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Found 210 results

  1. I've been writing on and off for a while, but between a relatively recent replay of Echoes and a less-recent replaying of GotHW, I came up with a Crossover story centered around Sigurd surviving Belhalla in a modern AU where he finds himself barred from contacting anyone he ever knew. While I'll try to update it here first from here on, here's the first chapter of Little Chalphy (link leads to AO3, so warning if your Job/School forbids access to it). Any feedback is welcome here. While I've been translating documentation and whatnot for a long time, it was only up until a few years ago that I gained enough confidence to start writing fiction in English, so any daft bits you find that sound odd/goofy/out of place to you, do not hesitate to let me know. Good day to you all and thanks in advance.
  2. does Valkyrie get passed down if broken
  3. so finn was on the other side of chapter 3 than bridigid and now they are lovers what happened
  4. excuse the pretentious topic title, I'd like to go ahead and share some stuff for FE4 that everyone might not have access to or find all that easily fe4hackdocs first thing is twilkitri's old data, useful for learning some of the basics and has some things like dialogue coding that may be important to have, most of it is handled by nightmare these days but some isn't I also added the codes for using menu text https://www.dropbox.com/s/7n7j40012uyg7s7/fe4hackdocs.ZIP?dl=1 FE4MAP the japanese map editor, I 'translated' the necessary stuff (not much to translate but still looks better) google translate can help you if you want to check out the readme, but if you need some help with the program lemme know the important thing is that once you save a map, drag the map file you saved onto 'encofe4.exe' in order to compress it, then insert it to the ROM https://www.dropbox.com/s/er1qwe17u0t5z8g/FE4MAPv8.zip?dl=1 Note: FE4MAP makes the army editor nearly obsolete, use the appropriate editor in the program instead New Nightmare Modules more things to make your life easier Hair Color Editor edits the hair colors for battle animations, they're stored specially since IS was too lazy to make custom palettes for every character Triangle Attack Editor self-explanatory, there are three possible combinations Children Definition is this where children are born? I dunno, haven't played with it or anything, but hopefully it will act how I want it to later on Battle Sprite Editor just modified the defining bytes so it's better to customize Custom Battle Palette Editor provides a custom palette to any character with the matching class Class/Item Name Editor well there was a character one why not these too for huge convenience Magic Animation Editor just copy-pasted it from the FE5 one pretty much Chapter Music Editor the second one is for when chapters start from a save I didn't finish collecting all the phase data but it should be easy enough to figure out for anyone else (if you needed to) Skill Table Editors this new set of editors will allow you to assign any skill you want to the skill lists available for characters, classes, or items, the class one especially important due to the lack of skills you can give them it's pretty much for replacing all those unused and/or unneeded skills in the lists to use it, you designate a skill to a certain flag, which you then are able to use said flags in the other editors Shield Sprite Editor and Shield Definition Editor these will change the shields used by the various knightly classes, allowing for more customization you can give a certain shield of a certain color to a certain character using a certain class, which is pretty great - another note, relating to map sprites and shield sprites: if you use and customize the map sprite editor, the pointers for them are at $3825E I believe - this applies to both the map sprite and shield definition/sprite editor too: when pointing to a certain class, it will read from each class in the list until it reaches a character(shields) or gender(map sprites) that reads FF, then it moves to the next pointer - this is why when making someone not sigurd or celice into a lord knight, they look like a duke knight because duke knights come right after; since only the lords are lord knights, and their sprites are specified by character, there's no need to give them gender or an 'end list' code Item Sprite Editor this'll allow you to change the battle animation sprite and palette designations for items, giving you more customization on a side note, if you'd like to insert your own graphics like I have, the tile pointer table starts at $198A1F Battle Music Editor lets you change the music used during battle, though you can only use other music allowed for battle, mostly just useful after using the FE5 music patch Chapter Intro Music Editor changes the music that plays when a chapter loads and shows the name, right after the world map screen Skill Icon Display this set of modules is simply for changing which skill graphics are displayed for each skill with this you can give icons to 'hidden' skills such as canto, recover, etc I did this myself for those two and also some new skills in my hack so that none of the graphics get wasted Holy Weapon Flash Editor + Modified modifies the items that have the special weapon flash; there is a patch available that modifies the data to allow more entries, which you should then use the (Modified) version of the editor Magic Animation Pointer Editor advanced reference module for magic editing, don't be too concerned about it Broken Weapon Editor allows you to modify the broken weapon for every combination of weapon and rank; HOWEVER dark uses the same entry as light does, unless you change the pointers just before the data at 7E4DC - 7E4EF Battle Positions Editor changes how the characters appear in battle; like you know how ranged swords have them start at a distance, and long range tomes/ballistae start with one character invisible and they're both in the center of the screen? use this to change that stuff modules download: (overwrite the folders of the original nightmare package) last updated: Apr 9, 2017 https://www.dropbox.com/s/ctf0wshigwnkpqc/lamianightmare.zip?dl=1 other stuff Portrait Tutorial Magic Animation Tutorial link to some more tools in this topic: https://serenesforest.net/forums/index.php?/topic/39603-lamias-fe4-stuff/&do=findComment&comment=2775837 anyway that'll do for now, I'd like to think I'm pretty versed in FE4 if anyone wants to ask whatever, or not, I know noone cares about FE4
  5. does the valkerie staff reset love because ayra is unable to be saved
  6. ok so I am trying to get lex x ayra going. I heard about the jealousy system and looked it up. does it work if the one in the line jealousy is already married like ethlyn?
  7. I said I was going to make this thread like a year ago, but it had completely slipped my mind, and I had set out on looking into FE9, getting burned out, and then getting everything back together again to actually make things happen. In any case, here's the link to the repo for Yune. Link The downloads can be found in the releases section, with the latest release being v0.9.0. The readme also goes over how all of the options work and what they do. As the randomizer is written in Java, the only requirement is that you need a somewhat recent JRE installed to be able to run the randomizer. It has been compiled for Windows (32-bit or 64-bit), MacOS, and Linux (GTK). Supported titles: Fire Emblem 4: Genealogy of the Holy War - Requires JP ROM (headered or unheadered) or Pre-patched ROM with Project Naga translation patch. Fire Emblem 6: Binding Blade - Requires JP ROM or Pre-patched ROM with the Redux translation patch. Fire Emblem 7: Blazing Sword - Requires US ROM Fire Emblem 8: Sacred Stones - Requires US ROM Fire Emblem 9: Path of Radiance - Requires US ISO (Note that there is a good chance of an out of memory error when using a 32-bit JRE for FE9 randomization). I trust FE4 and the GBAFEs to be fairly stable, but FE9 is a bit shaky (and likely quite buggy, if you enable too many options that I haven't had the chance to test simultaneously), because it's not quite up to the standard I would have liked for it to be. I'm still trying to figure a lot of things out for how FE9 actually works and the next step is one that will likely take a long time because it involves chapter scripting. Rather than hold it for that long, I'd rather have people able to test it and start finding bugs that need to be addressed, as well as solicit information if anybody has anything that might help with FE9 quirks. Those bugs could also help give me other ideas on how FE9 might actually work under the covers. Please file any bugs you find in the GitHub repository directly in the Issues section so that I can track them, alongside any suggestions that could help me improve Yune. EDIT: 0.9.1 is now available. Changelog:
  8. 1. the critical skill gives 15+skill% percent chance to preform a critical 2. noish has adept instead of accost 3. arden has a new skill (leave suggestions) 4. armors and mages have +1 move 5. fire tomes have 6 extra might and deal effective damage against armors and mounted units (so it makes since that alvis beat sigurd) 6. nihil negates all skills and effective attacks (thank god pavis in not has annoying) 7. non sword or infantry units can use luna. solar and astra 8. reclasing costs a lot of gold 9. thunder tomes have -5 weight and give the critical skill 10.axes have there weight reduced by 7 11 lances have -5 weight 12. heros have b axes and get weight -3 13. master knight have a light and a dark 14. nihil and vantage rings 15. sigurd has aether 16. tiltyu joins at 10th level and has better bases 17. non boss enemies have personal skills 18.more bonus scenes depending on your rank 19. olwen because Reinhardt is to popular 20. hard mode because fe 4 is easy 21. jamke has bow range +4 22. midir has bowrange +1 23. brigid has bow range + 6 24. princes can use lances 25. aidean has bow range +3 and miracle 26. the sons inherit there fathers hair color where has the daughters hair color is of there mothers 27. you can buy hair dyes at castles 28. female seliph ( with sliver hair and staff utility but worse stats) 29. no incest pairings corpell should never be able to use the valkire staff 30. a alternate ending if you input the konami code where Sigurd doges alvis attack and lands a tyrfang critical 31. that boss that reks midir actually has the critical skill 32. Claude meets Claude secret event ( you must turn your switch upside down near a tree in chapter 5) 33.wind magic has +2 might and is effective against fliers 34. aura has 1 weight 35. you get a light tome in chapter 4 36. comedy mode where the entire tone of the game changes to that of a parody 37. villages on hard give half as much money 38. more civilians to save 39. more Easter egg chacters in the arena 40. diedres stuff is moved to pawnsho[ 41. you always get the nosfratu tome in chapter 6
  9. Hi The past 2 days i have been reading a lot about FE4 hacking this and while i can now customize the game with nightmare tools That is not enough for me, for example i'd like to add new weapons and give it bonus stat Thats all, thanks
  10. -------------------------------------- Link to translation on tumblr Link to translation Google Doc, Book 1 - Google Doc, Book 2 - Images and Art -------------------------------------- EVEN IF YOU HAVE PLAYED THE GAMES AND DO NOT WANT TO READ THIS ENTIRE THING: I still highly recommend reading from the prologue, to Chapter 3. These early parts address backstory that was not fully fleshed out in the games, including: 1) Loptous' meeting with Galle, 2) the story of the 12 Crusaders, 3) Arvis' childhood, and 4) the attack on Darna. Follow me on tumblr, or twitter, for new translations the moment I finish them! I also do FE game localization vs. Japanese translations and analysis posts, so follow if you are interested in those as well! -------------------------------------- Links to FE5 novel translation, for those who haven't found it yet: Book 1 - Book 2 - Images and Art -------------------------------------- Howdy, everyone! Now that I have finished my translation of one of the FE5 novels (aside from minor edits, like updating to fit the new Project Exile naming standards), and the results of my "which should I translate next" poll are out, I have started work on one of the FE4 novels! It claimed 1/4 of the votes, even with other FE4 book options on the poll! Whoa! We as a fandom are really into Jugdral right now! FE4 is my favorite video game of all time, and I could not be more excited to translate this novel and share this retelling of the story with you all. I've currently translated up to Chapter 1 Part 1. Be sure to follow me at the links above for immediate updates! Of course I'll post here as well, but I mostly use tumblr and twitter, so those will get updated first.
  11. Which mainline Fire Emblem game do you feel hard the hardest soldiers and why?
  12. doing my first playthrough of fe4 and currently halfway through chapter 3. was wondering of some general things to keep in mind while playing through the rest of the game.
  13. Continuation of the FE4 manga will be on this thread, but please refer to the other FE4 manga thread for Holsety Scans' work for the first five volumes and first two chapters of volume six. Holsety Scans and Fala Scans are composed entirely of different people, and we therefore take no credit for the work they put into their scans/translations. All credit for their contributions goes strictly to them (I've had confusion in the past where we mistaken for also being the old team by people new to the manga). Chapters hosted on Mega. Click "Download through your browser". Anything without an updated date on it prior to volume eight may still be in in need of editing! Update: 1/31/2020: We have not dropped this project. We are currently recruiting translators and redrawers/cleaners! Note: I am aware links aren't working at this time. Please be patient while this is fixed. I am aware of the reason this occurred and working to fix it. However, as of this time I may need to figure something out for volume eleven, as I do not have access to my desktop which is apparently the only place I currently have the finished files for all completed chapters in that volume (my desktop likely has dying hardware components, so the only way to get to those files would be to access my hard drive). To clarify what happened, because I have not been able to get onto the Mega account that held these files for an extended period of time, the data on the account was deleted by the website. This affected all the links below, and it'll take a little doing but I can get volumes six through ten back up as I have multiple backups of the work. For volume eleven, I may need to temporarily grab them off a manga hosting website because right now I have no access to the completed versions of any of those chapters. This may affect the overall quality of the chapters, but as soon as I have the originals back (if I can get them back), I'll put them back up. Thank you all for your patience throughout all of this trouble the past year! This may also mean in the future that another means of hosting these chapters will be necessary, as Mega will eventually delete the data on the account if I stop logging in for an extended period of time. Someday I may have reason to stop logging into the account, such as all our active projects being completed or the team being on break once the major projects are completed, and the account will be deemed inactive. I will try to eventually find another solution, but Mega is still fine at this time. When things change if they do, I'll let you guys know. Volume 6 back up. Note: if there is not an update date beside the chapter, it has not undergone thorough changes since the date it was released or since the dates listed in the bulk updates section. This means they mean be updated at a later time. These updates are for a variety of things such as to fix the color levels, to fix the typesetting, page rotation, if there's been any translation change (which can range from something as small as an sfx to a major change, but any major changes will be noted in a new post), etc. An update date beside a chapter signifies I've done several of these in one update or heavily so on one or two, or I've looked them over and determined the current edits from previous edits are suitable enough for me to move on to the next chapter). This being the team's first collective major project, we've changed how we manage levels, typesetting, etc since we began. To keep the older chapters as up to date as possible, I eventually go through and edit them. We will not redo entire chapters, so some will still have a different look to them (such as chapter 38, for example), but I will update them as best I can. Volume six: Volume seven: Volume eight: Volume nine: Volume ten: Chapter 58 Chapter 59 Chapter 60 Chapter 61 Chapter 62 Volume 10 Complete Volume eleven: Chapter 63 Chapter 64 Chapter 65 Chapter 66 Chapter 67 will be next and conclude this volume. JD's edited versions: Text positioning/size and minor grammar error edits were done to volume six on 12/21/15. Major edits done for volumes six through nine (chapter 53) on 9/2/2016. NOTE: Some of these changes may or may not be gone due to an incident regarding Mega. This means it's possible the versions I have available at this time (as I cannot access the files on my desktop at this time dated 11/26/2019) are not the final versions. Pages may also be missing from various chapters in the versions I have, which means I will have to either relocate the pages in my backups somewhere or redo them. Until that is done, the specific chapters missing any pages will not be reuploaded. Major leveling and typesetting edits will be done to all volumes where needed later on. Chapters 38-40 edited. Note about edits: Unless the rotation of a page is really bad, it won't be fixed in the earlier volumes we've done. Unfortunately to rotate, it means I have to either redo the typesetting from the blank version, or I can rotate the typesetted version and it will reduce the text's quality and settle it in more as just part of the page and not a separate layer of text (it will look more blurry, and I've had a few minor instances where I noticed the rotation was off after typesetting and did rotate it anyway, but I rarely do that). - "I prefer reading the manga on manga websites instead of from zipped files. What do I suggest I use?" MangaDex is the closest thing we have to an affiliation. The chapters were posted up to chapter 64 before I was told about the site by a staff member, and I will be able to edit them as needed there as I have access to it as the team head. MangaHere.co seems to have fixed its issue with skipped chapters. - Other information: Current team members are: Jugdral Defender (scanner, cleaner, typesetter), ChildofDain (cleaner/redrawer), LeifOfLeonsterTranslations (translator). Some other helpers may have put in some work for cleaning despite not being team members. They will be credited in the chapters they helped on. ChildofDain can be found on Tumblr under the same name, as can I. You'll probably notice some blurry edge lines. That's because I did not (and will not) debind my books. We do our best to make it look nice without working with separated pages. Volumes one through six are also very thick volumes, so spine blurs will not be quite so defined as of volume seven and onward. Lastly, please feel free to notify us of any errors (typos, possible missed words, etc.). We'll fix them as soon as possible after hearing about them. Enjoy your share of FE4 pain and all the pain to come!
  14. Hello Again everyone, since now my last LP/Challenge Run is over, I decided to take a break between games in order to not get frustrated and leave everything on the floor (Especially since the 3rd can be rage inducing if not careful). So instead I decided to do an side-series, which is.... Yeah, I'm going to start playing these babies randomized to see if things get too hectic (spoiler: they got really stupid as soon as the prologue). Since I'm using one of the best utility programs out there (Yune is a fantastic thing), here are the settings I choose: Growths & Bases: Going here full random since I want units really different from the original cast (especially when it comes to parenting). Assign Holy Blood: I like this mechanics, so I went full yolo and gave everyone holy blood to see if wild things happen later down the line while also messing up the bonuses for more options later down the line Skills: This is really important because I want actual options when it comes to choose pairings, so everyone has the same chances to get really wacky stuff (outside of pursuit with a really nice 50% chance per skill roll). I turn off Charge, Renewal, Paragon and Bargain because those are either too useful, powerful or an actual nuisance to deal with (I'm looking at you charge). Classes: Everyone's outside of dancers is in the blender so of course there's a good chance I need to deal with Julius without Narga. Children Options: Since the 2nd Generation will have it easy with all the inheritance I decided to have them randomized too in order to reduce my advantage (this option just only check if the kid have a weapon that share his parent, so people with a parent in the master knight class can be whatever). Holy Blood: I went shuffle because getting the same holy weapons is a bummer (Also, the legendary weapons have random bonuses so that's a thing to watch out too). Shops/Conversation Gifts: I went ahead and tailor that depending of the party since I want to actually beat this game. Enemies Table: Everything is randomized, so I can be ambushed by the whole church or assault a kingdom of princesses at the drop of a hat, so be prepared for some weird stuff. Promotions: Everyone can be anything, so expect shit like Noish tossing his horse in order to ride a dragon or Fury chopping her ride's wing since she has nausea. Buff Enemies: 50% growths for every enemies and a 25% chance for each enemy to spawn something outright painful....I'm feeling good about this one (Famous Last Words - 2019). Forced Holy Weapon: I hope I don't get something as dumb as Thorhammer frying my team as soon as CH2 pops in. I went against randomized the rings just because I don't want something as dumb as having two bargain/pursuit rings to abuse. With these out of the way, let's start our journey into the alternate Jugdral: Prologue, Part 1 - Jungby
  15. Just gonna make one thread about all of my questions, including future ones, because boy I have a lot of them😐 1-Changing the items you get from talk events Ex: changing the Silver Sword Alvis gives to Sigurd to something else. 2-Battle animation pallettes. I can't find a clear way of changing the unique pallettes. You don't have to answer both questions. Anything helps!
  16. I am pretty sure we are either getting a fe6 remake due to the fact the team has shown interest in remaking it. Whatever game comes out next tho I want some connection to three houses s i am a big fan for connecting the game's lorewise.
  17. so I started playing fe4 today and am having the same problem and the only thing I could find even relating to my problem after an hour of google searches was this really old thread. I am using the snesx9 emulator and the A and B buttons are mapped to the z and x keys on my keyboard respectively. so I can't exit the shops nor use anything in town because the a and b buttons don't work once I enter a store or the arena. The arrow keys work, but that's it. Please help and thank you ❤️
  18. hi folks, I'm gonna teach you how to insert portraits into FE4 so here's a step by step guide, pay attention class 1. First thing you need is a portrait, and the size of Jugdral saga portraits are 48x64. For this tutorial I'll use a picture of my furry kitten OC, Lamia. EDIT: Consult this post later on in this topic about a palette fix required for portraits as a very important first step: http://serenesforest.net/forums/index.php?showtopic=43520#entry2683698 2. In order to format it correctly for insertion and to make the mouth movement accurate, this is what it needs to look like: It's much the same as GBA portrait insertion, although that's automated now Here's a guideline to where the mouth is replaced: Follow these above examples in order to prepare it for inserting. Once you have it correctly set up, save the portrait as a .BMP image type, as a later step requires it. 3. Download this makeshift ROM file (don't worry it's not an actual game, just a placeholder thing to help portrait setup): https://dl.dropboxusercontent.com/s/9r4dvohoqwzbjk1/smcbase.smc?token_hash=AAGenK6zDLmUbVNrYWDqPMg6bHUwmIaecnQOHBJDPsPg_Q&dl=1 The above ROM is set to be just the right size to fit your portrait. Grab your favorite SNES graphics editor (YY-CHR, Tile Layer Pro, etcetera) and check for the Import Bitmap feature, choosing your portrait. The editor should be set to SNES, 4BPP. Once it's in, make sure you actually DO have 16 colors, and that the FIRST color in the palette is the background (black in this image). Don't worry about correcting the colors in the editor, since you'll need to adjust the palette of it in the ROM itself. If all 16 colors are registered but the background is using the wrong color (this happens to me in TLP), save it as an SMC and use YY-CHR's color-swapper tool for a quick fix. If you have trouble getting all 16 colors in (like, one or two are missing) then convert the BMP to a 16-color format with something like a GIF editor/animator like GIF Movie Gear. It will save BMP files to the minimum amount of colors, while preserving said colors unlike MSPaint. Once you have it set up, save your portrait as an SMC file (SNES ROM). This will make it ready to compress. 4. Speaking of the compressor, this is what you need: https://dl.dropboxusercontent.com/s/trx0vq6r6uca8zd/FEcompress.zip?token_hash=AAH8jd_A-CkoM87zZqMwSW5O9xow7-mxmnCY0vTK1FEV4w&dl=1 Contained within is a compressor for FE4 (and also FE3 but I don't have data on that) along with a readme. You don't need to have your portrait in the same folder as the program. If you have your SMC file of your portrait ready, all you have to do is drag your portrait's ROM onto the 'old' or 'new' FE4 compressor. I think the only difference really is that the newer one uses slightly less space, but I kept both of them in the zip in case of errors and whatnot. This will create a yourrom.BIN in the same folder as the file you dragged onto it. This BIN contains your compressed portrait data. 5. Refer to this data I stole from the FE4Binary collection: https://dl.dropboxusercontent.com/s/pcqetrlp75bz299/portraitaddresses.txt This contains all of the addresses of portrait data in the (headered) ROM. The numbers counting up are the reference, which is then used in the Portrait Pointer Editor in Nightmare. 00 is Sigurd, for example. The first address is the location of the compressed data. Sigurd's portrait is at A67B5. Now, open your portrait's BIN file in your hex editor of choice and copy all of the data. Find a portrait you want to replace (Sigurd in this guide), make sure you don't overwrite the next portrait, and replace one portrait's data with your own. Now, save the ROM, and open it up in your emulator to check if it loaded properly. 6. If you're successful, now's the time to change the palette. The second number in the portrait data list is the palette; Sigurd's is at CAA00. With this, all you have to do is figure out what is colored by what, and change it to the appropriate 256-color byte pair. Each single color uses 2 bytes. I personally use GBA Color Picker in order to match the colors as close as I can. To make a certain color in the palette more visible, I recommend setting one color to FF00, which turns it into a bright red, making it way easier to detect and find out what color it needs to be. Additionally, make sure that when adding your colors, the two bytes are switched around in the ROM. 7. After toiling around with that, along with all the testing and reloading, you should slowly see your portrait come to life within the game itself. 8. Eureka! Enjoy your inserted portrait.
  19. Hey there. One quick question. I'm trying to use HxD hex editor to insert custom portraits to FE4, but I just wanted to know where the data I copy from the bin folder is supposed to go after copying it.
  20. 1 year later note: YUNE does FE4 randomizing better these days. Don't go using this one. Over Christmas, i decided I wanted to make a proper FE4 randomizer as opposed to the crappy one I had made and posted to Reddit last summer. Now I have completed a playthrough of it to find and fix all the bugs I could find, and then fixed some more bugs with the help of some people on Reddit, I thought people over here would like it as well. So here we have it: Jespoke's FE4 Randomizer 2.1! And here is a link to the source code: https://github.com/jespoketheepic/JespokesFE4randomizer Randomize options: Classes Promotions Base Stats Growth Rates Skills Holy Blood Holy Blood Growth Bonuses Holy Weapon Bonuses Weapons: Might, Hit, Weight Other things: Various weapons are shuffled around and edited to match the randomized classes. Sword skills can be used and inherited by anyone, and holy weapons can be sold and bought. There is an option to nerf your own units' growth rates, in case you want to go ham on the OP options. There is an option to slightly rebalance weapons A few small things are edited to stop anything from breaking. If you run into anything weird, please tell me so I can try to fix it. The randomizer is made to work with both headered and unheadered roms, with or without the Project Naga translation patch. I want to thank the people in Lamia's FE4 stuff for finding/compiling a lot of the locations in the rom to edit to get everything to work, as well as the FE Binary people who made the Sword Skills patch. Please leave any feedback, suggestions, and fun results you may have ~ Updates: Update 2.1.2: Fixed an issue that came up when using high difficulty settings without randomizing growths. Added 2 new options for Holy Blood allocation: 33% Major 66% Minor, and 4 Minors. Update 2.1.3: Closed the loop created by 2.1.2 Update 2.1.4: Fixed the 2.1.2 problem (hopefully completely this time) The option to have Holy Blood not give growths is now actually considered a valid input. Added some stuff to make issues that get the randomizer stuck easier to pinpoint. Update 2.1.5: Fixed Pursuit rates not being as advertised. Added option to give you a guaranteed Troubadour if you want. Update 2.1.6: Kids and their substitutes now have the same classes, which means substitutes will no longer join with weapons they can't use. The guaranteed healer option now also gives you a guaranteed cleric in the second generation. Fixed the Seliph Holy Blood randomizing function doing exactly the opposite of what it was intended to, which could freeze the randomizer. Update 2.1.7: Tine, Lene, and Nanna now match with their own substitutes, instead of those of each other. That also fixes another problem introduced by the switcheroo, that caused saves to not load and the boss of the prologue to act weird.
  21. Does anyone know how to remove the weapon triangle from FE4 and FE5? If possible, through Nightmare or hex editing, because those are the only manners of editing that I know of. Thank you for reading!
  22. i just want to now what people think of dew . i think he's bad because after chapter 1 there are a lot of swords and lances
  23. I wanted to try my first playthrough of FE4 with hard mode AI. Much appreciated if someone could send me their .srm, thanks!
  24. I figured I'd start one of these. RULES: 1. Please choose your character before joining! If you're choosing a character that doesn't have a specific father in Genealogy, specify the father before joining. Sibling pairs will share fathers, so if you want to join a sibling pair with someone who chose the other sibling, take note of the father. And try using the officially translated names, as listed below! 2. Only one character per person. That way, everyone has a chance to choose a character. Also, substitutes won't be allowed unless the person they substitute is already taken by someone else. 3. Each reply has to be one paragraph long. I don't want anything more. 4. Make it specific when you're speaking out of roleplay. 5. No godmodding or anything, obviously. 6. Now, we can mix with FE5 if you want, such as adding in FE5 exclusives. Though this is mainly an FE4 thread, if you want to portray an FE5 character, well, I'll be the one to decide if that character joins the roleplay, mostly so that FE5 doesn't run over FE4. 7. No drama, please. If you find yourself starting to hate one of the other roleplayers, just kindly block and leave! 8. If you have to leave the roleplay for any reason, please say so! That way, I can open up the character for someone else. This list of rules is flexible, but please try to follow them as best you can! If I need to add more rules, then I will. Now, for the list of characters. Seliph Lester, Lana (Father: Undecided) Ulster, Larcei (Father: Undecided) Oifey Diarmuid, Nanna (Father: Undecided) Julia Ced, Fee (Father: Undecided) Arthur, Tine (Father: Undecided) Iuchar, Iucharba Shannan Febail, Patty (Father: Dew) Febail: not elite Altena, Leif Finn: Dayni Ares Lene, Coirpre (Father: Undecided) Hannibal
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