual weapon model of interest. Well, Yato has SEVEN variations, and when counting up all of the appropriate classes with sword-specific animation routines...you get 37. So you have to create a total of 252 ROM4 assets for this darn sword.

I just bit the bullet and did it, along with making the ~20 or so new animation sets for forcing the discharge routine without sacrificing other sword-wielding animations. This took hours, and now my ROM4 has just about quadrupled in size; I'm watching to make sure the game still runs OK (seems to be thus far).

This DID work, btw; Corrin's been happily assuming the 'magic sword' stance and tossing Fire at range now with his various Yato swords (this is the magic I specified, not the 'default'; I checked to see if other spells worked and they did). All the different classes I've had him in, the animations look great. In fact, when Dragon Fang activates at 2-range while they're a Nohr Prince, Corrin actually starts spitting fireballs from his hand (crit or not) and frankly it looks fantastic.

But this was brute forced, and it was painful. Also, warning here, that if you want to try doing this with any other sword model in Fates, you'll need to make 37 extra ROM4 assets to account for all the possible animations. Axes and Lances I haven't tried this with (Yato's a sword, and that's all I cared about honestly), but for them it's likely a similar number of assets.

It was absolutely ridiculous; there's got to be a more efficient way of doing this. Please, if anyone knows where the pointer information is for directly linking spells/attack animations/etc. to weapon models, and if there's a way for Paragon to manipulate that, I would love to have that information.

I do not think proprietary tools or direct graphical hacking is necessary; I say this because I was able to get weapon models that normally have pre-defined parameters to behave differently through the ROM4 method (I had Siegfried casting Fimbulvetr, I had Ryoma throwing the Raijinto instead of casting Thunder from it, etc.). Pretty sure this is just well-hidden pointer shenanigans?
 
Cross-posting this here (if I need to make a new thread about this instead of an additional post in a row, please let me know).

So, update on the previous issue: I am very certain that the code used to actually get a weapon to discharge a Mag/Crs asset when using the Shoot and ShootC character animations is located in the .bch files in the bx folder for the individual weapon models. Once decompressed (use FEAT), It's as simple as changing their text entries in a hex editor (it's in Unicode, lol) so that they reference a different emitter, Mgs or Mag asset...

...assuming there's a field there for said assets in the first place, which is where everything falls apart.

Decompressed .bch files (at least those from the bx folder) have pointers all over the friggin' place for referencing the data they contain, and I don't have a ghost of a chance figuring out which ones need to be reconfigured without causing a given weapon model to just not be generated at all by the game (if even one pointer is out of place, the weapon model will vanish). The pointers at the top of said files seem pretty easy to understand; they go exactly where you expect them to. But attempting to change them in any way breaks the model instantly, even when the data they point to's been accounted for (I don't think recompression of edited .bch files is the issue, because as long as you don't actually change where anything is (just what it is) and don't try to add anything extra space-wise it's happy; really seems like a pointer-related problem).

So trying to add things to the .bch files for the Yatos was causing them to vanish because I have no idea or information where all the pointers are located/where they point. I tried a different tack; take the .bch file for the Siegfried (which has all of these pointers going where they should in the first place) and mess with that instead, see where it goes.

The result, which is seen in the attached pictures, was very, very pretty, and so very close to what I want. It projects icy mist particles like I want it to (because the effect field's already in place in Siegfried's .bch file, I just had to change the model reference to wep_sw037), it glows a bright blue color and the the blade looks icy like I want it to (used kukkii and bch texture editor for that), ice crystals erupt from the target when striking with it in melee (because the Mgs field's already in place in Siegfried's .bch file, again just had to change the one being used from Dark to Ice as both are already in the game), and it casts Fimbulvetr at range while using the Shoot and ShootC character animations (because, once again, the Mag field's already in place in Siegfried's .bch file; I didn't have to add or repoint anything, it was just a text change).

The one issue left on this track, is that the actual model/skeleton used is still Siegfried's. I'm pretty darn sure the magic emission functionality is not directly dependent on said model/skeleton, because you can get other weapons to cast spells like this by changing a class animation set like I'd done earlier (the way Ike's Ragnell does it); something in these .bch files that's completely independent of the graphical data for the models is telling the game when to use spell discharges for Shooting animations when wielding them, but I can't find it and I don't even know where to start looking. TBH I'd rather find a way to replace the model/skeleton of Siegfried with a different one and just use its .bch file as a template since it's already got all of that pointered correctly in the first place, but ideally I'd know how to do the opposite: learn how to add/move the data around in the .bch files I'm actually interested in (the Yatos) so that the game interprets them correctly.

Is there a Paragon module around for editing files in the bx folder for FE14? I didn't see one, but if anything like that exists or comes into existence at a later point, I'm very interested.
 

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