ROM Hack [WIP] Paragon (Fire Emblem Fates)

king_frost93

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So I used the support module editor and I'm rather confused about how it works exactly.

So far, I've only used the function that generates support modules from existing units, eg. '--support 25'' generates a module from Ryoma's list. It doesn't seem to edit the Gamedata.bin file in any way, but it does create a folder with a support nightmare module and a text document. Now as the creator, you already know this. What confuses me is the following:

* What am I supposed to do with these modules? Do I import them into GameData.bin somehow?
* The text file only displays a number of supports for the unit from 0 to the decimal total. I'm attaching the text file as an example.
* I opened the Support.nmm module in Nightmare using Gamedata.bin but all of the pointer numbers and the like are nonsensical and seemingly inconsistent. I don't know what I'm supposed to do with it and there's no documentation anywhere on it.

I don't know, I'm just really confused about this. And in the case of adding support tables for units like Nichol and Candace, what do I do in that situation? The function simply returns that the character has no supports and nothing happens.
 

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NeonSystem

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I can't even use Nightmare. You say to place it in the module folder, and I did, however it doesn't register anything. I open a chapter file and nothing works. I open a gamedata.bin file and it doesn't work. Could you give me an exact directory, or at least a small tutorial on how I'm suppose to make this work? Thanks.
 

thane98

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So I used the support module editor and I'm rather confused about how it works exactly.

So far, I've only used the function that generates support modules from existing units, eg. '--support 25'' generates a module from Ryoma's list. It doesn't seem to edit the Gamedata.bin file in any way, but it does create a folder with a support nightmare module and a text document. Now as the creator, you already know this. What confuses me is the following:

* What am I supposed to do with these modules? Do I import them into GameData.bin somehow?
* The text file only displays a number of supports for the unit from 0 to the decimal total. I'm attaching the text file as an example.
* I opened the Support.nmm module in Nightmare using Gamedata.bin but all of the pointer numbers and the like are nonsensical and seemingly inconsistent. I don't know what I'm supposed to do with it and there's no documentation anywhere on it.

I don't know, I'm just really confused about this. And in the case of adding support tables for units like Nichol and Candace, what do I do in that situation? The function simply returns that the character has no supports and nothing happens.
I'm actually not the author of the python scripts - FEFNightmare just provides a GUI interface for using them. If you have a question about the scripts, you're better off asking RainThunder.

However, if you're trying to add in supports, you might take a look at my support editor in the main post. That one might be a little easier.

I can't even use Nightmare. You say to place it in the module folder, and I did, however it doesn't register anything. I open a chapter file and nothing works. I open a gamedata.bin file and it doesn't work. Could you give me an exact directory, or at least a small tutorial on how I'm suppose to make this work? Thanks.
FEFNightmare.jar should go in the root directory for the modules (the one that comes with the bat files and python scripts). From there, run the JAR, open your GameData.bin file, and the buttons should light up.

I can put together an image walkthrough in a bit if I need to.
 
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Raji

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So I used the support module editor and I'm rather confused about how it works exactly.

So far, I've only used the function that generates support modules from existing units, eg. '--support 25'' generates a module from Ryoma's list. It doesn't seem to edit the Gamedata.bin file in any way, but it does create a folder with a support nightmare module and a text document. Now as the creator, you already know this. What confuses me is the following:

* What am I supposed to do with these modules? Do I import them into GameData.bin somehow?
* The text file only displays a number of supports for the unit from 0 to the decimal total. I'm attaching the text file as an example.
* I opened the Support.nmm module in Nightmare using Gamedata.bin but all of the pointer numbers and the like are nonsensical and seemingly inconsistent. I don't know what I'm supposed to do with it and there's no documentation anywhere on it.

I don't know, I'm just really confused about this. And in the case of adding support tables for units like Nichol and Candace, what do I do in that situation? The function simply returns that the character has no supports and nothing happens.

Do they show up as having support options in game? I've gotten to where they have support options now, but I can't get conversations I've written to show up for the life of me.

EDIT: I used Thane's Support Editor for this, not Nightmare.

I've tried imitating UA's Lucina (She's got MyCastle dialogue, a readable support, and level up/class change dialogue), but I have been unsuccessful thus far.

I'm really curious about this too.
 
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narcissisticindigo

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I tried to program Zola into BR using the tutorial, and I programmed him to show up at the castle at Chapter 6 or after, but despite following the tutorial, when I rebuilt the files, Zola hasn't shown up. I've done this a couple of times and nothing has worked. Am I supposed to save the character to the GameData bin lz in the folder, or have I been making a mistake? Zola is showing up in support tables and in my Records Hall and I have him slated to join after chapter 7 now but he still won't join?
 
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Grima

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Oh, it's been released! Nice!

May I ask what the stepswould be to create a completely new AID for a character and then set it up so they could function as normal characters? I've read the tutorials but there aren't any steps to set up an AID.
 

thane98

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Sorry for not saying much about the release. I'm feeling kind of burnt out on hacking at the moment, so I don't know how much support I'll be able to provide for the editor. I'll take care of what I can though.

I tried to program Zola into BR using the tutorial, and I programmed him to show up at the castle at Chapter 6 or after, but despite following the tutorial, when I rebuilt the files, Zola hasn't shown up. I've done this a couple of times and nothing has worked. Am I supposed to save the character to the GameData bin lz in the folder, or have I been making a mistake? Zola is showing up in support tables and in my Records Hall and I have him slated to join after chapter 7 now but he still won't join?
Are you confident that your changes in the join editor saved correctly? Open your file in the join editor and see if Zola's block exists. If it doesn't, add the block again, save after defining the block's properties, and then export the file. If that doesn't fix anything, make sure that you place the file in the correct folder within the ROM structure.

Oh, it's been released! Nice!

May I ask what the stepswould be to create a completely new AID for a character and then set it up so they could function as normal characters? I've read the tutorials but there aren't any steps to set up an AID.
You can use the ROM3 injector to add a new character AID to ROM3. Just export the file when you're done and create a new character with the AID using the GameData injector. Once that's done, all you need to do is add in a method for recruiting the character. Setting them to join through My Castle is probably the easiest way.
 

narcissisticindigo

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I think I found the problem, I renamed CID to BID in the castle join thing. I got him to work but I think I used the wrong file as there were 2 Zolas. The one I got had nothing but one HP but skyrocketed other characters when paired up, but now the file won't load so idk, others will though. Also, is it possible to edit maps with this tool?
 

king_frost93

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I noticed that there's no option for injecting new class data fsr. Was that intentional? If I do want to edit new class data, would I have to use an older version of nightmare or something?
 

DeathChaos

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You can't edit actual map appearances because they are actual 3D models, they're also handled by .bin files that tell the game which 3D models go where, complete with coordinates and whatnot.

It's really complicated, to say the least.
 

thane98

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I noticed that there's no option for injecting new class data fsr. Was that intentional? If I do want to edit new class data, would I have to use an older version of nightmare or something?
I could probably add in class injection at some point - there's nothing really preventing it.
 

DeathChaos

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I could probably add in class injection at some point - there's nothing really preventing it.
The only real problem would be the JIDs.

And I don't mean the class block label, I mean the one that goes in ROM2, that JID has to match the JID on the class block for the new class to have any assets.
 

imsosori

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You can't edit actual map appearances because they are actual 3D models, they're also handled by .bin files that tell the game which 3D models go where, complete with coordinates and whatnot.

It's really complicated, to say the least.

So then the map appearances are one 3D model altogether, or are they stitched together with 3D models in the game data that represent each square to make one map itself? If that isn't clear let me know. English is not my first language.
 

Omegablu

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So then the map appearances are one 3D model altogether, or are they stitched together with 3D models in the game data that represent each square to make one map itself? If that isn't clear let me know. English is not my first language.
One model for the entire map.
 
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DeathChaos

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One model for the entire map.
It actually depends.

Some map files are a single map, others are split up, as an example, Anna on the Run is split up a bit, the main fortress itself is split into 2 parts that get layered, and then there are trees that are a separate thing, that said, everything is inside a single bch file.

dPdXitW.png
 
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imsosori

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One model for the entire map.

I take it that editting one single map model by exporting it to a .obj file then editing that file and reimporting it and packing it up isn't possible? Not bothering with texture editting and making it so that the models would not have added vertices and faces.
 
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