ROM Hack [WIP] Paragon (Fire Emblem Fates)

Tangented

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Heyo. Been using Paragon to try and create some cooler weapons in FE10. Got a lot of it working, but trying to figure out why "Healing" (which heals a user per turn) wont work on anything besides Staffs (and in the base game, healing amount varies depending on the staff, though they all seem to have the same modifier). Also was hoping to try and attach some skills to some weapons, but that seems far off.

But hoping someone can point me in the right direction of where that data is held.
 
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MetalBlack

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Hey, I actually just made a membership because I was so impressed with the tool you made! Ive gotten pretty handy with it, being able to make items, classes, characters and the like, but there are a couple things that elude me:
First, Ive had no trouble extracting the romfs folder for FEF from my 3DS and editing it, but for the life of me I cant figure out how to do the same with the DLC. I have the Boo Camp DLC and I had this idea that I was going to create a unique faceless character paralogue using the gold model and portrait, just so that he stands out from the green ones in the base game, but I cant figure out which DLC it is or how to extract those two things and get them into the editor.
The second thing Ive been struggling with is creating unique weapon animations/effects. Weapons like the Siegfried and Raijinto are really cool, and they have a unique range 2 animation where they basically blast the enemy with magic. I tried to create a custom weapon with the same kind of thing, but Im really not sure how to do that. Through monkeying around, Im pretty sure that the animation is tied to the specific weapon model and through specific bitflags. The thing is, Im really unsure on how to use this information to create a weapon like those. I had the idea of taking Leo's Iceblade and converting it to a 1-2 range weapon where you would pelt the enemy with a Fimbulvetr effect, but I cant seem to make that happen. Despite putting the Fimbulvetr magic effect in the visual effect slot and using the same bitflags, my character just chucks the sword at them.

If you could provide any guidance, it would be so much appreciated! I have some big ideas for mods that I'd like to get off the ground, just need to figure out these two kinks.
 

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I have made some headway into my two problems.

First, I have figured out how to extract data from the DLCs and import it into Paragon, and Ive been able to actually create a new "Gold Faceless" class. However, Ive hit a snag with it. I have managed to have the correct texture on the faceless model and now its gold, however the map sprites are continuing to be an issue. For whatever reason, all of the standard characters like corrin and azura can be gold faceless and the map sprites show up no problem. But when I try to turn my generic faceless character into one, the map sprites are of the robed outrealmer class. Despite my best efforts, I have no idea why other than I believe it is somehow tied to the AID.

As for the weapons, I have made no progress on that. No matter what I do, nothing changes. I can only assume that the individual models must be adjusted in some way.
 

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I have made some headway into my two problems.

First, I have figured out how to extract data from the DLCs and import it into Paragon, and Ive been able to actually create a new "Gold Faceless" class. However, Ive hit a snag with it. I have managed to have the correct texture on the faceless model and now its gold, however the map sprites are continuing to be an issue. For whatever reason, all of the standard characters like corrin and azura can be gold faceless and the map sprites show up no problem. But when I try to turn my generic faceless character into one, the map sprites are of the robed outrealmer class. Despite my best efforts, I have no idea why other than I believe it is somehow tied to the AID.

As for the weapons, I have made no progress on that. No matter what I do, nothing changes. I can only assume that the individual models must be adjusted in some way.
For your Leo's Iceblade, I only found how to do it for Infantry, not sure where the animation for raijinto and siegried is to do it mounted.
In rom 4, create a new item
Create a new IID For now : IID_Iceblade
Scroll down to weapon model tab
Grab the weapon model of Iceblade which is: wep_sw037
Scroll down to attack animation tab
Grab Ike's attack animation from ragnell where Ragnell is also stored in rom 4
Animation is : uAnim_M_IkeR_sw0
For fimbulvtr particle effect you put it in visual effect
Visual Effects are: Mag_フィンブル

That is done. Now in items tab where you can make all the stat changes to the weapons.
Change Leo's iceblade IID into this new one.
This will now have Leo's Iceblade two range be like Ike's ragnell swing and do the ice effect.

Apply changes into romfs and there you go.

**Due note, Ike's animation for this swing is animating the whole body, so if a cavalier unit uses this, they will get off their horse during this animation if you don't want the immersion to break. It is infantry locked.**

Hope this helps!

And if you can help me, how did you extract DLC and import into Paragon?
 

Jackuza

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Hi there I'm a bit stuck,

So I've just started playing Fire Emblem Awakening. I want to use Paragon to edit some stuff so I downloaded and installed the programme, dumped my romf from Citra and set the path with Paragon. So it all opens up fine but it has none of my save data, all the characters are at their original levels and the player character doesn't exist. I don't know where I went wrong. Any help would be greatly appreciated!
 

Zeoro94

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Hi there I'm a bit stuck,

So I've just started playing Fire Emblem Awakening. I want to use Paragon to edit some stuff so I downloaded and installed the programme, dumped my romf from Citra and set the path with Paragon. So it all opens up fine but it has none of my save data, all the characters are at their original levels and the player character doesn't exist. I don't know where I went wrong. Any help would be greatly appreciated!
Paragon only changes the game data, not save files.
 

Exode

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Hey, I'm looking for a little bit of support on something I wanted to do. In awakening, I'm able to access DLC-only skills and map dialogue, but not the maps themselves. How would I go about editing DLC maps? I'd also like to know how to do so in Fates, if possible. Thank you!
 

OreNoNamaeWaJack

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Can anyone help me with this error?

Traceback (most recent call last):
File "\\?\C:\Users\***\Desktop\paragon-main\paragon\core\workers\load_project_worker.py", line 71, in run
gd.read()
Exception: Failed to read text data.

Caused by:
0: Failed to read text from definition 'TextDataDefinition { path: "m/GameData.bin.lz", localized: true }'
1: File 'm/@U/GameData.bin.lz' does not exist. Attempted to find it using the following paths: '[C:\Users\***\Desktop\paragon-main\fates\m/@U/GameData.bin.lz,C:\Users\***\AppData\Roaming\Citra\dump\romfs\0004000000179800\m/@U/GameData.bin.lz]'
 

Blenny

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Can anyone help me with this error?

Traceback (most recent call last):
File "\\?\C:\Users\***\Desktop\paragon-main\paragon\core\workers\load_project_worker.py", line 71, in run
gd.read()
Exception: Failed to read text data.

Caused by:
0: Failed to read text from definition 'TextDataDefinition { path: "m/GameData.bin.lz", localized: true }'
1: File 'm/@U/GameData.bin.lz' does not exist. Attempted to find it using the following paths: '[C:\Users\***\Desktop\paragon-main\fates\m/@U/GameData.bin.lz,C:\Users\***\AppData\Roaming\Citra\dump\romfs\0004000000179800\m/@U/GameData.bin.lz]'
im having this same issue
 

OreNoNamaeWaJack

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im having this same issue
I managed to get it working, Im pretty sure it has to do with the region version of your game and the language you picked. For me I have the USA version of fates and I picked EnglishEU as the language and got this error. When I picked EnglishNA it worked just fine
 

flameofstorm33

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I'm editing chapters using Paragon, and I was wondering if there was a way to make an escape point, like in Birthright chapter 12, or an escape row, like in Conquest chapter 21.
 

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I'm editing chapters using Paragon, and I was wondering if there was a way to make an escape point, like in Birthright chapter 12, or an escape row, like in Conquest chapter 21.
I'm sorry it took this long but I think I found out how.

You'll need to use Exalt to do this.

You need to edit a file : _Terrain.cmb (B021_Terrain.cmb for Conquest 21). This file is where you choose where to place the escape point. The function is event 21 and is written :

event [21](X, Y, 1, 1, N, 0, 0 , "") {}

X and Y are the escape point's coordinates. I haven't found what N does (I used 5 for my tests).
You need write this for each escape point.

Also, the .cmb files are found in romfs -> Scripts.
 
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Ogi-Momo

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Sorry to be a bother, I've been wanting to do the same thing with Parallel Falchion and Marth's Falchion, but with the Levin Sword's ranged attack animation. I'm assuming I would have to do the same with how Zeoro explained? Just recently learned how to use Paragon. This is for Fates.
 
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flameofstorm33

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I'm sorry it took this long but I think I found out how.

You'll need to use Exalt to do this.

You need to edit a file : _Terrain.cmb (B021_Terrain.cmb for Conquest 21). This file is where you choose where to place the escape point. The function is event 21 and is written :

event [21](X, Y, 1, 1, N, 0, 0 , "") {}

X and Y are the escape point's coordinates. I haven't found what N does (I used 5 for my tests).
You need write this for each escape point.

Also, the .cmb files are found in romfs -> Scripts.
Thanks, that helped a lot! Do you know how to change the victory condition on a map? For example, in the same chapter that I created an escape point, I want to change the objective to "escape with all units" like in Conquest 21.
 

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Thanks, that helped a lot! Do you know how to change the victory condition on a map? For example, in the same chapter that I created an escape point, I want to change the objective to "escape with all units" like in Conquest 21.
For this you'll have to use Exalt to edit your chapter's ".cmb" file (B021.cmb for Conquest 21).

You'll need to change the first function (event[7]) and change a line that looks like "ev::ChapterSetWinRule" to "ChapterSetWinRuleEscape(1)".

After that, you can use paragon to change the in-game text.
 

flameofstorm33

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I'm having an issue where when I create a terrain script for custom chapters that I make, the chapter won't load when I click on it from the battle select screen, but when I remove the terrain script from the game files, this issue goes away. Does anyone know what might be causing this?
 

crazypairingperson

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Hey, I wanna add some dialogue between Kana and Possessed!Scarlet in Revelations Chapter 23 if Corrin S-supported her. I've got the dialogue and such all fixed up but I can't seem to figure out what to do to make it show up. I know it's done in Exalt and such but beyond that I'm bewildered - every time I try it I just get the generic line.
 

DragoniteChamp

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Hey, I wanna add some dialogue between Kana and Possessed!Scarlet in Revelations Chapter 23 if Corrin S-supported her. I've got the dialogue and such all fixed up but I can't seem to figure out what to do to make it show up. I know it's done in Exalt and such but beyond that I'm bewildered - every time I try it I just get the generic line.
Is it set up properly in the Chapter menu? It would be in "Chapters" under "Dialogue". That MID is what you call in the script. (I'm also not sure how to test for the S-Support, but if you have that solved let me know since I'm curious about it myself.)
 

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