It might just be more trouble than it's worth but in the previous New Game Plus, sometimes they would recruit the character a second time (another Saizo even if you have one) but a possible work around could be to just change all the duplicates to recruited characters and just dismiss them so no problems.
Well, PIDs is what the game uses to call a unit the very first time they are loaded, the PID is not stored in the save, just the Character ID, which the game then correlates with the character PID and then loads all of the needed character data.@DeathChaos25: Interesting details there. What's a PID? Is that something in the unit block? Also, you wouldn't happen to have a list of these PIDs and alternate Character IDs handy, would you? I mean, don't go too far out of your way for it or anything, but it might be interesting to try some stuff with the IDs. Or even knowing where to look in the ROM FS... maybe I should try exploring that stuff sometime.
No it's the forge 63
I keep getting this error. Probably due to the amount of uses some of my items have.
Yeah, that. The NTR Cheat plugin gives all Consumables a forge value of 63. Unfortunately, that's preventing me from using FEFTwiddler.No it's the forge 63
Use the old build, 10.0 doesn't have the issue I thinkYeah, that. The NTR Cheat plugin gives all Consumables a forge value of 63. Unfortunately, that's preventing me from using FEFTwiddler.
I can answer this, you're not recruiting a "duplicate", you're recruiting a "different" Saizo.
I've explained this before, every time you see a character in the story, it's not actually that character per say.
As far as the player is concerned, the Saizo from Chapter 7 Birthright is the same as chapter 11 Saizo in revelation who is the same as Chapter 12 Conquest Saizo, etc.
Within the game's code however, this is not the case, far from it.
Every instance of a character is unique and different, with a different PID and sometimes even Character ID, once Saizo is on your squad, he is "PID_Saizo", on Birthright chapter 7, before he has joined you, he is "PID_A_Saizo", on Conquest chapter 12 he is "PID_B012_Saizo", on Revelation chapter 11 he is "PID_C_Saizo", in the prologue, he is "PID_A000_Saizo", it just so happens that when the Chapter ends, "PID_A Saizo" or "PID_C_Saizo" get converted into "PID_Saizo".
So as far as the game is concerned, even if you have Saizo on your team, A_Saizo and C_Saizo are completely different units that you have not yet recruited.
Well, PIDs is what the game uses to call a unit the very first time they are loaded, the PID is not stored in the save, just the Character ID, which the game then correlates with the character PID and then loads all of the needed character data.
For PIDs, in a character block (inside the romfs), the PID is the very first thing that is pointed to after the 8 bytes of bitflags, there are 2 ways you can find a character's PID and stuff inside the romfs, they are .bin.lz file that you can decompress with FEAT or BatchLZ77.
If the character is playable, then most likely you can find their data inside GameData/GameData.bin.lz
If a character is an enemy/ally in a specific route, you can find their data in GameData/Person/(A/B/C)/(A/B/C)0(Chapter Number).bin.lz
For example, I pulled Garon's block from Birthright chapter 12 boss Garon, so GameData/Person/A/A012.bin.lz
When you fight Xander in chapter 1, his data is on GameData/Person/A001.bin.lz (since the first 6 chapters are route neutral), with his PID being PID_A001_ボス (boss), all chapter bosses will have this exact PID but changing the chapter/route numbers.
So, for example, in Revelation Mikoto is PID_C024_ボス, Sumeragi being PID_C025_ボス, Zola being PID_A009_ボス, etc.
I haven't made an updated image, but here's an old one with character blocks mapped out;
And here are the most recent notes on character block maping;
http://pastebin.com/PtRd7eyC
In GameData.bin, Character blocks start from offset 0xDF0, this is a dummy block, each block is 0x8C in size, then the blocks should be arranged in order of character ID.
Route specific character blocks are found in the HANDOVER files, A/B/C_HANDOVER, so for example, Birthright Saizo could use the original PID_Saizo, however, Revelation Saizo uses PID_C_Saizo from the C_HANDOVER file, these files are also in GameData/Person, and the character blocks in these files start from 0x30 onwards.
Another thing I want to note is, Growths rates are not actually used at face value, and it is confusing me as to how or why this is the case, an example of this is my DLC characters, which all contain 0% growth rates across all of their stats, and yet while using Chrom in my Lunatic playthroughs he keeps getting good level ups with +4s and +5s, another example is, I took a generic witch, gave her a speed growth of 50%, and she somehow got a +2 Speed level up, which is mathematically impossible.
You can get her and Human Lilith in the updated version.Deathchaos, if I understand this correctly.. You're giving us our precious generic witch? Or was she a personal test </3
You can get her and Human Lilith in the updated version.
@DeathChaos25: Thanks. I rummaged through some of the files. I kinda sorta know what I'm looking at, though I'm thinking there probably isn't anything that'll let me make save-editing-based randomization more possible than it already is. I might dig in again in the future, though.