ROM Hack [WIP] Paragon (Fire Emblem Fates)

MuffaloMan

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First of all, I just found this tool and wanted to say thanks for making it! It really is quite amazing. It makes editing items an absolute breeze!

I do have a question as well. I'm messing around with giving different weapons to classes (such giving daggers/shuriken to outlaws), but when an outlaw uses a dagger in battle they don't have an animation for it. They just stand there until the EXP bar shows up. The battle still happens (both units take damage), but there's no animations. Funnily enough, I gave the Hoshidan Noble bow experience and they don't have the same problem, they use bows just like an archer would.

Is there a way to point the outlaw class to use dagger animations like a mercenary would use a kodachi? For both 1 and 2 range animations, including crits?
 

lightdrago

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Hello. I require some assistance if possible. I am trying to edit Awakening. I dumped the romf through Citra, using it as my extracted romFS directory, output is a project folder I made within the Paragon folder. Whenever I try to start it up I get this:
"Traceback (most recent call last):
File "paragon\core\workers\load_project_worker.py", line 65, in run
Exception: Failed to read data from stores.

Caused by:
0: Failed to read data from store 'characters'.
1: Unable to decode SHIFT-JIS string."

I do not know what this means or how to fix it. I am running Gay Awakening if that is affecting anything.
 

thane98

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Hello. I require some assistance if possible. I am trying to edit Awakening. I dumped the romf through Citra, using it as my extracted romFS directory, output is a project folder I made within the Paragon folder. Whenever I try to start it up I get this:
"Traceback (most recent call last):
File "paragon\core\workers\load_project_worker.py", line 65, in run
Exception: Failed to read data from stores.

Caused by:
0: Failed to read data from store 'characters'.
1: Unable to decode SHIFT-JIS string."

I do not know what this means or how to fix it. I am running Gay Awakening if that is affecting anything.
This is a known issue with Gay Awakening. It's an older hack with kind of broken files, so it doesn't play well with newer tools. The creators of the hack are working on an updated version that should fix this, but I don't know when that's coming out.

First of all, I just found this tool and wanted to say thanks for making it! It really is quite amazing. It makes editing items an absolute breeze!

I do have a question as well. I'm messing around with giving different weapons to classes (such giving daggers/shuriken to outlaws), but when an outlaw uses a dagger in battle they don't have an animation for it. They just stand there until the EXP bar shows up. The battle still happens (both units take damage), but there's no animations. Funnily enough, I gave the Hoshidan Noble bow experience and they don't have the same problem, they use bows just like an archer would.

Is there a way to point the outlaw class to use dagger animations like a mercenary would use a kodachi? For both 1 and 2 range animations, including crits?
This is possible through editing bs/aset.lz, but Paragon doesn't have support for this file yet. There's a ruby script you can use for that which I'll include here, but I don't have much experience with it.

Support for this file is in the backlog for Paragon, but I don't know when it will be available.

Does anyone know how to apply an animation set from one weapon to another weapon type? Specifically, I am looking to use the Dark Flier's lance animations and apply them to the animation used when wielding swords as a Dark Flier. I can get the class to use swords, but they use the default Mercenary animations, and the pegasus clips through the character's model.
Same as above, your best bet is bs/aset.lz.
 

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MuffaloMan

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This is possible through editing bs/aset.lz, but Paragon doesn't have support for this file yet. There's a ruby script you can use for that which I'll include here, but I don't have much experience with it.

Support for this file is in the backlog for Paragon, but I don't know when it will be available.

Thank you so much!
 

ry00gs

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Hello!

I was attempting to use BCSAR View to modify some voice lines (i.e Silas's Crit/Win Voice Lines with a few of my own WAV files I have on hand)

I went through the proper setup process (pointing to the proper .bscar, targeting the right voicelines, and having bannertool setup in the preferences) and edited the sound set's voicelines before hitting commit.

However, when I try to launch the game (loading the newly modified file via citra's mods), the voice lines simply don't play anymore.

When I extract the sound set into WAV format, I can hear the correct files that I inserted playing back in them, so it seems like BSCAR View is properly pushing the files in.

Is there any advice you could pass along regarding this issue?
 

thane98

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Hello!

I was attempting to use BCSAR View to modify some voice lines (i.e Silas's Crit/Win Voice Lines with a few of my own WAV files I have on hand)

I went through the proper setup process (pointing to the proper .bscar, targeting the right voicelines, and having bannertool setup in the preferences) and edited the sound set's voicelines before hitting commit.

However, when I try to launch the game (loading the newly modified file via citra's mods), the voice lines simply don't play anymore.

When I extract the sound set into WAV format, I can hear the correct files that I inserted playing back in them, so it seems like BSCAR View is properly pushing the files in.

Is there any advice you could pass along regarding this issue?
Is this breaking every sound in the voice set or just the new + modified ones? If it's every sound, I might need more info to debug since that would be an issue with the tool.

If it's only the new + modified stuff, you're in luck! It's most likely an issue with the players. If you check the "Players" tab in BCSAR View, there should be a "Heap Size" column. This controls the max size (in bytes) that the player supports. Chances are your sounds are larger than the players support, so try increasing the size for PLAYER_VOC1 and PLAYER_VOC2. For example, if the largest sound file is 700kb try 800000.
 

ry00gs

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Is this breaking every sound in the voice set or just the new + modified ones? If it's every sound, I might need more info to debug since that would be an issue with the tool.

If it's only the new + modified stuff, you're in luck! It's most likely an issue with the players. If you check the "Players" tab in BCSAR View, there should be a "Heap Size" column. This controls the max size (in bytes) that the player supports. Chances are your sounds are larger than the players support, so try increasing the size for PLAYER_VOC1 and PLAYER_VOC2. For example, if the largest sound file is 700kb try 800000.

It worked!!! Thank you so much for the guidance
 
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ry00gs

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One more question, when new WAV files are added to the game, does the game automatically level out the volume, or does the innate volume of the WAV file affect how loudly it's played in the game?
 

thane98

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One more question, when new WAV files are added to the game, does the game automatically level out the volume, or does the innate volume of the WAV file affect how loudly it's played in the game?
Not sure what controls volume in this case. It may be handled through the sound config (first tab in BCSAR View) which is currently unmapped.
 

Rhapsodos

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Is there a way to get custom portraits to show up in an Awakening project? I was able to get the portrait to appear in the FaceData menu with expressions and everything, but they don't appear in the Characters menu when you replace an FID.
 

thane98

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Is there a way to get custom portraits to show up in an Awakening project? I was able to get the portrait to appear in the FaceData menu with expressions and everything, but they don't appear in the Characters menu when you replace an FID.
The character portraits won’t reload immediately after changing the FID, but they should change if switch to another character and back.
 

Rhapsodos

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The character portraits won’t reload immediately after changing the FID, but they should change if switch to another character and back.

Yeah, that works for me when I'm hacking Fates, but I can't get it to work with Awakening. It's cool though. I'm gonna keep experimenting.

Edit:
It's been a while, but I solved my custom portrait issue for Awakening. You need to add "_通常" at the end of the whatever you have in the label and fsid section.

For example:
Label: FSID_BU_Test_通常
fsid: FSID_BU_Test_通常
 
Last edited by Rhapsodos,

Vahdokah

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I was wondering, is it possible to artificially activate the flags for the spotpass extra characters for awakening? I don't have a way to transfer my files to a 3ds to activate it as i don't have a working 3ds anymore
 

thane98

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I was wondering, is it possible to artificially activate the flags for the spotpass extra characters for awakening? I don't have a way to transfer my files to a 3ds to activate it as i don't have a working 3ds anymore
For Emmeryn, Gangrel, etc, you could try editing the chapter type + unlock requirements. Turning them into paralogues might make them unlock like normal.
 

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For Emmeryn, Gangrel, etc, you could try editing the chapter type + unlock requirements. Turning them into paralogues might make them unlock like normal.
Yea, funny enough, i figured that out about a few hours ago, so I was super happy that I didn't need to bother with spotpass to still get the characters
 

Chribolski

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I've signed up just to ask, how on earth do you import on Paragon? I would imagine it would usually be at file, but it's just not there. Just Save, Reload and quit.

35bda7cec1e5f9b8bcef60f5dded5675.png
 

HalberdEX

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EDIT: I realized that the issue was that I had the wrong output path, apologies. It's my first time posting here, so I'm a bit new posting here ^^;


Hello! Me and my friends have been running a Fire Emblem: Birthright run with only Corrins. However, that's deviated into giving them a variety of different things, even giving them different character IDs by hex editing. I've been using Paragon and FEFTwiddler for a ton of my recent work, these tools are a godsend.

I've been having an easy time with both softwares, except two things with Paragon.

- When I go to the Characters tab and edit personal skills, it does not appear for the Corrin with the respective character ID in-game. (Example: A Corrin given Laslow's CharID changing from Laslow's Personal to Takumi's Competitive) Is there a way for this to be possible?


- When I go to the Characters tab and edit supports, it allows me to edit the possible supports. However, in-game, none of these changes seem to be present. Since I'm on Birthright, the characters I gave the Nohrian character IDs to don't seem to have the ability to support, despite checking the Birthright box. Are supports between these Corrins possible since they have these IDs? If so, what am I doing wrong with the greyed out Nohrian CharIDs? (See Attached Image)


I thought the issue might be that I'm using this odd Unit-ID Hybrid, but I wanted to exhaust all options and ask here.
 
Last edited by HalberdEX,
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Exode

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Does anyone know what the character endings are saved under? I wanted to change the character's titles and endings for a meme version of Fates, but I don't know where to look. I've tried using paragon's "edit dialogue" button, but I can't read most Katakana or Kanji, only some Hiragana, so I'm lost.
 

Rhapsodos

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Does anyone know what the character endings are saved under? I wanted to change the character's titles and endings for a meme version of Fates, but I don't know where to look. I've tried using paragon's "edit dialogue" button, but I can't read most Katakana or Kanji, only some Hiragana, so I'm lost.

m\@E\Ending.bin.lz
 

Hyasimp

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Hello! I'm really sorry if this is redundant and someone asked this before. How do I download and run applications like Paragon and Ignis. I'm stuck with the "building" process and such. I have little to no experience with coding stuff and it all looks super intimidating. I've tried and I've got up to the part where I have downloaded both rust and python, and the respective "requirements". If there is an existing link to a discord I can join to get help, or if you wanted to reach out to me personally and help me that way I can further explain my problem and such. I literally just want to be able to click on a little application button for this to work cause I'm not too too tech savy. I apologize if explaining this to a complete noob isn't something you have time for, as long as you can provide any help such as a link or youtube video for me to follow that makes these things a lot easier would be really really appriciated! also thank you so much for staying active on this site lol.

--------------------- MERGED ---------------------------

EDIT: I realized that the issue was that I had the wrong output path, apologies. It's my first time posting here, so I'm a bit new posting here ^^;


Hello! Me and my friends have been running a Fire Emblem: Birthright run with only Corrins. However, that's deviated into giving them a variety of different things, even giving them different character IDs by hex editing. I've been using Paragon and FEFTwiddler for a ton of my recent work, these tools are a godsend.

I've been having an easy time with both softwares, except two things with Paragon.

- When I go to the Characters tab and edit personal skills, it does not appear for the Corrin with the respective character ID in-game. (Example: A Corrin given Laslow's CharID changing from Laslow's Personal to Takumi's Competitive) Is there a way for this to be possible?


- When I go to the Characters tab and edit supports, it allows me to edit the possible supports. However, in-game, none of these changes seem to be present. Since I'm on Birthright, the characters I gave the Nohrian character IDs to don't seem to have the ability to support, despite checking the Birthright box. Are supports between these Corrins possible since they have these IDs? If so, what am I doing wrong with the greyed out Nohrian CharIDs? (See Attached Image)


I thought the issue might be that I'm using this odd Unit-ID Hybrid, but I wanted to exhaust all options and ask here.
Hey! I'm also doing something similar except for revelations. I'm sorry I don't quite have an answer you are looking for but do you mind going into a bit what your playthrough is like? Like what are some changes you've made to your corrins to have more fun in terms of modding. I saw you mentioned you edited personal skills which sounds really cool! But anyways I suggest maybe editing the corrin's to people you can get on both routes for instance felicia, jakob, izana, maybe even fuga.
 
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