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thane98

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Everything posted by thane98

  1. If you're running with Luma game patching, you shouldn't overwrite anything. You would put the m and data folders in that directory. So the end result is /luma/titles/00040000000A0500/romfs/data and /luma/titles/00040000000A0500/romfs/m
  2. A couple questions: What version of the game are you running? What path are you putting the mod files in on your SD card? For the NA version, you should put the files in /luma/titles/00040000000A0500/romfs/
  3. Limited uses for weapons is actually a code change - uses don’t apply outside of staves in the base game. TildeHat implemented this for the shadow dragon remake, but I don’t know if the code is available for others to use.
  4. The full release for the new randomizer is now live! Direct download link for beta 1: https://github.com/thane98/ignis/releases/download/beta-1/Ignis-Beta-1.7z See the "Usage" section on GitHub for directions: https://github.com/thane98/ignis
  5. Hey everyone, Stepping in to say this project isn't completely dead yet. The original randomizer definitely is, but a rewritten, feature-complete FE14 randomizer is available here: https://github.com/thane98/ignis/ Only blockers for full release are playtesting and some small fixes. Otherwise, Ignis should be easier to use than the original, produce better results, and give you a more stable playthrough. I plan to wrap these up over the next week. Once I'm done with these pieces, I'll do a proper release, update the main post, etc. Sorry for the lack of updates on this project.
  6. Thanks for the crash dump. Will add this to my TODO list.
  7. Random errors like this are tougher to pin down, but I can try looking at where this crashed in the game’s code later today.
  8. Thanks for the report - I think I know what’s causing this, so I will have a fix for it in the next release. For now you can get around it by deleting the files in data/landscape in your output folder (I think). You only need to delete the one for the broken chapter, but can always get rid of the others as well if you aren’t editing landscape.
  9. Late to this, but here's a release which will use an absolute path for the backup and log where it's saving: https://github.com/thane98/paragon/releases/tag/Rewrite-Alpha-1-8 If you're still seeing issues, chances are wherever Paragon's trying to write is marked as read only.
  10. I see - either way Paragon is trying to write to something it can’t. I’ll post a release later today with some adjustments to either fix your issue or at least give some more info on what went wrong.
  11. This is a permissions error, so chances are your project/output folder is in some place that requires administrator permissions. Can fix it by either using an output folder that doesn’t require these permissions or running Paragon as administrator. I’d suggest using a different output folder.
  12. New version is available from the download link in the main post. Change log: Added an editor for FE14 field files (field/ and GameData/Field/) Added a multi for asset files. Added a widget for validating a file path. (Ex. Determine whether or not a portrait file is valid). Multiple destinations can be chosen with advanced copy Copying will not overwrite the destination's ID. (Ex. Copying from Felicia to Rinkah will not change Rinkah's character ID)
  13. Above post has it right - 3DSFE doesn't use palettes anywhere. The files under the asset folder in the ROM tell the game how to build a character from a set of models, textures, etc. It's not difficult to edit these with Paragon:
  14. Nothing's guaranteed when making changes with an existing save unfortunately. Reordering tables, supports, deployment slots, etc are especially bad for this.
  15. A006, B006, and C006 don't organize their data like other chapters, so they require Paragon to look in two locations to find chapter data. As long as characters show up in the "Map" and "Chapter Characters" tabs, nothing is wrong here. For Felicia showing up as a Troubadour, that's an interesting issue - nobody's reported something like this before. I will look into it, but as a sanity check I would make sure Felicia isn't set to Troubadour in your project. The dropdowns change items when you scroll over them, so something like that could trigger an unexpected change (already have a task to make this optional in my TODO list).
  16. Definitely possible, but I wouldn't consider it a beginner project. The only global data for Candace is as a capturable unit. You would want to make a new Candace in the character editor with a unique PID. Characters have a "parent" field that you would need to change. There's also parent ID and child ID. Not sure what these do to be honest, but you should set them as well. Chapters have a "Married Character" unlock condition that would need to be changed. You should also adjust chapter spawns so that the new "child" character shows up instead of the original. You can also change chapter dialogue, but that might take a while. Some chapters may also mention a character in the script, so you should replace any references to the original child's PID in Exalt. Hair colors are also an issue - it's not something I've messed with before. To make Scarlet's hair change depending on the mother, you would probably need to recolor her hair to the same gray color used for second gen units. I'm not sure if you need to do something similar for model textures. FEAT can handle extracting portrait arcs, replacing textures, etc. That's what I can think of off the top of my head. There's may be more steps to this that I'm forgetting. Adding a new character is easy, but moving characters between generations is more complicated.
  17. FEAT isn't actually my app, so all I can only give advice. I suggest using the fork I linked in my post (the exe should have a Velouria icon) and holding CTRL when you drag the *.bin file over the window.
  18. Paragon is a toolkit for editing FE13-FE15. It includes editors for things like characters, chapters, items, etc. as well as a dialogue editor/simulator. Everything is built on top of a module system similar to Nightmare, so you can also build your own editors or change the UI without touching code. The editing process for Paragon is a lot simpler than its predecessors. Just give it your extracted romfs and a place to save changes - it will figure out the rest. For more information, see the GitHub repo: https://github.com/thane98/paragon Download links for MacOS and Windows available here: https://github.com/thane98/paragon/releases While Paragon should cover everything at some point, it's currently missing ways to edit sounds, scripts, and assets. I recommend the following tools for these use cases: BCSAR View, an editor for 3DS sound archives - https://github.com/thane98/BCSAR-View Exalt, a script/cmb compiler and decompiler for 3DSFE - https://github.com/thane98/Exalt FEAT, a 3DSFE file extraction and packing tool - https://github.com/VelouriasMoon/FEAT
  19. Which version of FEAT are you using? There are several forks (Velouria fork is the newest one). For the Velouria fork, you need to hold CTRL when you drag the file over to recompress.
  20. With the way the randomizer works, a save wouldn't work. The only way to get the effects in game is to play using randomized ROM files.
  21. Use FEAT for decompressing, it's much more reliable than Batch-LZ77 for that kind of stuff. It's a shameless plug, but if you want to edit Fates' files, you could always use FEFEditor. The version of Nightmare that comes with it will automatically decompress/recompress .lz files for you, so you wouldn't even need FEAT or Batch-LZ77 for modifying GameData.bin.lz.
  22. Just in case anyone's wondering, the randomizer isn't dead. I'm currently in the middle of rewriting everything from the ground up to make randomizing your game a lot less painful. With the new version, all you have to do is extract your romfs and select the directory in the randomizer - the program will handle the rest. No decompressing and compressing files with FEAT, no creating a separate patch folder beforehand. The rewrite's also bringing a lot of additional features and customization. As far as new features go, the program can now randomize chest items and the player's starting class. You can choose which characters, classes, skills, and items are included in the pool. To top it all off, I'm addressing some shortcomings of the original version of the randomizer. Bitflags are now patched so that the royals' replacements can wield the divine weapons and activate dragon veins. I'm attempting to address all of the reported bugs and crashes, though I'm not sure about how many of those I can fix since most of them are because of the game being picky with setups on certain maps. There's also a good chance for the randomizer to get Awakening support as well. Most of the code for editing Awakening's files is done, so it's just a matter of creating the randomizer itself and making sure that a randomized Awakening can be played without crashing every chapter. SoV support may come in the future, but I'm still not sure how I want to deal with changing the join order and fully-voiced dialogue. If you want to follow the progress on the next rendition of the randomizer, the code can be found on github.
  23. The Luma wiki has a small tutorial on game patching. Look for where it mentions LayeredFS. Basically, you just make a folder in the luma folder on your SD card and put the modified files there. If game patching is on, Luma will automatically patch your game when you start it up. No running NTR before starting Fates, no crashes when trying to switch games.
  24. Try using Luma's game patching feature instead of NTR's. I haven't updated the main post for it, but Luma's the preferred way to run 3DS ROM hacks now.
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