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  1. Here are some Nightmare modules for Fire Emblem Fates I've just made: https://github.com/RainThunder/fefates-tools For those who wonder what Nightmare is, it is a software that let you hex edit every file via modules. With Nightmare, even those who don't have any knowledge in data structure and hex editing can still edit the game's files and make some cool stuff. Instruction and documentation and be found in the README file and wiki of the repository.
  2. Hi, Like I wrote in the last Laguz topic I've opened, I've worked on a Laguz rebalance patch with nightmare modules (can only mod class and unit stats/growths). Every non royal Laguz in this mod has the same stats in human form he/she would have in halfshift, since halfshift is so rare and I can't edit unit skills or their items/level. This means they have nearly their full form stats in halfshift and they have more in full form. Basically, they're close to capping several stats in full form while some of these stats are overcapped in human form (mostly speed). Human form has higher caps, especially in speed and defenses to follow the stats expected in halfshift. Link to the Dropbox file: https://www.dropbox.com/s/4nyth7hd8ba0m4h/FE10Data.cms.decompressed.compressed?dl=0 DL wiiscrubber, lauch the program, select a Radiant Dawn game file (keep a backup), part 1 (there are part 0 and part 1), Data, Data.cms, right click, replace, wait until wiiscrubber confirms the patch has been applied, close, play on Dolphin. By class: Tigers have 32 max speed in full form, don't remember the value in human form but it's higher than 16 (probably between 17 and 20). Cats have higher def/res, 4 def lead for males, 4 res lead for females. Probably gave them higher max speed in human form, unchanged in full form. higher def/res caps in human form. Wolves are the middle ground between cats and tigers, 36 or 38 max speed, 38 max str, better max stats in human form. got Volug in p1 he's bonkers with nearly his full form bases in halfshift. I'll keep wildheart on him for p3 I think so he doesn't become too hax. Still outdoing any DB unit before long. Ravens are like cats, the nine tails of the skies (with canto on top), bumped thair human form move from 6 to 7 because they were the only non dragons to have 6 movemet in human form and 8 in Laguz form. Better caps both in full form and human form (34 strength in full form, Vika will be usable). Hawks are like wolves, the middle ground between tigers and ravens. Basically you'll never need to use them in full form before the tower. Why give that to Laguz? Since their only tool to fight all the time is halfshift and it's locked to DB and late GMs, I gave them their wildheart stats in human form. You'll be able to experience what a laguz would be if it had wildheart from the get go and then they won't need any level up to be tower-worthy, 24 base def Mordecai in human form with 13 speed, 48 def (overcapped) and 26 speed in full form, 21 base str = 42 in full form. Royal Laguz without formshift. Wildheart is their formshift. Actually except a few things (like tiger speed vs lions), they have better stats than the royals at some point. I buffed Nailah because of her availability (+1 base speed and +1 or 2 base strength, +1 base def), and Naesala because he's inferior to all other royals on top of having S strike instead of SS. I nerfed Tibarn (-1 movement because why did he have the highest in the game? lower speed I think, lower strength maybe). I also modified a few things on Beorcs. Meg and Fiona have t3 stats very different from other classes of the same tree (since Fiona has 50 max HP, I bumped her def/res over 30, while Meg has more speed, more res and less def than generals). Generals all have the same caps, better than what they used to (40 def instead of 36-38, 32 or 33 speed instead of 30-31 for Brom, etc), Paladins also have better stat caps in t2 and 3 (basically paladin caps from gba in t2 with 24/20 def/res instead of 25/25, 1 less in offensive stats in t3 than in t2, 25/26/24 in t2, 34/35/33 in t3). Jill's t2 and 3 caps are modified (she far closer to Haar instead of being a completely different class, she's a female wyvern lord instead of female wyvern knight basically), better bases so you don't have to dump 3 stat boosters on her just to make her slightly better than "barely usable" and then you can give stat boosters to whoever you want. Astrid basically gained +2-+3 in every base stat, +5% speed growth. Rolf got +2 in almost every base stat. Gatrie got better stats but not incredibly more. Shinon has less def I think, more attack (since he's an archer, not a knight, and he faces many ennemies he can't kill without a crit in the first maps). Titania has different caps so she will not be the same. Falcons all have been buffed, their caps adapted, and Seraph knights are better than female sentinel (not higher caps but high enough where it matters unlike OG and more balanced, better offense). Sigrun is usable, Marcia too, Tanith is good. Nephenee was buffed in a non gamebreaking manner: +2 base speed (doesn't change her damage, only she can double more what she should already double if her weapon wasn't 3 Wt too heavy for her) and better hp/def (she has -6 or -8 hp compared with class base in OG, why even put class base stats for 1 unit and put negative numbers in unit base stats? Just like Mist and Volke). Brom has better bases, especially skl (since he needs some in order to disarm). Heather can actually steal heavy stuff (19 strength instead of 15, don't worry she's still using knives so she won't become better than Nephenee long term but she could be better short term). Swordies and thieves have better strength caps, Zihark has less shitty bulk, Mia has bases more fitting to her base level, Lucia is more usable in p4 and more Jaegen in p2, Aran has slightly better bases, Meg has instantly usable bases and has better stats than Nolan with 5 less levels than him (promoted her at 15 and she was better than Nolan 20/1). CKs are overall more worthy of investment, Makalov is about on par with Kieran and Geoffrey, Danved has slightly better bases and 5% more growths to stay relevant. No one should die in 1 hit in their recruitment chapter I hope, at least not one hit from mooks, including Rhys and Mist, and Laura. Micaiah is actually funny to use, don't get tricked by her bases, her growths are worth it (twisted Myrrh's growth rates a little), magic classes stat caps are more GBA-level good (not as much insane def as in GBA games but the rest is approximately on par). Ilyana is biffy mage (not ultra biffy but more able to take a hit than any non-Micaiah mage), Soren is faster at base (he can hope to double some day), Beautiful lady fire sage is good, Tromod got like +4 everywhere to make up for shitty availability. Bastian is more usable, basically 0 investment for a t3 Soren. Tauroneo is bulkier at base. Nolan has good base speed and 10 base def. etc. I don't spoil everything, basically everyone's usable. Have fun!
  3. Im trying to use the original nightmare (is what I think its called) and I already did all the things like loading the rom and modules and that stuff the only thing i need help with is that it shows completly wrong growth rates, base stats and basicly everything else, idk what im doing wrong. I also tried the same rom on nightmare 2 and I have the same problems there .its not cause of the game either ( I was talking about awakening the entire time ) I tried the same thing with fates and it still didnt work properly. I dont know much about this kind of stuff and i dumped the roms myself so theres prbly something wrong with them. Thx so much for the help in advance :D
  4. First of all, I'm sorry if this isn't the best place to post this. I'm new to the forums, (I've lurked for a long time but never posted anything) so if I should put this somewhere else just let me know and I'll move it. Thanks. So I decided I wanted to try modifying FE4 in nightmare, and there are several things I want to do. However, I'm not sure how to do them, or even if I can at all. I'm going to try and think of as many questions as possible so that I don't have to update every time something new occurs to me. First of all, I want to make all of the Holy Weapons, with the exception of Gungnir and Loptyr, usable by the player. However, I want to do it in a somewhat realistic way. As in, I don't want a character to just randomly have the Helswath or Valflame in their inventory right off the bat for no reason. That's where the tricky part comes in. Messing with Holy Blood and inheritance is easy, but the game doesn't even give you the Holy Weapons that no one in your party should be able to use, for obvious reasons. So, this question has 3 parts. First, can I make it so that the minibosses will drop their holy weapons? For example, Langbalt with the Helswath in chapter 5? I went into his character data and tried to make it his dropable item, but it doesn't seem to be an option. If I'm able to do this, can I make it sellable, just in case the wrong character kills him? And if I'm not able to do these things, is it possible to put it in the proper character's inventory after the boss is dead? If someone could direct me to a way to do any of these things, I'd be very grateful. And that's all I can think of for right now. If I run across any other issues, I'll update. Thanks in advance. EDIT: I should probably mention that if I have to use a program other than Nightmare, I'm willing to do that. Keep that in mind.
  5. Hey, all! I'm currently hacking FE4, and I had a few questions that I wanted to see if anyone can answer. I have pored over the threads containing all the tools and info from Lamia and others (such as this thread here: https://forums.serenesforest.net/index.php?/topic/39603-lamias-fe4-stuff/#comments ) and there's been a lot of useful information! However, I do have some specific issues that I haven't been able to find answers to yet. If anyone has the time and know-how, I was wondering if you could give me some advice? 🙂 1. Using the Broken weapon slots to implement new weapons. Lamia included a broken weapon editor and indicated that it can be used to consolidate broken weapons in order to free space in the item list. I tried doing so by having each of the weapon ranks refer to the A rank broken weapon. This causes the game to always crash when a battle is initiated. Any idea on how I should be doing this? 2. D rank patch The sword skill patch works just fine with the Project Naga translation, but the D rank patch does not (regardless of whether there's any other patches other than Naga on top of it.) Has anyone played around with this and found a way to make it work? It just crashes my game when used, similar to the broken weapon issue. (And yeah, I did make sure that the area it specified in the readme was blank before patching, and it was without me having to do anything, so that's not the issue. Right now, the only thing I can think of would be to apply the patch to a clean rom, and THEN put project Naga on top of that and painstakingly implement all the other changes I've done on top of that. But, eh... I'd rather not.) 3. Editing enemy Stats, skills, etc. I can't find any way to edit enemy data AT ALL besides the enemy editor modules, which really only allow you to change their class and inventories. How have others gone about this? Hex? 4. Text editing I haven't experimented with Lamia's tools yet on this front, so I'll try that first. But in the meantime, is there any specific advice people could offer for text editing in FE4? Thanks so much! EDIT: 5. Also, being able to edit max stats for classes would be just swell! kthxbye!
  6. Hi, I'm pretty inexperienced with hex editing, but I'm trying to change Sigurd's portrait into Arvis' and vice-versa (original, I know /s) I've figured out how to change portraits, but I can't find any database listing which portraits belong to which characters. Does anyone happen to know which number is Arvis' so that I don't have to keep trying each number individually? Thanks in advance.
  7. 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!
  8. i'm trying to make a custom weapon (an anima tome) using the excess space in the item table - which worked fine, the weapon is there and with the appropriate stats, name, descrip, and stuff. so i go to the Custom Item Animation list module for Nightmare to give it an animation and nothing is working. i've tried giving other pre-existing items different animations too and nothing works. i've only been working with this stuff a few days so i feel like i gotta assume i'm stupidly missing something. nevermind, found out how to do it in FeBuilder
  9. Hi, Today I came with an idea to balance weapons. I was wondering if anyone would enjoy a FE 8 mod with swords draining hp, 1 range axes ignoring def, and what you would give to lances and bows. The idea is that most sword users aren't very tanky but very fast. If they could drain hp, be they tanky or not, they would be much more usable and wouldn't need access to 1-2 range weapons to be useful. Fast units would drain 2x per fight but take damage if they don't dodge, while slow units would heal back some damage but only once per fight. I intend on balancing the classes and making the ennemies more of what they should be (like in Awakening I guess, they fit much more their roles than in TSS IMHO, especially knights, axemen and mages/dark mages). Maybe I could also give 15 or 20 weight to 1-2 range physical weapons so you only use them situationally (if I give them a speed penalty it would affect more the already slow units than the fast ones, + negative stats tend to bug and show max stat instead so it's the opposite of what I want). I'll try to give like 30 weight to see if it's possible so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Would it be funny to play? Would axes having a real utility make you use axemen? What effects should I give to lances, bows, magic types? It's up to you, make your game from what I suggest and tell me if something would be funnier than what I wrote.
  10. Sorry to ask this but I've been quite unsuccessful in this so far, likely due to my own difficulty reading current guides on this. I'd like to change a few of the character names in a patched rom of FE4. I've tried using Nightmare plugins but, frankly, I don't know what I'm doing and the only way for this to get done will be if I ask for help. On the bright side, if I can edit the names to match the up-to-date localised versions (Diadora to Deirdre and the like) I could make a new patch and share it, so that other people don't have to do the same. Sorry if this is in the wrong place, or anything like that. As you can tell (especially by my username) I haven't used this website much or posted anything really. That's why my name is eeeeeee.
  11. Hi everyone i doing a randomised run of FE8, unfortunately i soft locked on the phantom ship level as the boss that is a berserker and is spawned in the sea and thus can't move. i need changing the class of the boss into something that can move on sea titles, i tried using the class editor on nightmare but for some reason none of my changes save, even though i click apply and save. can someone please help me i really don't want this run to end
  12. Hey guys, Here's what's been done so far: - dumped the installed CIA as a .CXI using GodMode9 - extracted gamedata.bin.lz from .CXI file by mounting it as an Image - tried to paste edited gamedata.bin.lz within the currently installed title (mounted as image) - met with error saying I cannot paste files in a virtual game path I'm trying to edit the classes and characters using Nightmare and FEFeditor but to no avail. Any help would be greatly appreciated. Thank you!
  13. Guest

    Chapter Unit Limit Question

    How do you/is it possible to increase the character/unit limit on a chapter? For instance, say a chapter only allows you to bring 11 heroes into battle; is it possible to change that limit from 11 to 16 (exclusively using Nightmare)? I know adding enemy units isn't, but I wasn't sure if this was different. Thank you, and sorry if this is a dumb question!
  14. I was planning to compile an as-exhaustive-as-possible stat overview of HHM's enemies and to make things a lot easier, I would like to remove Fog of War from the equation via Nightmare - my first and so far only experience with the programm. For the most part, this seems to be fairly straightforward - I got to the start chapter 13x and the modified ROM seems to work just fine. However, since chapter 23 only has FoW on HHM, the "Vision Distance" parameter is already zero, so I have no clue how to remove it from HHM. Is there a (noob-accessible) way to deal with this problem? Thanks in advance
  15. I've done a bit of digging into trying to change Seliph's Holy Blood and the best I can find is that I can, " can change Celice's Holy Blood at address 0x4856D." The only problem? I don't know how to find a specific address to edit it. I have both Nightmare 1 and 2.0, but I can't make heads or tails of how to find and edit 0X4856D without using the modules. I know Nightmare 2 has a tool where you can, "Enter value of the byte to search for strings of," but that can't be the method intended. Is there another tool I should be using or a series of modules I don't have? Would messing with the .txt files for Holy Blood have the desired effect?
  16. So, earlier this week I decided to open up Fire Emblem: New Mystery of the Emblem in a Hex editor and see what I could learn from it, and actually learned a good amount of stuff for items. So I decided to try and make a Nightmare Module, with the help of some of the SD Modules, for an Item Editor to make it easier for me to work with. But I ran into this error whenever I tried to use it and, after several hours of trying to figure it out myself, turned to here for help. After I got this module to work I was planning on learning about unit data in the hex editor and then making a module for that to also help, so any help in this regard will be welcomed gladly. Here's a dropbox link that contains a .rar file with the module that I tried to make and text files that go along with it. https://www.dropbox.com/s/c08tv657lp9es58/FE12 Item Editor.rar?dl=0 Thank you for any help ~Rute
  17. Does anyone know how to alter the multiplier for effective damage in this game? I'm interested in hacking the game so that most effective weapons get a 3x bonus like in the Japanese version, rather than the 2x they got in the US. Most hacking tools don't seem to have tools for this, and I'm not well-versed enough in hacking to navigate the disassembler. Thank you in advance to anyone who can help with this. For those wondering, I've been messing around with FEBuilder, Event Assembler, and Nightmare. I'm trying to create a hack that undoes the localization changes, and this is the only one that's really giving me difficulty. EDIT: Never mind, looks like the question's been answered here. EDIT: Even though the question's been answered, I still can't figure it out. Has anyone used this patch before? EDIT: I figured it out myself. Thanks for nothing. Solved! EDIT: I'm not seeing a "mark solved" button on here, so I'm just adding the tag manually.
  18. Hey there. New to this forum, but not the Fire Emblem community. I have been lurking in the shadows and now I am back to enjoy the lovely land of rom hacking. But, I am taking a break from learning the ropes to indulge myself in a nice PME run. Here are the rules: NOTHING from the PME of more well known FE community members/Youtubers. (IE: Lords always being dancers from Mangs or anything Amelia-is-bad Meme that also is a Mangs thing. Not that I am some whiny Amelia fanboy. I want to use every character at least twice in the run, and I want it to pertain to me. Not riding on the coat tails of someone more well known. That would be a huge disservice to Mangs and how awesome he is.) I would like to have promotions be a singular branch. I feel it would be more challenging and also ... the multi promotion shit was always useless in FE 8 due to how one class was always overshadowed by a better class. As an avid lover of the Halberdier class in FE 9&10 I would love to have at least one soldier. Maaaaaagic is liiiiife. (Jesus that was cringey) Previous characters from other FE games or Characters from future games are allowed. I will allow one original character in the game as long as it isn't to ... Mary-Sue-like. Have at it, boys!
  19. Recently, I've noticed that I can't access the Character Editor from Nightmare. Any ideas why? I've already tried to re-download the module and Nightmare, but the same error screen keeps popping...
  20. Hello, I recently began using Nightmare and learned how to insert custom battle animations and whatnot. I gave Eirika's Great Lord class and the General class both custom animations, and an issue's popped up in which the game crashes whenever I promote Eirika (from Lord) and Gilliam (from Knight) to the aforementioned classes. The classes' new custom animations work fine on their own though (i.e., when hacking Gilliam to already be in the General class, he is able to use the animations just fine). At least I think so. I was wondering if anybody knows what the issue is for this situation. I appreciate any help.
  21. Recently, I’ve been trying to get into FE Rom Hacking. So I looked up some tutorials, downloaded NUPS and Nightmare, and was ready to start messing around and learning the ropes, but after I added the No Tutorial Patch to my FE7 ROM, the game refused to run. So I thought, “Well, okay. That’s fine. Tutorial doesn’t matter anyway.” So, then I tried to begin messing around with Nightmare, but then once I tried to use the FE7 Character and Class editor, a message popped up saying that the “ROM is not compatible with the module”, or something along those lines. What am I doing wrong? Am I just being retarded? (By the way, I did delete the the ROM that had the No Tutorial patch, and got a fresh ROM for Nightmare).
  22. Is it possible to change what weapons a unit/class can access using Nightmare modules? For example, allowing Tethys to use swords.
  23. I've recently started a project on FE8, and have gotten to the point of changing palettes, but whenever I try to change Eirika's palette, everyone else's resets. I don't understand what I'm doing wrong. Since Eirika has a generic palette I am switching hers with Hayden's, so maybe thats the problem?
  24. Hey all sorry if I'm not in the right place to ask this, I've been messing around with Nightmare Module 1.0 (2.0 kept being wonky for me) , and I got to a point where I want to be able to use multiple units for the Arena chapters because I like maxing out every units for Link Arena, I'm currently on 16x and it's letting me have a maximum of 6 units, how do I on the Nightmare module up that number from 6 to like 10 or 12? Also on that note, is there a way to increase exp gains from a battle? I don't care much for this particular answer but if there's an easy answer to that one that it be icing on the cake.
  25. I would Like to Preface that I'm hacking FE7 and that I have already repointed to Class table So, I've been having some trouble doing exactly what the title says, associating moving map sprites with a custom class, along with a couple of other problem related to custom classes, easily broken down, they are as follows: 1. In nightmare, when I try to add my custom class number to a class list(say, adding 0x65 to the Class List.txt) I find that it shows up in Class editor, and only Class editor, not even Character Editor, which is in the same folder. Am I doing something wrong? and how do I do it properly? 2. Using GBAGE, I have written over the Peer standing and moving animations with my own custom map and moving sprites. The moving sprite went fine, but I had to repoint the standing sprite, does this have any impact on how nightmare associates the peer with it's repointed standing sprite, or no?(as in, does night, mare still point to where the old sprite is, or where I repointed it to using GBAGE when I imported a Bitmap) 3. when I open nightmare(specifically the Class editor) and scroll down to my custom Class (0x65) I notice that there is a option for choosing the standing map sprite of the custom class, but none for choosing the moving map sprites, how should I go about associating the moving sprites with a new class? That should be it for now, I will add more questions relating to this topic whenever I get the chance. Note, Currently, problem number one is the one Im trying to solve the most, as I know ignoring it now will lead to me beating my head against the keyboard at a later date(though that is not to say that my head has not already made contact with the desk multiple times) Thanks in advance!
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