ROM Hack [WIP] Paragon (Fire Emblem Fates)

thane98

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Is there a way to fix the black background glitch for the critical cut in for female corrin, idk why it does it, but i'd like to be able to fix it if possible
I've never heard of this glitch before. You'd need to provide more info like whether or not its showing up on a modded game, citra vs. luma, etc for anyone to help with it.

I have been trying to add a new enemy to one of the Fates chapter, but it always ends up as a Level 1 Shiro in the Villager class. I added the new enemy unit in the "Chapter Characters" tab, and set up everything like any other enemy on the map (Except ID of course, which is 1 higher than the last entry).
The unit I'm adding is a edited version of the 17th Bond Unit as I don't know how to make a completely new PID and just changed one that isn't used instead.
I feel like I'm missing something ID related to make this work.
If you're just using a bond unit from the characters editor, you shouldn't need to add anything to "Chapter Characters". My suggestion would be duplicating a spawn on the map and changing its PID to that of the bond unit.

I managed to use BCSAR View to add new voice lines but I think I'm messing up with the sound sets. Specifically I'm adding crit cut in lines and for some reason it only plays one of the sounds I put in. I've got the sound set set up by copying another one and changing the sound to be the name of the new sounds but for some reason all those sounds are the same sound even though I've made sure in BCSAR View that they are all different.
I think you're running into this BCSAR View bug. Still not sure what causes this one, but it seems to show up randomly - reimporting the sounds might be enough to fix it. Sorry for the issues.
 

Aidster_fan

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No worries I figured a "work around" where I just made another archive and sound set in BCSAR View and just assigned that new sound into the sound set in paragon and it works. Idk if that will cause any problems in the long run but its working for now.
 

linkenski

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I turned Saizo and Beruka's C support into a rewritten version of the Fanslation dialogue, to try and suit it with Fates's characterization and tone.
 
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Vahdokah

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I've never heard of this glitch before. You'd need to provide more info like whether or not its showing up on a modded game, citra vs. luma, etc for anyone to help with it.


If you're just using a bond unit from the characters editor, you shouldn't need to add anything to "Chapter Characters". My suggestion would be duplicating a spawn on the map and changing its PID to that of the bond unit.


I think you're running into this BCSAR View bug. Still not sure what causes this one, but it seems to show up randomly - reimporting the sounds might be enough to fix it. Sorry for the issues.

It seems like any other special eye things for female corrin produce this, because i had to start a new run to fix it, but I changed back to default corrin eyes and the thing is back. As for another idea, is it possible to force a battle music to play when certain units enter combat? like Path of the Hero King whenever Marth enters combat and such?
 

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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
 

DragoniteChamp

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So I now have some new questions, if you don't mind me asking:

- So I have a paralogue I'm working on, and everything is going swell. I used A18 Leo, but the intro to it includes a FMV. Is there any way to skip/remove that? It sorta breaks immersion when Leo comes out calling us traitors, haha.

̶-̶ ̶I̶s̶ ̶t̶h̶e̶r̶e̶ ̶a̶n̶y̶ ̶w̶a̶y̶ ̶o̶f̶ ̶i̶m̶p̶o̶r̶t̶i̶n̶g̶ ̶a̶s̶s̶e̶t̶s̶ ̶f̶r̶o̶m̶ ̶A̶w̶a̶k̶e̶n̶i̶n̶g̶?̶ ̶I̶'̶m̶ ̶h̶o̶p̶i̶n̶g̶ ̶t̶o̶ ̶i̶m̶p̶o̶r̶t̶ ̶s̶o̶m̶e̶ ̶c̶l̶a̶s̶s̶e̶s̶/̶c̶h̶a̶r̶a̶c̶t̶e̶r̶s̶/̶p̶o̶r̶t̶r̶a̶i̶t̶s̶ ̶f̶r̶o̶m̶ ̶A̶w̶a̶k̶e̶n̶i̶n̶g̶,̶ ̶b̶u̶t̶ ̶t̶h̶e̶y̶ ̶d̶o̶n̶'̶t̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶p̶l̶a̶y̶ ̶n̶i̶c̶e̶l̶y̶ ̶w̶i̶t̶h̶ ̶F̶a̶t̶e̶s̶,̶ ̶u̶n̶l̶e̶s̶s̶ ̶t̶h̶e̶y̶ ̶n̶e̶e̶d̶e̶d̶ ̶t̶o̶ ̶b̶e̶ ̶e̶d̶i̶t̶e̶d̶ ̶f̶i̶r̶s̶t̶ ̶t̶o̶ ̶w̶o̶r̶k̶.̶
Neeeevermind, found out with some research that it needs dev tools. Major F.

Again like always thanks so much for any help :D
 
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Rhapsodos

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- So I have a paralogue I'm working on, and everything is going swell. I used A18 Leo, but the intro to it includes a FMV. Is there any way to skip/remove that? It sorta breaks immersion when Leo comes out calling us traitors, haha.

You'll have to edit the script file found in dump\romfs\0004000000179800\Scripts\A\A018.cmd. The Exalt program linked in the OP can open .cmb files without decompiling the scripts first, though I like to do it manually by dragging the .cmb to the Decompile.bat so I can use NotePad++ for editing.

Once you're in, this is the line you want to delete: "ev::MoviePlayWithEscapeSkip("s24");"
Hit the compile button in the program (or drag your .exl to the Compile.bat) after you're done and then move your edited script to \load\mods\0004000000179800\romfs\Scripts\A\
 
Last edited by Rhapsodos,

DragoniteChamp

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You'll to edit the script file found in dump\romfs\0004000000179800\Scripts\A\A018.cmd. The Exalt program linked in the OP can open .cmb files without decompiling the scripts first, though I like to do it manually by dragging the .cmb to the Decompile.bat so I can use NotePad++ for editing.

Once you're in, this is the line you want to delete: "ev::MoviePlayWithEscapeSkip("s24");"
Hit the compile button in the program (or drag your .exl to the Compile.bat) after you're done and then move your edited script to \load\mods\0004000000179800\romfs\Scripts\A\

Awesome! This worked flawlessly! Thank you so much :D
 

flameofstorm33

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Sorry, I'm an absolute noob. After making my changes in paragon and saving them, how do I apply them so that when next I open my ROM, the changes I made are applied? For example: Right now I'm working on adding skills to enemies in Revelation chapter 6. After doing so in the editor and saving, if I boot up the chapter on Citra, those skills don't appear.
 

DragoniteChamp

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Sorry, I'm an absolute noob. After making my changes in paragon and saving them, how do I apply them so that when next I open my ROM, the changes I made are applied? For example: Right now I'm working on adding skills to enemies in Revelation chapter 6. After doing so in the editor and saving, if I boot up the chapter on Citra, those skills don't appear.

Make sure they are in the Citra mod folder for your game. Open Citra, rightclick your game and click "Open Mods Folder". Inside that folder, make a folder named "romfs" (without the quotes). Paste your paragon output to that folder.
 

AsheCloud

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I have a very specific question: Is it possible to change Robin in Awakening? I put Swordfaire on Chrom and that works just fine, but no matter what I do I can't get Shadowgift or Armsthrift onto Robin. I changed him the exact way that I did Chrom, saved the project and put the new GameData and Static.bin into the romfs folder; however, while one has the new skill the other does not. The only thing I noticed is that when I changed Robin's skills from Shadowgift to Armsthrift (in the same project and a new project just to check) and saved the project the only thing Paragon gave me was a new Static.bin not a new GameData. Is there something I'm missing in regards to changing the Avatar?
 

DragoniteChamp

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Hey all! I have another question relating to chapters.
So I have a chapter idea in mind, and I want to make a character recruit by being talked to (either changing from Ally -> Player unit or Enemy -> Player unit)
How does one go about doing this? I assume you need to have it set up within the Script file with Exalt, but I'm not too certain on the specifics.

EDIT: So I figured it out! I'll post this as a mini tutorial for those flicking through this.
So open your chapter script in Exalt, and add this to the top of the file
event [6]() {
ev::FlagEntry("FLAGNAME");
}


What this does, afaik, is give the file a way to trigger the "You talked to me once, you can't keep doing it" part. FLAGNAME can be replaced with whatever is easiest for you. For my case, I used "シェパードの味方", since I like keeping things feeling official.

Then, sometime further down

event [23]("RECRUITER PID", -1, "RECRUITED PID", -1, 1, "FLAGNAME") {
ev::BGMStop(1000);
ev::CameraSetAngle(-40);
ev::CameraSetDistanceFromNear();
ev::Talk("DIALOGUE");
$0 = ev::UnitGetByPID("RECRUITED PID");
ev::UnitTransferByIndex($0, 0);
ev::FlagSet("FLAG");
ev::BGMStop(1000);
ev::CameraSetAngleFromConfig();
ev::CameraSetDistanceFromConfig();
ev::TimeWait(500);


Now here is where the spicy part comes in. RECRUITER PID is the PID of the character you need to control. For example, if the character is Elise, RECRUITER PID is "PID_エリーゼ". RECRUITED PID is the name of the character you are talking to to recruit. If you wanted to talk to, say, Benny to recruit him, replace RECRUITED PID with "PID_ブノワ". Keep the FLAGNAME with the same flag from the above box.

Finally, DIALOGUE is the name of the Dialogue it pulls from the Dialogue tab in the Chapter Editor in Paragon. So if the name of your conversation between them is called "MID_C014_TK1_1", replace DIALOGUE with "MID_C014_TK1_1".
take a wild guess where I figured this all out from, haha

I hope this helps anyone that was stuck where I was! :D
 
Last edited by DragoniteChamp,

flameofstorm33

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How do you edit the base stats of units in Revelation? Opening the "Characters" tab seems to only provide me with their base stats in their respective home routes(e.g., Odin's table only shows his Conquest base stats and Hinoka's table only shows her Birthright base stats).
 

Player-2

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How do you edit the base stats of units in Revelation? Opening the "Characters" tab seems to only provide me with their base stats in their respective home routes(e.g., Odin's table only shows his Conquest base stats and Hinoka's table only shows her Birthright base stats).
To do this you have to change them through the C_Handover file, you can do this by going on the multis tab, person, than choose the C_Handover file, there are the base stats for Revelation units.
 

flameofstorm33

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To do this you have to change them through the C_Handover file, you can do this by going on the multis tab, person, than choose the C_Handover file, there are the base stats for Revelation units.
Okay, thanks a lot. How does one edit recruitment? For example, I'm trying to make it so that Laslow, Odin, and Selena join at the end of chapter 8 of Revelation. Would that involve messing with the script, or is there something in the paragon editor I'm missing?

Edit: Also, if I wanted to change the base stats of units who don't have IDs in the C_Handover file, would I have to create an ID for them there? If not, what would I have to do? To be precise, I want to change those units' base stats in Revelation, but without changing their base stats in their home route(s).
 
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Player-2

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Okay, thanks a lot. How does one edit recruitment? For example, I'm trying to make it so that Laslow, Odin, and Selena join at the end of chapter 8 of Revelation. Would that involve messing with the script, or is there something in the paragon editor I'm missing?

Edit: Also, if I wanted to change the base stats of units who don't have IDs in the C_Handover file, would I have to create an ID for them there? If not, what would I have to do? To be precise, I want to change those units' base stats in Revelation, but without changing their base stats in their home route(s).
So, i didn't really tried to change recruitment that much, I still haven't tested if I managed to make Yukimura available in Revelation so, I don't know.

And, for units who don't have an ID, i'll take Rinkah as an example, you can just add a new item (just click on add), put something as the PID (it must start with PID_ and be different from the original, so in my case I put "PID_C_リンカ" as a PID, Rinkah's original PID being "PID_リンカ"). After that you just copy the OG's name (the one that starts with "MPID_", it will autofill the second line) and do the same with the description. Then manually copy everything in the "core data", "stats", "combat stances", "flags" tabs and the "Army", "Parent" slots of the new character. The final step is to go to the "core data" tab of your copy, to the "Replace" slot and change "PID_無し #1" to the PID of the OG and done, now you can edit the base stats of the copy. (You don't need to copy the supports and lines).

Now to add this handover to a chapter you just go to their recruit chapter, search for the character in the map tab * and replace their PID with your handover's PID and normally it should be fine.

However, I must say that I encountered a problem, where I tried to add a Nyx handover, but she doesn't appear on the map, so I don't know if it will always work, I am still searching why it happenend.

*(force deployed characters are in the player section, characters who join during the chapter like Xander in Revelation chapter 17 are in one of the support sections, those who join at the end of the chapter are in one of the event sections)
 
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flameofstorm33

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So, i didn't really tried to change recruitment that much, I still haven't tested if I managed to make Yukimura available in Revelation so, I don't know.

And, for units who don't have an ID, i'll take Rinkah as an example, you can just add a new item (just click on add), put something as the PID (it must start with PID_ and be different from the original, so in my case I put "PID_C_リンカ" as a PID, Rinkah's original PID being "PID_リンカ"). After that you just copy the OG's name (the one that starts with "MPID_", it will autofill the second line) and do the same with the description. Then manually copy everything in the "core data", "stats", "combat stances", "flags" tabs and the "Army", "Parent" slots of the new character. The final step is to go to the "core data" tab of your copy, to the "Replace" slot and change "PID_無し #1" to the PID of the OG and done, now you can edit the base stats of the copy. (You don't need to copy the supports and lines).

Now to add this handover to a chapter you just go to their recruit chapter, search for the character in the map tab * and replace their PID with your handover's PID and normally it should be fine.

However, I must say that I encountered a problem, where I tried to add a Nyx handover, but she doesn't appear on the map, so I don't know if it will always work, I am still searching why it happenend.

*(force deployed characters are in the player section, characters who join during the chapter like Xander in Revelation chapter 17 are in one of the support sections, those who join at the end of the chapter are in one of the event sections)
This worked, thank you.
 

Arcacdia

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Is it possible to remove the 1 S-Rank support per character?
Edit: Sorry for the double post. Could someone tell me where the delete button is?
 

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