ROM Hack [WIP] Paragon (Fire Emblem Fates)

deltaRobin

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On the FE13 editor option, I can't find Character Modules on both current Paragon and Paragon 12. Do you know of a way to fix this issue?
 

Rhapsodos

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I just tried the new Paragon rewrite and it's amazing. I've been hacking Fates for a while now and took a look at Awakening to see what I could do and there wasn't much. I was dreading finally getting to it. However, the whole rewrite makes Awakening so much more accessible it's really impressive. Awesome job!

Edit: Oh man, you can actually go backwards in pages on dialogue now. No more restarting and clicking through really long supports/dialogues.
 
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thane98

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On the FE13 editor option, I can't find Character Modules on both current Paragon and Paragon 12. Do you know of a way to fix this issue?
Very late here, but try the rewrite which has better FE13 support.

How do you import a json file?
Not available in the rewrite yet, so you will need to use an older version to import for now.
 

AsheCloud

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Hi, I just downloaded the rewrite since I heard it had better FE13 support and when I tried to open Awakening an error pops up saying this:
0: Failed to read data from store 'portraits'.
1: File 'face/FaceData.bin.lz' does not exist.

I've been able to work with Fates just fine, so I'm wondering what could've gone wrong and how to fix it.
 

Montblanc__

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Question: Since Paragon can add in new supports, is it possible to actual give the capturable bosses supports via Paragon, or will I need to follow additional steps/use a different method altogether?
 

thane98

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Hi, I just downloaded the rewrite since I heard it had better FE13 support and when I tried to open Awakening an error pops up saying this:
0: Failed to read data from store 'portraits'.
1: File 'face/FaceData.bin.lz' does not exist.

I've been able to work with Fates just fine, so I'm wondering what could've gone wrong and how to fix it.
It's a file not found issue, so either your ROM is missing files or your project paths aren't set up correctly. More recent versions of the rewrite list out every directory they look in, so that could help with figuring this out.

Question: Since Paragon can add in new supports, is it possible to actual give the capturable bosses supports via Paragon, or will I need to follow additional steps/use a different method altogether?
It's possible, but capturables require some extra work because they're coded to not have supports, show up in my castle, etc (shield icon).
 

Montblanc__

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It's possible, but capturables require some extra work because they're coded to not have supports, show up in my castle, etc (shield icon).
Are there any guides or resources you could point me to as to how to accomplish this? I know you gave an example with Fire Emblem Fates Support Editor where you gave Haitaka supports but you also said that Support Editor was depreciated.
 

thane98

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Are there any guides or resources you could point me to as to how to accomplish this? I know you gave an example with Fire Emblem Fates Support Editor where you gave Haitaka supports but you also said that Support Editor was depreciated.
For that demo I added Haitaka as a separate character, so I didn't have to deal with the shield icon at all. This is by far the easiest way to do what you want, but you would need to change the recruitment method since it won't work for capturables.

Code editing is not easy even by rom hacking standards. Moonling wrote a tutorial to get started with it here if you want to take a look anyways.

Alternatively, I dug up a patch that makes all guest units join without a shield flag in the hacking server. I'll attach it to this post. Just note that this probably only works for NA special edition.
 

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  • shieldpatch.zip
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Montblanc__

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For that demo I added Haitaka as a separate character, so I didn't have to deal with the shield icon at all. This is by far the easiest way to do what you want, but you would need to change the recruitment method since it won't work for capturables.
I'm interested in this. Does this mean you added a second Haitaka in the game? Or did you erase the capturable one? Would I be able to achieve the same or similar effect if I simply remove the "Captured Unit" flag in Paragon?

Thank you for responding as much as you have!
 

thane98

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I'm interested in this. Does this mean you added a second Haitaka in the game? Or did you erase the capturable one? Would I be able to achieve the same or similar effect if I simply remove the "Captured Unit" flag in Paragon?

Thank you for responding as much as you have!
Yes, I added a second Haitaka. This is a lot easier to do these days.

I kept the old one because removing existing data from the game is a good way to break things - easier to leave it in even if it goes unused.

In Paragon you can make a new character, copy data from an existing character with “Copy To”, and change their PID to get an identical copy. From there, you can recruit them by either adding them to a map or adding them to castle join.

Removing the captured unit flag wouldn’t be enough unfortunately since the shield icon gets applied in code when you recruit captured or guest units. No way around that without code patching.
 
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Montblanc__

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In Paragon you can make a new character, copy data from an existing character with “Copy To”, and change their PID to get an identical copy. From there, you can recruit them by either adding them to a map or adding them to castle join.
I successfully did this, now I'm wondering about what steps I need to take to implement supports. As you said in Support Editor, that program is depreciated, so what should I use?
 

AsheCloud

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I'm back to ask another question about a problem with Awakening and the Rewrite. I was able to figure out the previous problem, but when I tried to load the game Paragon after fixing it says:

Traceback (most recent call last):
File "paragon\core\workers\load_project_worker.py", line 65, in run
Exception: Failed to read data from stores.

Caused by:
0: Failed to read data from store 'characters'.
1: The archive size specified in the header is incorrect.
 
Last edited by AsheCloud,

thane98

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I'm back to ask another question about a problem with Awakening and the Rewrite. I was able to figure out the previous problem, but when I tried to load the game Paragon after fixing it says:

Traceback (most recent call last):
File "paragon\core\workers\load_project_worker.py", line 65, in run
Exception: Failed to read data from stores.

Caused by:
0: Failed to read data from store 'characters'.
1: The archive size specified in the header is incorrect.
Older editors and hacks usually corrupt the header. I'm planning to get rid of this check since it's technically not required, but for now: are you running any mods? For example, something like Gay Awakening? For that hack specifically, I know the creators are working on a version that doesn't have these issues.
 
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AsheCloud

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Older editors and hacks usually corrupt the header. I'm planning to get rid of this check since it's technically not required, but for now: are you running any mods? For example, something like Gay Awakening? For that hack specifically, I know the creators are working on a version that doesn't have these issues.
Yeah I am running GA, and it's the only mod I got on it rn. I'll make sure to keep an eye out for those updates, thank you for the heads up.
 

Brad203

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Alright so while this question isn't inherently geared towards asking anything about paragon, it is still about modding fates and this thread seems more active than the general hacking thread. I have been trying to edit textures specifically on weapons and I've been having an issue with them displaying in battle. Unfortunately there are many guides out there on how to do it for outfits and mounts and all that but not really weapons. The weapon in particular I've been editing the texture of is Speed Thunder. So I copied the original .bch.lz file directly from the base game romfs and ran it through FEAT to extract the textures. After doing that I ran it through texture remix to get rid of the opacity on the image allowing me to make edits to it. I then opened the image in paint.net and made my edits. I saved the image as a .png then ran it through texture remix yet again to reapply the opacity from the original .png file. I then opened it back up in paint.net and saved it as a .tga file with the original .png name then copied it to DC's texture stuff tool. I converted the image from .tga to .ctex and then from .ctex to .bch texture. I then renamed that .bch file to be the exact same name as the original games file and compressed it in FEAT. After doing all this I dropped it into the bx folder in my romfs folder but when I tried to view the model in game it simply crashes as it's about to load in the model. I've tried doing things over thinking maybe I made a mistake but it still hasn't worked and I've come to the conclusion I must be doing something wrong that I'm not aware of or missing a crucial step in the process. As I said unfortunately nobody has seemed to ever guide people on how to edit textures for weapons so the only guide I could kind of follow was Mathcat's which was for armor/outfits. As a test I even tried taking Mathcat's wo dao mod they put onto gamebanana and tried remaking the texture myself to see if I could get it to work and yet again it crashed. The main difference between my files I've created and Mathcat's are the file sizes themselves. Mine are about half the size of theirs and that's my only real lead right now onto what may be going wrong. I figured I'd try reaching out here as I've seen you responding to other people quite frequently lately and know you've been involved in this community for a long time. I appreciate any insight you may be able to offer me as well as really appreciate you going through the effort to continue supporting paragon and this modding scene. I only just got into it around 5 months ago but your tool has made this so much fun for me to mess around with and I've been working hard on making a full fledged mod for this game. So thank you again for your hard work and the rest of the team who has helped shape paragon in any way.
 

StairFacts

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Does anyone know how to apply an animation set from one weapon to another weapon type? Specifically, I am looking to use the Dark Flier's lance animations and apply them to the animation used when wielding swords as a Dark Flier. I can get the class to use swords, but they use the default Mercenary animations, and the pegasus clips through the character's model.
 

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