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Found 18 results

  1. Hello guys, I'm trying for years to create my own Fire emblem. (I am like you a huge fan). I've recently discovered a program called "FEBuilder GBA". This one seems to be very nice and got a lot of options. But I don't really know how to use it... I've watched some tuto videos but I've done some mistake and my ROM is not playable anymore. So if someone can be nice and explain me how to use it that would be verryyyyy coool (or with an other software too). I already create some maps, animations, etc... I have a question too about animations. Do you know if it's possible to get somewhere the new animations from fire emblem immortal sword rom hack ? Thank you in advance to any one who may be able to give me some ideas or help. smootybear.
  2. xXMrMooMoo

    FE8 Modding

    Hi, I'm new to forums so I hope this is in the right spot and stuff. Anyway, I'm just getting into FE8 modding and specifically the Battle Palette modding. I want to change the way a necromancer looks in battle and his sprite and all that. I've checked around google and I couldn't find anything so I figured that I could post a topic somewhere. Can anyone direct me to a Battle Palette Reference Nightmare Module that contains a battle palette for a necromancer? or does that not exist. Thanks :D
  3. Hi everyone, I'm currently working adding Assassins as a Thief promotion for my own FE6 playthrough. It's going well so far, but there's one issue I've run into that I can't seem to find a solution elsewhere for. The Assassin classes (male and female) are replacing the unused female Cavalier and female Paladin classes, and they seem to be using the promotion bonuses of those unused classes. I'd like to change them if possible, but the FE6 version of the Class Editor module for Nightmare doesn't seem to be able to change Promotion Bonuses, unlike its FE7 and 8 counterparts. Can anyone offer a solution?
  4. So, I have been hit with the idea of tweaking FE8 a bit, just a bit, I can do 90% of the tweaks myself, but there is one that mystifies me. The Bishops "slaying" "slayer" ability, that turns any weapon in their hands into an anti monster weapon. I am looking through nighmare's available data and the ability seems to be missing. Which values is it? And in which of the four ability categories is it? I want to give this ability to the valkyries.
  5. Hello there. Two quick questions: - is threre a way to alter the look of the world map in fe4? - is there a way to make enemy retake castles instead of just destroying them?
  6. I've been trying to get a custom map/event to work in Fire Emblem 7, but after turn 1 (Meaning both allies and enemies have all finished their first actions) The game reloads and starts up the opening cut scene, with the "Nintendo 2003" text and such. Resuming the chapter automatically brings me back to the starting sequence as well. I can load the map with the same events as the prologue, just with the map different, and it works fine. However, if I load the custom event on to the map, it only works for a single turn. Here's the event I wrote. Nothing too complicated, just made for a really simple test event to make sure I know what I'm doing before I start anything long-term:
  7. okay so in my FE7 randomized playthrough, i ran into a rather bad issue. When i beat chapter 15, and i did with a green solider alive to give me the option to go to chapter 16x, I would- upon getting the option, have either yes or no. Now this is normal but it would become a black screen forever. any thoughts and tips on how to fix this? thank you for reading this if you have. i think the only thing that could have lead to this glitch could possibly be that Lucious became dart and it messed up, but i find that highly unlikely to be the cause of the glitch I have learned that even if i try to suspend the game, then it goes to a blackscreen
  8. This is such a basic question, but I can't really find any solid answers. If you load up a ROM that saves to SRAM, and then hack the ROM to change things around in it, is it safe to use the same SRAM files for that modified ROM? Same question also for savestates.
  9. Hi! I figured out how to rip models from Fates. But now I'm trying Awakening, and I have all the files extracted. But every time I try to load a body model, it doesn't load on Ohana3DS. Weapons load fine, but the bodies are what I need, and they won't open... Has anyone figured out how to rip them?
  10. And by "Balanced" I mean fix characters that are borderline unusable, like the Knights or give me a reason to use unit X when unit Y is 10 times better. Also, imma try make more weapons...you know... NOT HORRIBLE. So, I want some suggestions on fixes. It does make the game somewhat easier. Major changes I'm thinking of (Anything not specified has been left the same) [spoiler=Roy] Growths: 40->55% Str (+15) 40->55% Spd (+15) 25->35% Def (+10) Bases: Level 1 22 HP (+4) 7 Str (+2) 7 Skl (+2) 6 Def (+1) 3 Res (+3) Items: Starts with Iron Sword too I buffed him somewhat much because he will be useless for a while and he WILL cap his level without being able to promote. I also felt like it was unreasonable that he had less Def than Res AND buffed both HP and Res bases so that he won't be Bolting and Purge material in castle chapters. The Iron Sword is just so that he won't have to strip a Cavalier to save his Rapier uses. [spoiler=Bors] Knight movement is now 5. General is 6. Growths: 30 -> 45% Str and Skill (+15) 10 -> 15% Res (+5) Bases: 8 Str (+1) 6 Skl (+2) 5 Spd (+2) 6 Lck (+2) I tried making Bors the jack-of-all-trades Knight of the trio whose best feature is his superior availability and being well-rounded. Soon will be Barth the Knightliest Knight to have ever Knighted and Wendy, the FE6 incarnation of Effie. [spoiler=Barth] Growths: 110% HP (+10, so it is 10% chance to gain 2 HP and you are guaranteed to get 1) 70% Str (+10) 40% Skl (+15) 50 Def (+10) Bases: 10 level (+1, Insta-promotion) 12 Str (+2) 8 Skl (+2) 6 Lck (+4, though it's not growing...) 3 Res (+1 because lol 2% growth) Extreme much? His Knightly stats rise like there's no tomorrow. Lck, Spd and Res are for sissies so no serious Knightly Knight cares. [spoiler=Best unit in the game] Wendy's new growths: 50% Str (+10) 45% Skl (+5) 55% Spd (+15) Wendy's actually functional bases: Level 6 Knight: 23 HP (+4) 7 Str (+3) 7 Skl (+4) 7 Spd (+4) 10 Def (+2) C Lances (+1) Now Wendy has above average Str, Skl and Spd with respectable Lck, Def and bad Res. Her Def base is now high but she is less bulky than her comrades. She is the child of a Myrmidon and a Knight. I am thinking of lowering her Def to make her have less of an advantage than the other Knights, but I'm not sure. Anyways, I've got more ideas but I got tired of writing. So, any suggestions?
  11. SuperSamYT

    NEED HELP!

    I'm working on a chapter in a mod I'm making and it just won't go on. Can someone look at my event assembler code thing that I made and tell me if it's something with it. Chapter 2 Escaping.txt Here's the nightmare info for the Chapter:
  12. I just want to say that I was looking for this type of document for 30 minutes before deciding it'll be a better use of my time to go onto Nightmare and put all the offsets onto a document. I then thought that I can share this for lazy people like me so I did. Notes: 1. Every offset starts with 0x8 but that's not needed in most programs you'll use this stuff in. 2. There's no organization to this because I just copied this straight out of Nightmare and how the program had these values organized. They go from 0x01 to 0x78. 3. Remember the numbering system from the point above goes, 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F Here's the .txt document then. Every Character's Palette Offset.txt
  13. Does anyone know where in the data I can find the multipliers for weapon effectiveness? I want to give weapons such as the armorslayer a low might but a high multiplier as to only be effective against armored units and ineffective otherwise, I'd also like to change the bow effectiveness against fliers in FE7 back to x3.
  14. I understand that there are 9 sets of growths that the game uses in FE5 to determine random enemy stats and I have found them, but I wonder if there is a way to alter the pointers so that certain classes only pull from certain growths. I've checked the data via nightmare and windhex to try and see patterns, but no luck. I'd like to take those 9 growths, like with physical 1&2 and fighter 1&2 and change them to be more speed or defense oriented and assign swordmasters or generals to the appropriate growths. Does anyone know where this data can be found?
  15. Official Website: http://www.ornitocopter.net/morrowind-overhaul/ What is Ornitocopter's Morrowind Overhaul? It is a compilation of graphical enhancement mods that dramatically improve the visuals of The Elder Scrolls III: Morrowind. The Overhaul includes an installer that lets you "install hundreds of beautiful mods at once, with a simple installer designed by [Ornitocopter] with simplicity in mind." The installer provides four "presets" to help simplify installation, More graphically intensive options will be installed when a faster preset is selected. You can further customize your installation once you've selected your preset. Do not underestimate how much the Overhaul increases Morrowind's graphical intensity! I have a laptop with a Core i7 quad-core CPU and an nVidia GTX 850M GPU, and with the "Very Fast PC" preset and with all (or nearly all) of the additional optional bells-and-whistles installed, I remember getting around 30-40 FPS in outdoor areas and around 60 FPS in indoor areas (it's been over a year since I last played Morrowind with Ornitocopter's Overhaul installed, so please forgive me if my recollections are inaccurate); I have not tested any of the slower presets on this laptop. For comparison's sake, I've been getting a consistent 60 FPS in Dragon Age: Origins (1600 x 900, Very High graphics detail, 8x anti-aliasing, High texture detail, V-sync enabled). Why did it take me so long to make this post, and why haven't I played Morrowind with Ornitocopter's Overhaul in the meantime? I originally planned on doing a video review, but I procrastinated, especially since I was busy with grad school at the time, and ultimately abandoned the idea of a video review. I then thought about writing a post here on this forum, but I still procrastinated, and I continued to procrastinate even after I graduated from grad school. But now, I finally sat down and presented you with this post. As for why I haven't played Morrowind with Ornitocopter's Overhaul throughout this time, it's because other things have caught my attention. I've used Windows' "Reset this PC" feature several times throughout the past year or so, and I haven't felt like reinstalling Morrowind and Ornitocopter's Overhaul during that time period. Perhaps I should revisit Vvardenfell someday, but unfortunately, probably not any time soon. Here is a before and after comparison video that someone else has made,
  16. I'm looking into modding FE9, but I'm having an issue. I'm using GC Tool v1.2 to extract and replace files and Windhex to edit the data. Inside the ISO for FE9 is the file FE8Data.bin, which I'm pretty sure is the file containing data for characters, classes, etc. I'm not sure what is happening, but, any alterations I make are not showing up when I boot the game up in dolphin, but the game runs just fine making me think that something is going wrong in the process of altering the game data. Does anyone have any idea what I might be doing wrong?
  17. Hello, my name is Salvius. I was recently inspired to begin work on a brand new hack for Fire Emblem 7 since it is on the Gameboy making it well within my means to mod and because I personally enjoyed that iteration in the franchise. I was however severely deterred by the sheer amount of work that must go into modding a new game. I attempted to look for tutorials on what I needed to do to get started and though I found several, many wished for me to have such and such knowledge in advance or even worse to have payed for programs like RPG maker. I understand the merits of such a program, however I didn't wish to pay cash just to show off a fun hack I made to some friends. I digress. If you came to this topic expecting an expert breakdown of what must be done to create your very own project, this isn't the place and I'm telling you now I don't believe such a thing exists. If you think I'm being wasteful or not very efficient in my work, your probably correct (I do appreciate any feedback or questions you may have though). This topic is to catalogue everything I've done in my journey to create my very first hack. I write this log in the hopes that it will motivate me to act and that it can connect others who are in a similar predicament to myself. This log is written by the ignorant and is dedicated to everyone frustrated with how making a new fire emblem hack from scratch without any prior experience can seem near impossible. So without any further delay let's begin my Let's Mod Log of Fire Emblem 7.
  18. I wanted to refrain from becoming yet another problem thread, however the only fix I have found doesn't seem to work for me. I had recently begun modding when I finished my very first largely crappy map using Tiled. I of course went to insert it into my clean FE 7 Rom using Tile map inserter and markyjoe's tiled map inserter guide, however I got this error: Could not load file or assembly 'ROMhacking, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system could not find the file specified. No data written to ROM. A quick Serenes search brought me here: http://serenesforest.net/forums/index.phpshowtopic=32802&hl=%2Btiled+%2Bproblem#entry1992978 Lucky song had the same problem, but harmony had a solution. Harmony asked if the .dll files had been moved. Lucky replied that they moved the files back and their issues were fixed. I couldn't recall where my Tiled Map inserter had been originally, I still had the program in the zip folder together with the tilesets folder, the gba.dll, the readme file, the Romhacking.dll and the program itself all in the original zip folder in which I had downloaded them from Markyjoe's tiled map insertion tutorial. The only changes to the folder I had made was copy pasting the FE7 tile resource folder to another folder and possibly moving the entire zip folder containing all aforementioned downloaded materials once or twice as a whole to my desktop or other such movements. So then I sscrapped all of the Tile map Inserter zip file and everything in it and downloaded again from the same source. This time I opened the tile map inserter program from inside my downloads folder and thus avoided ever moving the .dll files. However I was met by the same error yet again: Could not load file or assembly 'ROMhacking, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system could not find the file specified. No data written to ROM. I have become obsessed with finding a solution. To myself it appears that the GBA.dll file is not being read or else can't be found for some reason. I tried to do as Marky joe said and I tried to follow the solution presented to lucky by harmony, by deleting my tile map inserter zip file and downloading agian for a fresh start so that the .dll files couldn't have been moved. Neither have worked for me. Tomorrow I may get an opportunity to work on a separate computer, that may be my best solution. If it can help at all my map was made in Tiled, my Rom was clean (I downloaded a fresh one that hadn't even been touched), I included no map changes so that the first map would be easy to insert and I wrote the offset at D0D000 (again this is a clean rom of FE 7 so this should be free space) and I set the map pointer to Lyn's tutorial level C9C9D8. Hopefully the solution is simple, I can't find anyone else who has experienced this error besides lucky (aptly named for having such a seemingly simple fix) Thanks in advance for anyone trying to make sense of what the hell is happening here.
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