ROM Hack [WIP] Paragon (Fire Emblem Fates)

DeathChaos

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Is it possible to change to texture of character map sprites? I.e. make Azura's hair pink in all her sprites?
Character sprites are located in romfs/unit/

Head sprites are in the Head folder, class sprites are in the Body folder, and the Unique folder contains full body sprites for certain people in certain classes (Like Songstress Azura).

Just find the file you need to edit, do be warned that I've yet to successfully get an edited sprite to work, but you're welcome to try.
 

AgahnimD

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Heya!

I keep crashing when I try to replace textures in an event in the romfs->Scripts->bev folder, specifically the B028_EV4.cmb. It starts off working as normal with the changes, but then as soon as it completes, instead of progressing to the next event sequence it loops then crashes.

Do I need to edit another file for the game to accept the edit and move on? Or is there something else I'm missing? I haven't modified any other files such as GameData.bin.

This is happening both with LUMA and a repackaged CIA.

Any insight would be greatly appreciated. Thank you!
 
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DeathChaos

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Heya!

I keep crashing when I try to replace textures in an event in the romfs->Scripts->bev folder, specifically the B028_EV4.cmb. It starts off working as normal with the changes, but then as soon as it completes, instead of progressing to the next event sequence it loops then crashes.

Do I need to edit another file for the game to accept the edit and move on? Or is there something else I'm missing?

It's most likely an error in the BEV file you changed, there's very little chance that an outside file will cause problems.
 
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AgahnimD

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It's most likely an error in the BEV file you changed, there's very little chance that an outside file will cause problems.
OK, thank you! I'll try a fresh install of the program and re-do the changes when I'm back at my editing computer. Wish me luck!
 

AgahnimD

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Just wanted to pop in and let you know that after re-installing and re-doing the changes, it's working perfectly! Thanks a ton!
 
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QuickLava

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Got a few more questions. Is there a Nightmare Module somewhere for editing AIDs? I know we have the templates for injecting new ones, but is there a way to edit ones for existing characters? Also, is there a list anywhere that shows which models in /bu belong to which characters/classes? So far I've just been checking them in Ohana, is there a faster way? Or if there's a way to view large numbers of models at once that'd be awesome too.
And thanks for your help @DeathChaos25. Wanted to thank you but didn't want to clutter the forum with "Thank You" posts lol.
 

Samsonb79

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Got a few more questions. Is there a Nightmare Module somewhere for editing AIDs? I know we have the templates for injecting new ones, but is there a way to edit ones for existing characters? Also, is there a list anywhere that shows which models in /bu belong to which characters/classes? So far I've just been checking them in Ohana, is there a faster way? Or if there's a way to view large numbers of models at once that'd be awesome too.
And thanks for your help @DeathChaos25. Wanted to thank you but didn't want to clutter the forum with "Thank You" posts lol.
I was wondering that too, if not, could there be some kind of guide for hex editing them? The general ROM hacking thread mainly listed what was contained there, not how to edit them.
 

thane98

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Got a few more questions. Is there a Nightmare Module somewhere for editing AIDs? I know we have the templates for injecting new ones, but is there a way to edit ones for existing characters? Also, is there a list anywhere that shows which models in /bu belong to which characters/classes? So far I've just been checking them in Ohana, is there a faster way? Or if there's a way to view large numbers of models at once that'd be awesome too.
And thanks for your help @DeathChaos25. Wanted to thank you but didn't want to clutter the forum with "Thank You" posts lol.
There's no AID editing module at the moment. AID blocks vary in length, so there's no way that an AID editing module could work. A dedicated editor might be possible at some point, but I don't have any plans to make one right now.
 

DeathChaos

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It's not too hard to check AIDs manually if you have experience with hex editing, of course that would require a Hex Editor capable of displaying SHIFT-JIS characters.
 

Samsonb79

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For some reason I cannot for the life of me get the AID injectors to work properly, I tried the tutorial posted up with the Orochi example and well...
glZ24SK.png

I followed the list to a T except for one detail: instead of creating a new character, I just set the old Orochi in GameData.bin to use the new AID I (tried) to create. What resulted was Orochi turning into a generic unit with no voice lines (by the way the giant haircomb was from the accessory shop, it didn't actually stay on the unit when removed).
 
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RPD490

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I think I get the idea how this works, though I'm trying to figure out how to give the amiibo units proper dialogue, mostly when they level up. I read the tutorial pages that came with FEFEditor though the one thing that confuses me is when I use the Dialogue Editor, and load the @E folder for the text, it tells me that one file was unable to be decompressed but still worked anyway.

Now say I wanted to give Marth his Level Up dialogues, I wanted to see if the existing units all have their proper dialogue quotes when leveling up but when I go about putting an existing unit's name in the PID, lets say for the sake of having an example Jakob, it just gives me the Placeholder value instead of the quotes that Jakob would already have.

Is the Value for the dialogue options all suppose to be Placeholder regardless of which PID name you put in or did I do something wrong?
 

thane98

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I think I get the idea how this works, though I'm trying to figure out how to give the amiibo units proper dialogue, mostly when they level up. I read the tutorial pages that came with FEFEditor though the one thing that confuses me is when I use the Dialogue Editor, and load the @E folder for the text, it tells me that one file was unable to be decompressed but still worked anyway.

Now say I wanted to give Marth his Level Up dialogues, I wanted to see if the existing units all have their proper dialogue quotes when leveling up but when I go about putting an existing unit's name in the PID, lets say for the sake of having an example Jakob, it just gives me the Placeholder value instead of the quotes that Jakob would already have.

Is the Value for the dialogue options all suppose to be Placeholder regardless of which PID name you put in or did I do something wrong?
No, the values shouldn't be placeholder for every entry if you're using an existing character's PID. What exactly are you entering in the PID box? It's a little different from how the others work.

Anyways, that dialog shouldn't pop up either. I'll see what I can do about it.

Sorry, but, how do we get files like the game script? Do I need to somehow extract my CIA of fates?
Yes, you need to get the romfs from your CIA file and then extract the contents of that romfs. This tutorial is a little old at this point, but it should work.
 
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I'm having some trouble aligning my Battle portraits properly for my custom character. Could you possibly help me with this? Here's what it currently looks like, along with the portrait positions that don't stretch it out of proportion.

20171006_075308[1].jpg 2017-10-06.png

Edit: Nevermind me. I think I figured it out. Took a fair amount of trial and error.

Edit 3: For some reason, it's not letting me insert Basilio's AID without overwriting every other AID with a voiceless and hairless AID.

Edit 4: Got it to work, but I can't seem to get any voices clips to play now. Also, the heads are defaulting to being short-haired with white for the hair color. Not sure why that's happening either.

Edit 5: Is there any way to get a character's parent to be someone other than the default set of characters (IDs 0 through FE)? I've been thinking about importing Awakening child units
 
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FoxyGrandyboi

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How do you find which head models and face models belong to who? I'm having trouble making an AID because I don't know where the models, textures, and animations can be found.
 
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How do you find which head models and face models belong to who? I'm having trouble making an AID because I don't know where the models, textures, and animations can be found.

The animations should be in the ba folder of your extracted romfs.bin and the models and textures should be in the bu folder of the extracted romfs.bin .

As for finding out which textures and head models belong to who, use this little resource on Serene's Forest. https://serenesforest.net/forums/in...-unique-character-modeltexture-ids-and-tools/

It has helped me out a ton when making AIDs.
 
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FoxyGrandyboi

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The animations should be in the ba folder of your extracted romfs.bin and the models and textures should be in the bu folder of the extracted romfs.bin .

As for finding out which textures and head models belong to who, use this little resource on Serene's Forest.
It has helped me out a ton when making AIDs.

Thanks! Do you have any advice for making and implementing AID's on pre-existing characters, or do I have to make a new character each time I want to use an AID?
 
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Thanks! Do you have any advice for making and implementing AID's on pre-existing characters, or do I have to make a new character each time I want to use an AID?

Also any reason why I couldn't post my reply without deleting your link first? It said it contained spam. Can I not reply to messages including links without deleting the link first?

You could always use FEAT to extract the textures and models for viewing in an appropriate piece of software. That way you would know what the model or texture would look like without having to check it in-game. Just keep in mind that textures will look a little bit dirty due to how Fates handles them.

As for why you couldn't post without deleting the link, I'm not entirely sure why. I'm new here just like you, so I don't really know the rules that well.
 

FoxyGrandyboi

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You could always use FEAT to extract the textures and models for viewing in an appropriate piece of software. That way you would know what the model or texture would look like without having to check it in-game. Just keep in mind that textures will look a little bit dirty due to how Fates handles them.

As for why you couldn't post without deleting the link, I'm not entirely sure why. I'm new here just like you, so I don't really know the rules that well.

Ohana3DS looks like it'll do the trick. As for the reply issue, it doesn't seem like a big deal so I'll ignore it for now. If everything goes well, I'll have Rinkah swinging swords while dressed as a kitsune. Should be fun.

EDIT: I managed to put kitsune clothes on Rinkah, but I can't get it to work for her when I class her as a swordmaster. The kitsune models only show up when she's an Oni Savage. When I class her as a swordmaster (I used FETwiddler for this) and I set up the JID to load Kitsune models when she is a swordmaster, she ends up using generic female swordmaster body models. Help would very much be appreciated. (I'm also having trouble figuring out what animation sets to use. I went with uEAnm_F_ch166_0_non when she was an Oni, but I don't know what animations are used for swordmasters. Can't use Ohana to find out, my computer can't run it.)

EDIT2: Holy shit got it to work. Works for Samurai but not for swordmaster (must be the difference in kanji or whatever). Is there a way to get this to work without butchering my loading times? Packing this all together as a CIA is not an option, doesn't recognize the game anymore. (Version IDs {0,0,0} don't work).
 
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Hmm, I'm just wondering if it's possible to add weapon textures/models using this tool, since I'd like to make weapons that don't use their brass/bronze counterparts.
 

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