ROM Hack [WIP] Paragon (Fire Emblem Fates)

blaaazedyo

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Using FEFNightmare, go to 'Character' and go to the character you want to replace (for example, if you wanted Charlotte to take Rinkah's place, you would go to Rinkah's character block), and put in Charlotte's ID in 'Replace this character'.
Thanks, man. FEFNightmare wasn't working at the time so I was trying to find all the character references for the longest time lol. Thankfully it worked and followed your instructions.
Uh, I would strongly suggest against doing this in GameData.bin.lz, not only will this cause issues with other saves, but that's not even how I did the replacements.


@DeathChaos25 Nice vid btw! Anyways, I was unable to get it to work after following your video. I edited both the Dispo and Person file of B010. At first I tried replacing Beruka's spawn point with my new Kagero PID. Loaded up the game and Beruka was gone, lol Kagero was no where to be found as well. After that I just tried inserting the Kagero PID into a new spot on the map but she still wouldnt appear. If I edit the Dispo file and remove units from it, it works just fine. Perhaps there's something wrong with the PID i'm adding into the Person file of B010?

@GermanTacos, Thanks as well, unfortunately it didn't work :(
 
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thane98

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I've released a small update to FEFEditor with a couple of minor changes. Here's what's new:
  • You can now add new sounds to existing voice sets from IndirectSound Editor. Ex. I could add Flora's EVT voice lines to the voice set for critical hits.
  • When injecting a new voice set in the IndirectSound Editor, the voice set lists updates to include the new sets.
  • Added an (untested) injector for the Maid class AID.
  • Added some additional fields to the character module.
  • Made it possible to select and copy the text in FEFNightmare's STRP controls.
  • Fixed a bug with FEFNightmare's NEDU control which caused it to only go up to values of 255. This should fix the issues with item prices in the item module.
  • Fixed a bug that caused duplicated dispo blocks to have linked item and skill sets.
 

DeathChaos

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Just wanted to make a small note about the new fields added to the Character editor, they're not actually unknown, they're the stat changes in normal/lunatic.

HP/STR/MAG/SKL Penalty (Normal)
80
4
HEXA
NULL

SPD/LCK/DEF/RES Penalty (Normal)
84
4
HEXA
NULL

HP/STR/MAG/SKL Bonus (Lunatic)
88
4
HEXA
NULL

SPD/LCK/DEF/RES Bonus (Lunatic)
92
4
HEXA
NULL

Basically, the "base" difficulty of the game is Hard, enemies can lose a set of hand picked stats when on normal, or they can gain a set of hand picked stats on Lunatic.

If you want to test out these values and see if they're true, the perfect Person file to check is Revelation 9, where basically almost every enemy (although more specifically Oni Savages) have an insane amount of Lunatic bonuses assigned to them.
 

thane98

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Just wanted to make a small note about the new fields added to the Character editor, they're not actually unknown, they're the stat changes in normal/lunatic.

HP/STR/MAG/SKL Penalty (Normal)
80
4
HEXA
NULL

SPD/LCK/DEF/RES Penalty (Normal)
84
4
HEXA
NULL

HP/STR/MAG/SKL Bonus (Lunatic)
88
4
HEXA
NULL

SPD/LCK/DEF/RES Bonus (Lunatic)
92
4
HEXA
NULL

Basically, the "base" difficulty of the game is Hard, enemies can lose a set of hand picked stats when on normal, or they can gain a set of hand picked stats on Lunatic.

If you want to test out these values and see if they're true, the perfect Person file to check is Revelation 9, where basically almost every enemy (although more specifically Oni Savages) have an insane amount of Lunatic bonuses assigned to them.
Oh, that's good to know. I'll be sure to update the fields with the proper names in the next update.
 

Samsonb79

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Just wanted to ask, is there any way I can edit existing AID's instead of injecting new ones into rom3? I want to see if I can change unique character model for certain classes (like for example, having hinata have ryoma's swordmaster model).
 

thane98

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Just wanted to ask, is there any way I can edit existing AID's instead of injecting new ones into rom3? I want to see if I can change unique character model for certain classes (like for example, having hinata have ryoma's swordmaster model).
Not through FEFEditor - you'll need to use a hex editor to change existing IDs.

AIDs use a kind of complicated format with blocks that vary in length based off of bitflags. Having a real editor for them would be nice, but I don't have any plans to make one right now.
 

thane98

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This is a pretty awesome tool. However, I'm having a bit of trouble using it.. I have everything in all the folders I need, set up, and can install other patches to the game and run it using HANS (such as the same sex marriage patch), but I can't seem to get this working. I set up the modules list (with the latest 4-1 update) and try and make the tutorial Zola character. But despite looking through this thread for any similar issues, and me trying it over and over with a fresh start each time, I think I might be doing something wrong. A few things that I noticed would be that whenever I hit inject a new window doesn't pop up like it says in the tutorial (it just adds it as 0xID in the list and clears all of the values), and my changes don't always save (despite hitting save). Is there any chance that I set something up incorrectly or did something wrong? Thank you in advance for making this tool and being helpful on this thread.
Oh, I forgot to update the tutorial for adding in characters - you won't get the second window when injecting characters anymore. The character showing up by their ID number in the list is intended. As for your changes not saving, chances are you're trying to edit a spinner's value by changing the text. If that's the case, just hit enter when you're done and the changes will save.
 

CraftyZero

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Does the dispos and person editor allow you to edit spawns/people depending on difficulty? I think only the normal maps showed up for me.
 

thane98

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Does the dispos and person editor allow you to edit spawns/people depending on difficulty? I think only the normal maps showed up for me.
The person editor's just for changing things like labels and adding in new blocks. The person nightmare module will let you tweak stats and things like that.

I think that you can add in difficulty-related skills through the dispo editor by messing with skill flags, but I haven't done it personally. DeathChaos made a post about it a long time ago here.
 

CraftyZero

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The person editor's just for changing things like labels and adding in new blocks. The person nightmare module will let you tweak stats and things like that.

I think that you can add in difficulty-related skills through the dispo editor by messing with skill flags, but I haven't done it personally. DeathChaos made a post about it a long time ago here.

Ah okay, thanks. And what about the enemy positioning data for hard and lunatic maps? If I just wanted to change a chapter's hard or lunatic mode map would it all just be in the nigthmare module for dispos?
 

thane98

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Ah okay, thanks. And what about the enemy positioning data for hard and lunatic maps? If I just wanted to change a chapter's hard or lunatic mode map would it all just be in the nigthmare module for dispos?
I'm actually not sure how the game handles different positions between difficulty modes. DeathChaos might know.
 

DeathChaos

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Spawn flags.

07 = All Difficulties

01 = Normal
02 = Hard
04 = Lunatic

1+2+4 = 7

It's the second byte of spawn data, usually 07, for example, deploy spots are 20 07, meaning the Deploy spot is available in all difficulties.

If you make it, for example, 20 04, it'd be a Lunatic only deploy spot.
 
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CraftyZero

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Spawn flags.

07 = All Difficulties

01 = Normal
02 = Hard
04 = Lunatic

1+2+4 = 7

It's the second byte of spawn data, usually 07, for example, deploy spots are 20 07, meaning the Deploy spot is available in all difficulties.

If you make it, for example, 20 04, it'd be a Lunatic only deploy spot.

Ah that makes sense! And where can I find all that to edit? In the person nightmare module?
 

kazziuse

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Oh, I forgot to update the tutorial for adding in characters - you won't get the second window when injecting characters anymore. The character showing up by their ID number in the list is intended. As for your changes not saving, chances are you're trying to edit a spinner's value by changing the text. If that's the case, just hit enter when you're done and the changes will save.
Thank you for the quick reply! I finally got Zola to work, and hitting enter does save the values. My other two questions would be: Where do I find the names for other resources to use (lets say I wanted to borrow Odin's portrait instead of Zola's. I was guessing their Japanese name after PID or whatever value, but that didn't seem to work) and where would I custom resources such as sprites or portraits?
Edit: I see in the third tutorial you went on a bit about this. I'll read that and see if it helps, but if you have any other advice, such as where to find the names of resources like ( uHead_F_ch124_0_cl0n ), please still feel free to reply.
 
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thane98

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Thank you for the quick reply! I finally got Zola to work, and hitting enter does save the values. My other two questions would be: Where do I find the names for other resources to use (lets say I wanted to borrow Odin's portrait instead of Zola's. I was guessing their Japanese name after PID or whatever value, but that didn't seem to work) and where would I custom resources such as sprites or portraits?
Edit: I see in the third tutorial you went on a bit about this. I'll read that and see if it helps, but if you have any other advice, such as where to find the names of resources like ( uHead_F_ch124_0_cl0n ), please still feel free to reply.
In order to swap out labels correctly, it's good to know what each individual label does. The PID is just the label used to refer to a specific character block. You can make it anything you want, changing its name won't affect anything about the characters. The AID is used for models, the MPID is used for portraits and the character name, and MPID_H is used for the character description. I can't remember for sure, but I believe that the FID is tied to map sprites. If you know what the labels represent, its pretty easy to just swap them out to get what you need.

Just remember that with injected blocks, you cannot edit the labels through FEFEditor. At the moment, the only way to change a label without hex editing is to create a new block.
 
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DeathChaos

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PID = Character ID Label, only really important for spawning and manipulating this character via events.
FID = Character Portraits
AID = Asset ID, 3D asset stuff (head/hair, models, voice, etc)
MPID = character name tag
MPID_H = Character description (when you touch a character's name on the bottom screen a small description comes up)
 
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kazziuse

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PID = Character ID Label, only really important for spawning and manipulating this character via events.
FID = Character Portraits
AID = Asset ID, 3D asset stuff (head/hair, models, voice, etc)
MPID = character name tag
MPID_H = Character description (when you touch a character's name on the bottom screen a small description comes up)
In order to swap out labels correctly, it's good to know what each individual label does. The PID is just the label used to refer to a specific character block. You can make it anything you want, changing its name won't affect anything about the characters. The AID is used for models, the MPID is used for portraits and the character name, and MPID_H is used for the character description. I can't remember for sure, but I believe that the FID is tied to map sprites. If you know what the labels represent, its pretty easy to just swap them out to get what you need.

Just remember that with injected blocks, you cannot edit the labels through FEFEditor. At the moment, the only way to change a label without hex editing is to create a new block.
Thank you guys for being so helpful! You've really made my entry into FEF modding easier. My final question would be: is there anyway to use a tool to open/save the ROM3.lz file, add custom resources, and then use them in the Jakob AID? That seems like something that might be possible and really fun to mess with. (and how did you find out the name of all of the models you used in part 3 of the "creating a person" tutorial? I can't seem to find them, however when using the person module I can see some file names.)
 
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