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Found 11 results

  1. Here is my attempt of a FE 8 rebalance or reskin hack. The link to the ups file can be found here: FE 8 reskin april 19 2019-2.ups The readme file or the changes I have done to the hack can be read here: FE 8 Reskin hack-1.txt
  2. Hi, Sorry for posting nearly the same topic as yesterday but I think it wasn't in the good section and I have taken my concept further and am currently testing the results. Yesterday 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 (currently lances give +4 lck, +2 def and +1 res), while bows have 3 more might, light is effective against monsters (no need to wait for promotion anymore), anima is buffed (+1 might), dark didn't change much, and tomes' weight has been adjusted to fit their users' constitution. 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). Lances' bonus stats make them able to reduce crit chance, to take easier the swords' hits so the drain isn't OP, while +1 res helps a little without being gamechanging. Bows don't hit at 1 range so I gave them more poke damage to make archery more useful for what they're supposed to do (the counterpart for 3 MT is 15 hit, a little like Yumi). I gave 30 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). It's a good point for me so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Special weapons weren't modified (rapier doesn't drain, don't expect to get back to full hp in one hit on a sword-wielding cavalier, neither does hammer deal true damage, I think it deals enough already). Trainee axe is 1 range, low MT, high accuracy and unbreakable, like short sword and lance, short bow is 2 range, low MT, high acc and unbreakable. These weapons apply the weapon balance treatment so your 8 damage lv 1 Ross will have 8 true damage on any ennemy axcept lance users (9 damage) and sword users (7 damage). Thin lance comes with the tank buff (enjoy your finally able pegasi, including ennemies) and thin sword drains hp. No crit bonus for short weapons. This means trainees can pull their weight even if they can't attack from 1-2 range before D rank (throwing weapons are D rank like in FE13, steel axe is also fixed to D rank, I don't see the reason for making a steel weapon E rank and not the other ones, might as well put everyone to D at base) because their weapons are better and their class stats have been improved a bit (not their growths though). Tana is a Wyvern Rider (female, yes they exist in the code, and unlike female mercenaries, they have custom animations, just like female shamans and sorcerers), Syrene has a little more base stats and completely different growths (tank falcon knight FTW! Palla is back even better than the original!) and weapon ranks on 2nd tier and some stat caps have been made more logical according to their roles in FE8. Magic classes, sages trade mag for spd, sorcerer is better, mage knight and valkyries are more similar in stats to paladins, magic classes base stats have been twisted to fit more their goal. Manakete is less cheated but lasts the whole game when you finally get Myrrh (unbreakable nerfed Dragonstone, again more like Awakening but 1 range only), she has base stats close to Seth's so it won't be an all in fiesta like it used to be at level 1 against cavaliers with Myrrh in chapter 16 but she has more HP (also this means she can take an axe hit from a promoted unit without dying), growths more spread but less OP (very few >100%, most are between 70 and 90, be careful, 12 spd 40% growth! you might keep a speedwing if you want her to double promoted ennemies!) and stat caps are the same as Necromancer (25 spd, 30 everything else) not OP since axe go through def, so does necrodragon's breath and dragonstone has 8 MT (with capped str it means 43 damage, less than regular silver weapons, only some ennemies not wielding axes will not deal much damage to maxed 35 def but it's not like she will cap it at all times in 19 level ups...right? Myrrh should be very close to cap def though if you max her level, but rarely doubles, doesn't necessarily OHKO, and true damage is abundant in axe maps). Great knight has 7 move, , archers have more skl to make up for usual shitty archers, mercenaries are closer to heroes in stat spread (less spd, more def and str) or you could say they are closer to cavaliers with actual skl, female lord has more def, 1 con bonus, male lord was nerfed a little in the speed department cuz Ephraim before promotion was a little too OP compared with Eirika at the same level, and Great lords have better con and stat caps because you wait 16 chapters to make them promote and they're both forced into the endgame chapters. Wyverns lords and knights are more distinct (I took their archetypes from FE13 wyvern lords and griffon lords, because I thought it suited well to the FE8 wyvern concepts), mounted/flying females and males have equal con because it's more the mount's weight than the person's that it taken into count, con overall is more fit to the class it's linked to. Swordmasters trade defensive stats for offensive, assassins have more str than swordmasters but thei def/res cp is still 20 (promotion bonus more offensive for assassins while more defensive as it used to be for swordmasters) and assassins have rogue's exp gain. 200 gold for unreakable weapons, 220 for unbreakable tomes, 10 per use for iron weapons, 20 for steel, 50 for silver, 45 for killer, shamshir is the exception at 60 or 65 because it's killer+drain with lower MT, add 2 gold to these to get the tomes' price per use, staves are globally cheaper. Low rank gems are worth more than they used to, because there's a special surprise in the preparations' armoury and it costs much (even if I lowered the price, being in preparations' armoury automatically makes it cost more gold). Because I didn't like the absence of choice with this point, I made you able to choose if you want to spend that amount of gold for this or if you're patient. It's also a way for farmers to get what they want without waiting to have cleared 70% of the game to have their full team able (and the ones drawn back by this can finally be played in the main story). Would it be funny to play? Would axes having a real utility make you use axemen? (-1 mt +5 hit for axes BTW) Do the effects I gave to lances, bows, magic types appeal to you? Tell me if something would be funnier than what I wrote. I'm open to discussion and I don't think I did the best I could do, there's always room for improvements. After all, it's been 2 years at least that I began to make Nightmare mods and I'm still not perfectly satisfied, maybe I have too many different concepts in mind so I will never stop making new mods and spending hours on Nightmare. Other people learned to use better programs but I'm not a fan of the difficulty to learn these programs although they seem to allow many nice things like skills, randomizing, modifying or creating characters, creating maps and stories etc. If you want to try it and see, here's the link (Lunar IPS patch, apply it to a clean ROM, I used the (U) Trash Man ROM to patch): https://www.dropbox.com/s/6nfofzdikxkxqop/FE 8 drain sword true damage axes version.ips?dl=0
  3. 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.
  4. Alright, thank you to Deltre for walking me through these steps. Here is how you expand your Class Array in Fire Emblem 8. And any other array you wish to expand. You'll need the Fire Emblem 8 Rom, Nightmare (I use Nightmare 2), and HxD (or your preferred Hex Editor.) and FEditor Adv. -First you'll open your Class Editor.nmm using notepad as this will have the offset where the Class Array is in the Rom. Also Back Up Your Rom! Get in the habit of backing up your rom. I usually make a copy every day or before I expand a table. This will help if you somehow mess up a few days of work. "#FE8 Class Editor by SpyroDi # 1 FE8 Class Editor by SpyroDi 0x807110 <------ Offset 128 84 FE8 Class Editor.txt NULL" -Save this number. Next you'll want to copy down 128 and 84. Then multiple them together in the old trust calculator. Then click hex mode, this should change your answer to 2A00, the size of the array. Remember this. -Open your Rom up in HxD. Use the Go To Command to search for offset 00807110. It should bring you right to it. Now you need to highlight and drag down until you get the size 2A00. In HxD this is shown in the bottom right corner. With HxD if you right click you can use select block and input the size you want and it'll highlight the array for you. Ctrl C to copy. -Now with the Class Array copied, scroll down your rom until you find some empty space, represented by FF FF FF FF. Select another 2A00 and then use Ctrl B. As this will not only copy the code but write it as well. For mine, my new offset was 00E47900. Remember this number. -After Copy and Writing, you need to go to Search and Replace. In the search box write the reverse of the first offest. Which was 00807110. Now it will be 10 71 80 and add a 08 onto it so it looks like this 10718008. Now for replace, for mine my offset was 00E47900, the reverse and what I write in the replace box will be 0079E408. Change it to hex string and search direction to All. This last note is one that I wasn't paying attention to. Kept giving me offset wasn't found, but after clicking all, it found and replaced the original offset. It should say 4 instances were changed. -Save and exit. Now open your rom and play to see if your classes operate like regular. Which they should if you followed my steps. -To open in FEditor Adv, you'll have to open your hex editor scroll down to the bottom of your Rom and delete the last four bytes then save. This should allow it to be open in FEditor Adv. Now you'll notice you can't open up the class animation manager, just save the rom, close and open up again, this should fix everything. -Before you can start adding new classes, you'll need to open up your Class Editor.nmm and change the offset to your new offset. Mine was 00E47900. And tell Nightmare there is a new entry by changing the top number by how many classes you are adding. I've added two so 128 will be 130. FE8 Class Editor by SpyroDi 0xE47900<------ Offset 130 84 FE8 Class Editor.txt NULL" -Also expand the .txt list to include your new class. There are other modules you need to expand the .txt list and maybe the .nmm. Check Map Sprites, Promotions, Chapter Units, and such. -And that is all. You should be ready to create a new class for Fire Emblem 8 and maybe even other Fire Emblems with this information. Thanks again to Deltre for walking me through the process. http://serenesforest.net/forums/index.php?showtopic=48196 Sentry Down for asking the FEditor Adv question, and Arch http://feuniverse.us/t/expanding-relocating-data-arrays/29 for his tutorial on item expansion in Fire Emblem 7. I've been trying to do this for years and now after such tutelage, I am now able to enjoy my own character classes in Fire Emblem 8.
  5. So I was editing a rom of fe 8 and I wanted to add more classes, so I extended the battle list, which worked, but when it came to adding an animation past CB the animations for the Ephraim lord and the new class become corrupted. Any tips, tricks?
  6. How can I completely skip the overworld scenes for all chapters? If I try to use the "without world map" thing at the end of chapter 2 chapter 3 won't load I'll just get a black screen. And when I try to delete the world map events it gets me stuck in an infinite loop of either dialogue or going back to the prologue PLEASE HELP!
  7. Ok, so this is my first Fe hack and it's probably really bad, but I'll give it my best shot anyway. Anyway, it's called Fe OP Stones because, as the name suggests, it is super op. Changes: All ally characters are promoted and there are some slight class changes. All maxed out stats Bosses are promoted, but it doesn't help them much Overpowered weapons right from the start All weapons have infinite uses, including the dragonstone. Short bows have 1-2 range, nidhogg has 1-3 Sacred weapons are SUPER OP. Let me know if I can edit it in any way because I have very little experience in hacking :D Patch:Fire Emblem OP Stones.ups Have fun! :D
  8. Does anyone know how to change/swap classes and give items? I tried in Army editor for FE 6 and chapter unit editor for FE 7 Nothing works I want to change for example, Roy to manakete enemy edition with firestone, Lillina manakete Fa edition with divinestone, Perceval to king with brave sword and Eckeash and Karel to the dark dragon with dark breath or this secret dark dragon stone. Idoun, Idoun edition, Eirkia to manakete myrhh edition with dragonstone and Ephraim to manakete Morva edition with wretched air and Eliwood to fire dragon with fire stone and Canas to dark Druid with Erekshigal, and also adding these S ranked tomes earlier in FE 7, adding the enemy only weapons to playable characters in FE 6. And editing the stats buff that weapons gives, like Duranadal give +5 strenght And making weapons ubreakable. Does anyone know how to that? I remember applying changes and saving rom.
  9. Hey, so, uh, this is my first post on this site ever, and I joined mainly because I love Fire Emblem and I'm planning on making my own fan hack of one of the games! More specifically, I'm planning on hacking either FE 7 or 8, although the hacking would be in the near future. For now, I'm just going to list off some of the ideas I have for the start. If they sound interesting, then tell me! If they sound dumb, then tell me so I can change them! All criticism is good criticism, after all. So, for the start, Here's what I have planned for the Lord and they're 'Jagen/Oifey' unit. First off, the Lord is going to start as a staff/dark magic user on a Pegasus. It's a weird combination, but at least it would be fairly memorable as well. Meanwhile, his advisor would be a female Myrmidon at around level 7 or so. As for the personalities, I'm planning on having the main character be nearly incapable of feeling emotions or remorse, and the advisor could sort of act as his conscience. Any and all feedback would be appreciated, and I'd love to hear what people think about my ideas!
  10. I started a Sacred Stones Randomizer and guess who replaced Seth. I am currently in Chapter 3, and I can't wait to train a General with 8 Movement and 9 Speed (even though it's Lv 1). Edit: I forgot to ask: I would love to see more of this ridiculously OP randomized units, so please Reply with an image of your strongest unit from an FE Randomizer. Thanks. XD
  11. Of course I am getting in on all this FE8 action. Also no savestates, got to restart every time I die. So let's jump in shall we? Deaths: Ross Lord +1 Growths I am off to a great start it seems.
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