ROM Hack Fire Emblem Fates: ROM Hacking General Thread

  • Thread starter Thread starter DeathChaos
  • Start date Start date
  • Views Views 338,973
  • Replies Replies 1,084
  • Likes Likes 18
hush you any level with a boat was a nightmare ;_;

Gaiden? You mean the pinnicle of human achievement?

I'll be honest, I've played a chapter of Gaiden lmao. But hopefully the game structure is sorta similar enough

I know I need to go back and play the previous games but I haven't had the time to. ;_;

Play like, any if the Gba era first. The NES games feel very dated.
 
I was hoping I could learn how to replace a unit's portraits with a custom one I have. I've seen a few personal projects around that have done it, but nothing publicly showing how, or giving a download of any kind.


Anyone out there that knows how to do this sort of thing? I know the facial expression changes would be different images, but for my purposes, they could all just be the same image without me caring.

There is a tutorial on how to edit/import portraits.
http://deathchaos-25.tumblr.com/post/146440387694/how-to-editimport-your-own-portraits-for-fe
I tried it myself and it works perfectly as long as you are clever enough to follow the steps correctly (so, not being me should help).
 
Could someone who has added their own additional characters/classes/items upload a copy of their Gamedata? I'd love to have a look at that to learn how to create new elements myself.

Figured it out!
 
Last edited by cercity,
Could someone who has added their own additional characters/classes/items upload a copy of their Gamedata? I'd love to have a look at that to learn how to create new elements myself.

You might want to take a look at this GameData.bin then;
https://github.com/DeathChaos25/CQ_Luna_Plus/blob/master/fefatesSE/GameData/GameData.bin.lz

It has a few character blocks added, namely new blocks that would allow some playable units to be captured, like capturing Rinkah in CQ11, although making blocks like that can cause a few problems, hence me adding some event edits to chapters such as CQ10 to fix this.
 
  • Like
Reactions: cercity
You might want to take a look at this GameData.bin then;
https://github.com/DeathChaos25/CQ_Luna_Plus/blob/master/fefatesSE/GameData/GameData.bin.lz

It has a few character blocks added, namely new blocks that would allow some playable units to be captured, like capturing Rinkah in CQ11, although making blocks like that can cause a few problems, hence me adding some event edits to chapters such as CQ10 to fix this.
What problems did you notice when inserting character blocks?
 
What problems did you notice when inserting character blocks?
For one, the script does not insert any Attack/Defense Stance pointers, which are a guaranteed crash whenever the character does any of those things.

Another "problem" is that, by making a capture block for Hinata/Oboro, any and all enemy instances of them become capturable, with no real way to prevent this, meaning you could Capture Hinata in CQ10, and then capture him again in CQ23.

Of course, I DID find a really long and tedious workaround for this, which involved doing a character Handover among other things, which is why you'll notice the edits to the Person and cmb files for CQ10, and why the capture block in GameData for Hinata/Oboro has a battle bgm.
 
I tried importing an Awakening weapon model into Fates since I figured out a way to convert from Awakening's cgfx format without butchering everything in the process. Surprisingly, the model actually showed up properly in game! The weapon shows up without a texture in game, so there's clearly some work to be done before it's a perfect port between games, but its definitely a start. If I can figure out how to get the textures working I might try something more ambitious like converting one of Awakening's character models.

Anyways, I'll go ahead and include a download of the model I've converted right now in case anyone wants to take a look at it. I swapped it out with the bronze sword model, so look for something with that weapon if you want to view the model in game.

Edit: Nevermind, I got the textures to show! Updated the download as well. I'm going to try some character models next.
 

Attachments

Last edited by thane98, , Reason: Got textures working.
Welp, time to make some new asset IIDs.

Could you perhaps explain the process?

I'd be interesting in doing some model imports like the Gradivus or the Gae Bolg.
It's actually not that much different from how I did previously. Open up your model in the newest version of Ohana Rebirth or one of its more active forks. Export it in DAE format along with any textures that go with it. Open up the model in whichever 3D modeling program you're going to use to export it (I used Softimage). Apply the texture to the model inside of the program and then export it. Make sure to set the program up to export both a model and texture. If you did everything correctly, you should end up with a .cmdl and textures folder with a .ctex file inside. From there, just use dev tools to convert the files to .bch format based off of however they are arranged in Fates (for weapons, models and textures are contained in the same file). If you did everything correctly, your texture should show up on the weapon if you open it in Ohana. If it did, your model should be ready for use in game.

It looks like there's still some stuff to figure out with character models though. Here's my attempt at porting one to Fates:
G1pSriM.png
 
  • Like
Reactions: DarkSynopsis
-snip-

It looks like there's still some stuff to figure out with character models though. Here's my attempt at porting one to Fates:
G1pSriM.png

FWIW I remember someone saying that Awakening Models had weird UV maps and whatnot, maybe like, try porting over Chrom's model?

We already have Chrom's model from Before Awakening, so comparing a ported one with the Before Awakening one might yield better results I think.
 
FWIW I remember someone saying that Awakening Models had weird UV maps and whatnot, maybe like, try porting over Chrom's model?

We already have Chrom's model from Before Awakening, so comparing a ported one with the Before Awakening one might yield better results I think.
It's possible. My guess is that whatever's messing up the animations is causing the head issue as well. I don't know if it's an issue with mapping though - I think that something's wrong with the skeleton. The textures show up fine, but animations don't work with the created model and the head doesn't show up. I know that Fates animations work on Awakening character models when viewed in Ohana, so I'm assuming that the skeleton should be fully compatible. It might be worth checking if the animations play with just the exported DAE model before going through the rest of the process to see if the skeleton is still functional.
 
can i swap my fe corrin hair with azuras hair? like when someone replaced everyones body model with camillas
 
can i swap my fe corrin hair with azuras hair? like when someone replaced everyones body model with camillas
I don't know how well it'd work, but yes you could. You would just need to copy Azura's hair over the one you picked for your avatar. Of course no one would see Azura's hair on your character in your castle in their game. Basically, using ohana3ds identify which hair you picked and which is Azura's then put Azura's hair with the name of the one you choose into the correct ntr folder.

Edit: it wouldn't change her portrait only the sprite.
 
Last edited by Dylos,
I don't know how well it'd work, but yes you could. You would just need to copy Azura's hair over the one you picked for your avatar. Of course no one would see Azura's hair on your character in your castle in their game. Basically, using ohana3ds identify which hair you picked and which is Azura's then put Azura's hair with the name of the one you choose into the correct ntr folder.

Edit: it wouldn't change her portrait only the sprite.

can you link me a tutorial on how to model swap?
 
can you link me a tutorial on how to model swap?
Nope, because there isn't one.

But here's what you do.

All combat models are stored in the bu folder in the RomFS, you'll have to extract your RomFS first, then once you have find Azura's hair in the bu folder, it will be named something like uHair_F_chxxx (I think there was a link earlier in this thread that would help you identify it) Azura's hair model is 120 so then we take uHair_F_ch120_0.bch.lz and uHair_F_ch120_0_cl0n.bcn.lz and copy to a new folder somewhere. Then we figure out which hair you picked for your avatar. Avatar hairs are uHair_F_ch011_X and uHair_F_ch012_X depending on which model you picked so let's assume you picked the default hair which is uHair_F_ch011_0 or uHair_F_ch012_0 depending on which model you want (I don't know which is which) now you can rename the copied Azura hairs to the same name as those files and then put them into an NTR patch (you can get the files you need from the gay fates hack thread) in the bu folder and it should replace that hair model with Azura's hair.
 
  • Like
Reactions: cercity

Site & Scene News

Popular threads in this forum