ROM Hack [WIP] Paragon (Fire Emblem Fates)

CraftyZero

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For dumping the game and getting the romfs.bin, would it better to use GM9 or Braindump? I hear GM9 is a bit more recent but the tutorial uses Braindump- just want to make sure.
 

CraftyZero

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You'd have to recompile the whole CIA each time. It's better to use NTR's layeredfs or Luma's layeredfs since you can just load the changed files.

Ohh okay, so I would recompile it on my 3ds as a CIA before I put it onto my computer or once I have it in Citra?
 

AgahnimD

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I've been trying to edit the base game's script .cmb files, but if I use the editor it loops back to start then crashes even if no changes are made.

Specifically, I'm trying to edit the game's B028_EV4.cmb file under the bev folder. Has anyone done something similar successfully?

I've attached a zip with the original game file as well as that same file saved from the program (B) if that's helpful.
 

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DeathChaos

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So one issue I noticed in the Person editor that wasn't in the previous version.

For some reason, when I open a file (completely unedited), every block appears twice, further more, if I export the file, and open it again, it keeps happening, meaning the second time, I'd have 4 of each block!

I also can't get the "generate nmm" option to work.

I'll try reinstalling Java just in case.

Edit: Updating/Reinstalling Java did nothing.
And by old version, I meant the standalone Person Editor before FEFEditor was released, that one had no problems whatsoever, the problem seems to be present in the versions with FEFEditor.


Edit 2: Exporting modules work, but it still double loads all blocks.

I also can't get A007 to load with Dispos, tried all 3 region files (not that it'd make a difference), and couldn't get it to work, but it does work with every other I tried, so this is odd.
 
Last edited by DeathChaos,

thane98

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So one issue I noticed in the Person editor that wasn't in the previous version.

For some reason, when I open a file (completely unedited), every block appears twice, further more, if I export the file, and open it again, it keeps happening, meaning the second time, I'd have 4 of each block!

I also can't get the "generate nmm" option to work.

I'll try reinstalling Java just in case.

Edit: Updating/Reinstalling Java did nothing.
And by old version, I meant the standalone Person Editor before FEFEditor was released, that one had no problems whatsoever, the problem seems to be present in the versions with FEFEditor.


Edit 2: Exporting modules work, but it still double loads all blocks.

I also can't get A007 to load with Dispos, tried all 3 region files (not that it'd make a difference), and couldn't get it to work, but it does work with every other I tried, so this is odd.
Hmm. Which person file is causing double blocks to appear? I did some person editing on the latest version a little while back without running into an issue like that.

I'll take a look at NMM generation when I get a moment. That said, it technically isn't necessary anymore. The Person module included in the new version of FEFNightmare can edit any person file.

Something's up with the dispo editor at the moment. I probably messed something up while tweaking the UI. I'll see what I can do to fix the issue.
 

DeathChaos

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Hmm. Which person file is causing double blocks to appear? I did some person editing on the latest version a little while back without running into an issue like that.

I'll take a look at NMM generation when I get a moment. That said, it technically isn't necessary anymore. The Person module included in the new version of FEFNightmare can edit any person file.

Something's up with the dispo editor at the moment. I probably messed something up while tweaking the UI. I'll see what I can do to fix the issue.
I tried loading the appropriate A007 file on both Person and Dispos, on Person it loads every block twice, and Dispos simply won't open the file, might just be this file though?
 

DeathChaos

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Alright, I remade the tutorial, now it was done entirely on FEFEditor, and I showcase adding both a Dynamic Block and an NPC to a map, hopefully this allows other people to easily get started on this.

 
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HeartlessSeph

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I have to say thank you for switching to the module based injectors. Being able to make my own injectors is just A+. Thank you very much for that.
 

thane98

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Update 3 is out! The primary feature of this update is a new rendition of Fates Script with support for Awakening and Echoes. The script format's changed a little bit, so old scripts aren't compatible with the new version. Consequently, I'm including both the original version of Fates Script and the new version. Anyways, here's a list of changes:
  • Added a new rendition of Fates Script with a tweaked script format and support for scripts from both Awakening and Echoes.
  • Added placeholder menus for Awakening and Echoes editors.
  • Added a "Duplicate Block" option to the dispos editor.
  • Added hotkeys for various menu options in the dispos editor.
  • Fixed a bug which would cause blocks to always use their X1/Y1 coordinate on the dispos grid when editing X2/Y2.
You can find a download link in the main post.
 
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zackner

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Alright, I remade the tutorial, now it was done entirely on FEFEditor, and I showcase adding both a Dynamic Block and an NPC to a map, hopefully this allows other people to easily get started on this.


There is one thing in the last part of your video I can not understand, maybe for my bad english but, you say you edit the second last in the person nightmare module because are the first you add in dispo editor or I hear wrong?

For example, I'm editing chapter 1, and I add soleil, if on the person nightmare module only appear Corrin M and Corrin F if I edit Corrin F I'm editing my inserted soleil?

One more thing, someone have the script from before awakening dlc? It's the most simple map I can remember, maybe I can learn something from this script, I dig chapter 1 script and I can't understand nothing more bgm and sound calls XDD

Thanks you all and sorry for the troubles.
 
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ValiantChan

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I hate to ask a noob question, but I can't figure this out and I'm getting frustrated. I've been trying to edit Awakening's Ch11 cmb so that Chrom's new Gay Awakening options get scenes, and that part works perfectly fine - the scenes plays as they should. Problem is, after the Regna Ferox cutscene where you meet Virion and Cherche the game freezes when it's supposed to load the next chapter. Edits to the proposal work perfectly fine, so I can only imagine that the issue here is that adding a new event screws up something.
 

DeathChaos

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First, I just want to say how much I love FEFEditor, it's been so useful since it was just a bunch of separate tools (hello beta person injector), now it just gets better.

So, I found a weird bug, and I think FEFEditor can't handle unsinged values higher than 255.

If you open up GameData and make any sort of edit with the item module, the buy/sell price of every item will be reduced to 255, or rather, FF.

Fixing this is easy, go to the item module and change the buy price/sell price to NEDS, and this error won't happen anymore.

I'll keep a lookout and see if I spot this anywhere else.
 
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thane98

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Added my BCSAR editor, BCSAR View, to the main post. You should be able to insert new sounds into the base game using this program (including voice sets), though you need a certain set of tools to do so. I don't have much more to say on it right now since I'm pretty burnt out from working on it. The download link's in the main post under "Other Tools".
 
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