ROM Hack FEFTwiddler - Fire Emblem Fates Save Editor

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Don't think that's possible with save editing. That would require ROM hacking for that I believe.

Yeah. Without ROM hacking, every single time the values exceed the maximum, the checksum will return them to appropriate levels. There's no way to bypass this without removing the checksum that executes at literally every action in the game, or to artificially modify the character or class stat caps.
 
…does anybody know what happens if you have the same unit alive and dead at the end of the game, during the credits? For example, I have a Scarlet I added into my Revelation file…
During end credits, if you have a dead Scarlet on record, and are using a cloned scarlet rather than a resurected one, scartlet will have two afterstory panels.
 
Okay, I found out what happens if you have a dead unit as well as an alive copy when you finish the game. During the credits, the game first displays the dead unit, and gives them the normal end death dialogue. However, the second unit which is alive will also be displayed, and have the dead data. For some reason, the second unit for me (Scarlet) had 0 battles and kills despite both the original and the copy having far more than that.

EDIT: Lol we both found out and commented at the same time.
 
Okay, I found out what happens if you have a dead unit as well as an alive copy when you finish the game. During the credits, the game first displays the dead unit, and gives them the normal end death dialogue. However, the second unit which is alive will also be displayed, and have the dead data. For some reason, the second unit for me (Scarlet) had 0 battles and kills despite both the original and the copy having far more than that.

EDIT: Lol we both found out and commented at the same time.
Other than the battle\kill count, I pretty much just said that.
I did not have any errors with the battle\kill count on my playthrough, so you may have encountered a glitch.
 
Soaprman, will it be eventually possible to edit values above the set maximum? Or will my dream of 99 luck units be just a dream?

Also, is it possible to have character locked weapons equipped on other units? Selena with Siegfried for example. I tried ticking the "equipped" box, but it doesn't seem to work for those weapons.

These are both out of the realm of save editing. You'd have to edit the ROM to make them happen.

EDIT: Oh hey, there was a whole 'nother page of posts that didn't show until after I posted this, including another response to this question. Whoops!
 
Last edited by Soaprman,
Other than the battle\kill count, I pretty much just said that.
I did not have any errors with the battle\kill count on my playthrough, so you may have encountered a glitch.

Okay, nevermind about the battle/kill count thing. The error was on my part. When reading through my hex file to check how many battles and kills clone!Scarlet had, I accidentally read the values for dead!Scarlet. Which led me to believe clone!Scarlet inherited the battle/kill count from the file she was recruited from.

Okay, now here's the real question: What happens if you have a unit on a route where you can't normally obtain them, and reach the epilogues? The endings are route locked like the supports, right? So... does that mean it shows blank text? Or maybe they have dummy data programmed in the game, and they'll display their epilogue text for the other routes?

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

These are both out of the realm of save editing. You'd have to edit the ROM to make them happen.

Yep! Not to mention removing checksums will destabilize your game and cause a massive amount of weird glitches to occur. And modifying class stats will affect both you and opponents for the most part, as well as causing desynchs during online interactions. In other words, not worth. At all.
 
…Okay, now here's the real question: What happens if you have a unit on a route where you can't normally obtain them, and reach the epilogues? The endings are route locked like the supports, right? So... does that mean it shows blank text? Or maybe they have dummy data programmed in the game, and they'll display their epilogue text for the other routes?…
Most likely, like generic captured units or enjiner (autoincorrect has no *ing clue what I am trying to type, finally got it to stop auto-replacing the typo with Elmo) cards, they probably just skip them entirely.
 
Most likely, like generic captured units or enjiner (autoincorrect has no *ing clue what I am trying to type, finally got it to stop auto-replacing the typo with Elmo) cards, they probably just skip them entirely.
Units like Anna and the amiibos without shields display a dummy "No records exist" card during the credits, so I assume that is what would happen. These cards still show kills, wins, etc.
 
Units like Anna and the amiibos without shields display a dummy "No records exist" card during the credits, so I assume that is what would happen. These cards still show kills, wins, etc.
Anna and the amiibo do not have white backgrounds, so they are not enjiner cards. They are also not captured units. I fail to see what you're arguing here… My assumption is they will be treated as captured units\enjiner cards for the endstory cards. Anna, Lucina, Ike, Robin, and Marth are neither enjiner cards, nor captured units, and are available in all three paths.
Where Enjiner cards and most captured units are available in all paths, but don't have endstory cards, hence why I used them as my example, and not units coded to actually have endstory cards, even if the say "no data".
I have 3 generic maids, Candance, Lloyd, and a generic lancer. None have endstory cards.
 
Units like Anna and the amiibos without shields display a dummy "No records exist" card during the credits, so I assume that is what would happen. These cards still show kills, wins, etc.

Uhhh... you sure about that? Just beat Revelation a couple of minutes back, and Anna very much had a unique ending involving her revitalizing the nations with her business. And my Amiibo characters didn't have an ending at all. Leads me to believe that That Girl's statement might be correct.
 
Uhhh... you sure about that? Just beat Revelation a couple of minutes back, and Anna very much had a unique ending involving her revitalizing the nations with her business. And my Amiibo characters didn't have an ending at all. Leads me to believe that That Girl's statement might be correct.
Thank you, I haven't had a chance to clear the game and see my whole army's endstory cards, I had to skip most of them because I had to save and turn off my 3DS, and I only had Lucina, not Anna or other amiibo, if I were to have seen the whole set of endstory cards for that playthrough. Did see both my dead and cloned Scarlet, though.
 
Soaprman, will it be eventually possible to edit values above the set maximum? Or will my dream of 99 luck units be just a dream?

Also, is it possible to have character locked weapons equipped on other units? Selena with Siegfried for example. I tried ticking the "equipped" box, but it doesn't seem to work for those weapons.
Relevant;
1461522909294.png
 
I went ahead and released 0.8.1 with some bug fixes in it.

https://github.com/Soaprman/FEFTwiddler/releases/tag/0.8.1

Changelog:

Fix: Shadowgift skill moved from Enemy section to DLC section
Fix: Max! buttons for forges and charges work now
Fix: Write avatar hair color to both places where it's stored (should fix reversion when changing hair style)

By the way...

Also, only Lucina appears to have a hair color in the unit viewer while the other three amiibo units don't, they just show a gray color.

Lucina is the only amiibo I've seen who has a hair color specified in the hex. I think this is working as intended.
 
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I went ahead and released 0.8.1 with some bug fixes in it.

https://github.com/Soaprman/FEFTwiddler/releases/tag/0.8.1

Changelog:

Fix: Shadowgift skill moved from Enemy section to DLC section
Fix: Max! buttons for forges and charges work now
Fix: Write avatar hair color to both places where it's stored (should fix reversion when changing hair style)

By the way...



Lucina is the only amiibo I've seen who has a hair color specified in the hex. I think this is working as intended.
Lucina is indeed the only amiibo with a specified Hair Color, the males all have 0xBEBEBE

If anyone wants to assign them the correct hair colors, I did some testing and these colors seem to be good enough;
Marth: -> 0x48 5F 91

Ike: -> 0x40 55 9B

Robin: -> 0xF6 F4 EF

Once you assign these, marrying them should correctly pass down a color now.
 

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