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Found 24 results

  1. Fire Emblem Dawn Brigade Remix The main goal of this mod is to make Meg, Aran, Edward, Fiona, Leonardo, Lethe, Lyre, Viki, Nealuchi, Laura, Kyza more usable in normal, and hard difficulty modes by altering their stat additions and growth rates. I consider the mod complete now with revision 5 released. There may be more changes however later on if I feel it needs more changes. Even though I found the Redux mod to be interesting and highly entertaining, it didn't address what this mod specifically was designed for. The changes are meant to not stand out and your experience should stay feeling vanilla while adjusting the above. I am using the Nightmare editor to adjust these and requires the Wii Scrubber tool to utilize this modification for your ISO. This mod is only for use in the Dolphin emulator and the U.S.A version. Instructions are below. Edward I'll use Edward, Leonardo, and Micaiah as an example of what has been altered. (Adjusted Stats) HP:21 STR:9 MAG:0 SKL:12 SPD:13 LCK:9 DEF:7 RES:2 Leonardo (Adjusted Stats) HP:19 STR:10 MAG:0 SKL:12 SPD:11 LCK:6 DEF:7 RES:5 Micaiah (Adjusted Stats) HP:15 STR:2 MAG:7 SKL:8 SPD:7 LCK:10 DEF:2 RES:4 Base stats were not altered for Micaiah but her growth rate has been raised where I found them appropriate. You should see better level-ups. Leonardo and Edward also received a similar growth rate change. I'm currently learning hex editing so I have some plans to alter other things but not as to change the game flow or as broad as the Redux mod changes but alterations that should balance out the game in a more positive manner. Due to computer problems, I'm currently experiencing, hex edits may come much later. As for this modification, it is complete. I thought I would share this with like-minded folks who felt Meg, Aran, Edward, Leonardo, Lethe, Lyre, Vika, Nealuchi, Laura, and Kyza difficult to implement into their gameplay. Here is the Recompressed FE10data.cms file needed for using this mod. Revision 4 - Mostly overhaul of stat additions and growth rates for members of the Dawn Brigade and a number of Laguz. Revision 5 - Complete rebalance of all stat adds and growth rates for all playable characters. Revision 5.1 - Complete rebalance with further adjustments to Meg, Aran, Janaki, and Edward. Instructions for applying the mod to your ISO using Wii Scrubber. 0. Backup your original FE RD ISO before proceeding. 1. Download Wii Scrubber and extract/unzip to a folder of your choosing. 2. Go to the directory, double click on MakeKeyBin executable. Let it create the key.bin file. 3. Double click Wii scrubber executable. Click on load ISO button. Find your Fire Emblem Radiant Dawn ISO and open. 4. Click the + on partition 1 and scroll down until you see fe10data.cms. Highlight and right-click using your mouse and choose to replace. 5. Navigate to recompressed fe10data.cms file. Open and let Wii Scrubber do its thing. 6. Once finished, take the newly modified ISO and place into Dolphin game directory. Choose a new ISO in Dolphin and play. You are welcome to leave constructive feedback. If you don't agree with my sentiments on what has been altered, be free to ignore this topic and move on.
  2. [FE5] EnDavio's Thracia Palette Mod - Version 1.0 This hack for Fire Emblem: Thracia 776 modifies some units' portraits and palettes to make them consistent with the game's official artwork. The modified units right now are: -Callion -Dean -Glade -Saias -Homer This patch is compatible with the Project Exile english translation patch. If you wish to apply both of them, remember to APPLY THE TRANSLATION PATCH FIRST, otherwise it won't work. Download Here Changelog: - Ver. 1.0: Initial release Installation guide: 1) Obtain an unmodified ROM of Fire Emblem: Thracia 776. I can't help you with this. This patch only works with the cartridge/ROM version of the game. 2) Extract your ROM, flips.exe (included in the patch folder) and EnDavio's Thracia Palette Mod.bps. 3) Open flips.exe and click the "Apply Patch" button. 4) Select EnDavio's Thracia Palette Mod.bps. 5) Select your unmodified ROM. 6) Choose a filename for the patched ROM and open it in an emulator to play it. Credits: EnDavio - Hacking Special thanks to everyone that supported this project in the Project Exile Discord Server, especially to Ando, HidoranBlaze and Robert of Normandy, for helping me to understand the ways of ROM hacking. Also, thanks to Raymerald for helping with some colour choices. Finally, thanks to Shouzou Kaga, Intelligent Systems and Nintendo for making this great game. -EnDavio
  3. 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
  4. 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.
  5. As the title says, how do you make a hack of a 3DS title? I know of the tools used for older systems but not tools for the likes of the 3DS. Please bestow knowledge upon me so I can broaden my horizons. Thanks in advance.
  6. Hi just looking for the HP bar patch (Nothing else attached ) Thanks in Advance!
  7. Greetings, Serenes Forest! I hope everyone's having a great Easter. As it happens, today is the day I have finally completed my magnum opus, THE BEGGINING. I sincerely believe you will find this game to be an epic and scintillating quest for revenge that will keep you on your toes. The game patches to FE8. DOWNLOAD SCREENSHOTS: SPECIAL THANKS:
  8. Hi there, Here's the link for my new mod: rebalanced classes, weapons, some late game shops have new content, characters are all worth investing into them, ennemies have better bases and/or growths (direct/indirect Seth nerf). https://www.dropbox.com/s/2nibar2d3lpvl14/FE8 rebalanced and stronger ennemies.ips?dl=0 L'Arachel is a prepromote (no more staff farming to level her up to 20). Iron/base weapons/magics give 5 weapon exp instead of 1 (faster weapon exp) and base weapon level for the majority of the classes is C (nerf on cavaliers who start at D). Bows have +4 MT and 150/145/140 base acc except longbow (acc +10) and killer/hero which would be OP if too accurate or powerful. Silver weapons have 3 MT more than steel instead of 4 (or 5 for swords), weight is iron base, +2 steel, steel +1 silver. accuracy is iron base, -5 steel, -5 silver. Silver weapons are B (so are Fimbulvetr, Aura and Fenrir). Shamshir (unique to swordlocked classes except mercenary) is a 1-2 range weapon with 10 crit% to help swordlocked classes staying relevant in chapters with many ranged units (notably chapter 17, Narube River which is a pain in the a_s to deal with as a swordlocked unit in vanilla). Mage Knight = Dark knight, Wyvern Lord = Haar (but 7 move like Great knights), Wyvern Knight = Jill but with better design (Jill's green sprite in RD was a pukemachine while Haar's black dragon knight sprite was godlike), Great knights have less max res (it's not like any of them will cap it anyway), but 1 more movement, valkyria has +1 mov, less def more mag and skill and speed. Falcon knight is bulkier. Sage seems more like Awakening's sages (faster and more skilled) and have less mag cap. Druid = sorcerer. SUMMONER HAS INSTANT S STAVES WITH HIGH MAG AND SKL (Knoll isn't shit anymore). Assassins are stronger and have more def than swordmasters, SMs have more res and crit +15, rogues have 7 move and more res than assassins but 20 str cap. Knights and archers have the fastest exp gains, then the others have a little buff to exp gains. Secret shop in Rausten has been updated (in-game AND post-game), go look for the new elements (they're totally worth it). Myrrh has more base stats and rebalanced growths (nothing game-breaking for her join time but she's easier to train). Sleep and berserk staves -5 acc but staff users have more skill. Now everyone has luck (past level 1-2 where growths don't show). I recommend to try the game on HM and don't hesitate to give feedback. This is a sort of Beta so any feedback is helpful (I have no time and patience for 20 playthroughs to test anything on average). If a specific part of the game feels too hard, we can discuss on how to improve the mod to make it less mad. If it's too easy I can buff ennemies' growths a bit more.
  9. Hi, Aside from classic changes like rebalancing stat caps to avoid heroes being so outclassed by warriors in nearly anything except for res, switching mage knights to actual dark knights (caps-wise) and giving real promotions gains to fit the class the unit goes in (depending on the units getting the classes themselves, like female wyvern knights giving more strength and speed while falco knights give more def and res because falco knights are more like anti-mage and balanced flying bruisers with little damage while wyvern knights are fast killers), I completely changed the way archers work. And bows in general. + kinghts and general have normal movement (5 and 6) and GK/MK 7 movement and Rangers 8 movement (Valkyrie and Troubadour also aligned on cavalier/paladin move). Iron bow: 10 MT, 75 Acc, 2-7 range, 25 Wgt, +15 luck. weapon exp 10 (like every iron weapon, I'm not patient with weapon level grinding so you just put the iron weapon of your choice and rush S rank) Steel bow: 13 MT, 65 Acc, 2-7 range, 25 Wgt, +15 luck. Silver bow: 16 MT, 70 Acc, 2-7 range, 25 Wgt, +15 luck. Poison bow: unchanged MT, unchanged Acc, 2-7 range, 25 Wgt, +15 luck. Killer bow: 12 MT, 60 Acc, 2-5 range, 25 Wgt, +15 luck. Hero bow: 6 MT, 60 Acc?, 2-5 range, 25 Wgt, +15 luck. Short bow: 6 MT, unchanged Acc, 1 range, unchanged Wgt. Long bow: unchanged MT, unchanged Acc, 3-10 range, 25 Wgt. The goal is to force the player to be cautious with ennemy archers, while being able to do something with his/her own archers. So archers can't double anyone with normal bows, like real life archers can't shoot arrows in chain, but instead arrows hit harder and archers have realistic range. They can hardly ORKO but I changed the classes power value to minimum to maximize exp gain (Neimi at base level gains like 33 exp in her joining chapter for chipping one starting point fighter instead of 30-ish for killing an unit). Thieves, trainees and generals/knights also have the highest exp gain (like any non fighter/tank not getting to ORKO most of the time/bishop) because hey they don't usually kill stuff in one round. Don't worry I've adjusted ennemies' growths to give them normal growths (be it promoted or not) so they actually have normal stats instead of lagging everywhere (even luck growth is normal). Yes it means axe wielders hit hard, have more def and luck, yes it means knights and generals will have a real def stat like in RD where even overlevelled rogues/spies hit for 10 damage max on inferior tier knights/generals with steel weapons and that flyers will have normal stats (25% def instead of 15% for pegasi, 45% instead of 30-ish for wyvern riders/lords, etc.). Your units, like in RD, are more likely to cap stats, and def/luck and even for some speed bases are higher because bows reach further and units need to be able to survive a bit more than they had to originally. Still Vanessa will probably be OS by early iron bow archers even at 7 base def (17 HP against 3 strength + 10 MT bows>33 damage). Tana comes with bright lance 9 MT 80 Acc 10 Crit 0 Wgt +5 def unbreakable (like naginata guard) so you can train her from the get go and even pass down the lance to Amelia to get her to a decent level without dying instantly to a soldier. Yes Tana has BL in the cell in Ephraim's route (anyway if you don't want to screw the chapter you're more or less forced to let her in until your team can take care of the reinforcements and the killer sword myrmidon). Innes comes with the beacon bow: 16 Mt, 2-7 range, 80 Acc?, 10 Crit, +15 luck, unbreakable. Syrene comes with the Shadow killer (sword): 3 MT, 1 range, hero weapon, negates flying effectiveness (maybe 10 crit). Screw archers this girl is Frelia's pegasi captain or commander (and she needs it even with buffed bases). Every late joining unit has increased bases and growths are closer to 50% (75% def for Gilliam, he's your only 100% knight and will tank waves for you since I'm gonna buff ennemies' weaponry to silver earlier in the game if I have the courage). Joshua has 9 def because he's joining before chapter 6 where there are a lot of ennemies and even reinforcements in hard (SPOILER: cavaliers coming from behind the starting point). Marisa comes with class base HP +10, str def res +5 and good skl/spd/lck so she is still relevant. And she grows more res (40%) and more spd (75%) than Joshua who will still cap speed but slower. I don't know if I can share my file because .nmm files don't want to get transferred so if anyone can teach me I could share my project once I've tested it further (actually at chapter 5 not started yet after I restarted a game because I just added the archers new mechanics to my previous mod having less changes). Anyway I put some data on this post so you guys can do the same thing with your own game (it shouldn't take more than 5 hours to get everything done). Reginleif and Rapier are unbreakable and I think I'm gonna test the magic damage option for the rapier (but if it works normally then I'll suppress the effectiveness against armors and cavalry because MAGIC DAMAGE!). I put it on the 1st post so people will see it: https://www.dropbox.com/s/gf3rq3tmjhxr4d1/FE8 rebalanced and realistic bows.ips?dl=0 And now the mod but with Radiant Dawn-like base stats. Be careful, +5 to every base stat for almost any class (except move and cons): https://www.dropbox.com/s/y6gdp5sgdts3c82/FE8 rebalanced bows with Radiant Dawn-like base stats.ips?dl=0 For the last mod: The Radiant Dawn-like base stats has some differences in gameplay: 1. You will be more likely to cap stats (not all of them for most units but a few of them) like in FE10. Units are quite specialized (except a few all-rounders like Forde but still he's the mage killer among cavaliers) and some are really performing better in certain classes than in others. 2. You will reach stat caps faster: it means you will be strong for a few chapters but then when the ennemies catch up you will have to wait for promotion to keep the advantage. 3. Archers are DANGEROUS, be careful of their position, their 7 range (or 5 with hero/killer bow) and their damage output (even with 16 def Gilliam took 3 damage from chapter 5 archer close to the middle-left house so I couldn't tell you less than being careful especially with your magic units who don't take physical hits very well). 4. Speed cap in tier 1 stays 20 for everyone. It means dodgetanks don't last forever so real tanks stay relevant. 5. I gave max exp to any class locked with 1 range weapons for a good part of the game. 6. When you'll promote some units you will feel powerful. But don't forget ennemy promoted units also have +5 in every stat and better growths than in vanilla. You won't have a 15 stat points lead on them at all I suppose (18 base def generals with 75% def growth will wait for you ;-P and already promoted units have 20 levels of growth rates applied to their stats if I understood correctly so level 1 generals should have...let's say 30 def cuz it's impossible to go higher ^^). 7. Look at your units stats. Most often they reflect their strengths and weak points at base (except pegasi but you can guess? Vanessa is the classic pegasus with better growths, Tana is the glass cannon and Syrene the physical tank if I recall correctly). 8. Bosses also benefit from class base stats increases. Some of them will be violent, don't rush too fast and look at their stats (for example Tirado HAHA this guy is gonna be a challenge for your units even recently promoted with huge promotion gains). 9. Arthur and Lute are quite similar, he is faster overall and more accurate while she's more powerful and tanks more physical hits. I'd suggest to promote Arthur with the 1st guiding ring since you want a well-trained foot bishop/sage for chapter 15, wherever you chose to go for the split. Lute's stats and growths would be well completed with a dark knight (sorry, mage knight) promotion because she's more fit for normal combat while Arthur is better as an occasional monster killer and healer (don't forget to give him S light before staff abusing or you'll be sad). 10. Dozla is perfectly usable, no need to train a Ross for berserker. Ross is certainly better as a hero. Same for Rennac he's good for his job so you can do whatever you want with Colm, or even let him untrained if you want only one thief in the long run. Just let him out of archers' range. 11. L'Arachel and Natasha are able to use light magic in their 1st class so their low level isn't too problematic but it's not needed to use them in combat (and they can't kill much stuff anyway, maybe chip some ennemies who can't counterattack) but Moulder the boulder doesn't need it since he's here from chapter 2 and healing staves cost really close to naught. Plus he can abuse torch in chapter 6. 12. Don't hesitate to give an early promotion if you need some immediate boost (promotion gains are huge) since growths will let most units cap what they should cap even with a level 10 promotion (just the secondary stats will be quite lower). And HP is the real deal for endgame I guess, since ennemies will be very powerful without their numbers changing (I think chapter 20 is gonna be torture hehehe...). 13. Even grinding probably won't help too much since I've finished the vanilla game a few times and the end game was still dangerous if I got RNG screwed on avoids, and in this game the ennemies will have more accuracy and damage (and def and res and HP). I didn't boost dragon zombies' stats except a bit of speed and a little def/res but hey, LEGENDARY WEAPONS have been rebalanced. 14. I highly suggest you raise as many units as possible from the beginning. Vanessa can be promoted early to deal with pirates on Eirika's route in chapter 9 since anyway she's the worst pegasus and sucks exp from better units (even if the exp curve is easier to deal with, not mentionning FE6's horrible exp gains). Archers don't need the exp from kills since they get enough from chip damage (and no speed is helping with not ORKOing stuff). Meanwhile mages with the same exp curve need as many kills as possible from the moment they join or the ennemies (especially their numbers) will quickly put them in danger if they're not high level enough. You should make them able to tank 3 physical hits as soon as possible (in chapter 5 the 2 archers in the left are very close from one another so if you make a mistake you can get 2HKOed). 15. Chapter 7 and 8 promotion items have beenreplaced with master seals (2 uses). You can pre-promote Vanessa, Moulder, any unit with medium growths (like Garcia) to deal with mid-game and then train your better growth units to promote them at 20/20. 16. I'm testing this mod in normal (my Natasha could tank the 2 bandits coming from Joshua's right with 1 HP left in normal mode, don't expect the same in HM). I'll test it later on hard but seeing how people can complete Awakening Lunatic + resetless I suppose the mod is absolutely doable on HM. 17. Don't get too happy of Seth's bases, my Franz overcame them before level 10 cavalier (during chapter 5). But he should be usable the same way old FE Jagens were, falling off mid-game without good growths. Good luck (with RNG) and have fun!
  10. I was wondering if anyone here knew how to mod or use ar codes to change very specific things in path of radiance using dolphin. I was hoping to change values of weapons, which type of classes have certain skills, enemy ai, placing more enemies on the map with certain weapons. I was just wondering if those type of things were possible, and if so how difficult would they be.
  11. I've figured out how to extract the files from a .cia of FE Fates (I own a legal copy, 2 actually). But I'm kind of stumped on what to do next. I have the mods from RainThunder and it says to used the GameData.bin. I've found the GameData.bin.lz, and I try simply looking for certain hex strings without doing anything to it, but find nothing. When I decompress it and open it again in a hex editor, I only get 00s. What do I do to start the modding process?
  12. Does anyone know if there is a mod to make Eliwood a lance user. I think he would be a much better fit with it.
  13. I am looking for help in writing support conversations for one of the characters I am adding to a Fire Emblem 7 mod. As part of my mod, I am adding 10 new playable characters to vanilla Fire Emblem 7 (of course new maps and classes as well). Since November I have written a disgusting number of support conversations (93 in total....yeah...), so I was looking to see if there was anyone on here with a forte in writing and love for Fire Emblem who would be interested in writing support conversations my final character. Here is some background on the character:
  14. Hi there! My name is AMH9000 and I have created a mod for Fire Emblem: The Blazing Blade. (Made for any hard mode) Download it here --> https://www.dropbox.com/s/02spl31bqljg2pi/Fire Emblem - The Blazing Blade - AMH9000's Mod.ups?dl=0 (tell me if something stupid happens to this link) The amount of changes I made were... minuscule to say the very least. Changes were made only to character's starting stats and their growths. Some were drastic (compared to the other changes), others were small, and most of them probably changed nothing. I attempted to change the levels of some characters but it never wanted to work no matter how hard I tried. :( I guess some of you want to know what the big changes were, so I'll put 'em in a spoiler, but there's only 3 I can think of as "big" changes. Now for the part that'll probably send about 80% of you away... I only worked on the Lyn's Story characters so the only things that are different in this patch happen in Lyn's 10 chapter story. sucks, I know, but this is my first Fire Emblem patch ever and I worked "hard" on it. It took me about 4 hours to make this so... I'm slightly proud of me. So, to the 4% of you that clicked on this thread that aren't considering leaving down a hate comment, have fun. As for the 16%... try first, and then leave down a hate comment if you REALLY want to.
  15. I was playing Civ 5 today and I was shocked to see there were no completed Fire Emblem mods for the game. Since I just completed(and loves) Genealogy of the Holy War, I was thinking of starting a little mod based on the Grannvale Empire. I'm totally new to Civ 5 modding but I got far enough to change the opening screen, the name of the civ and its cities, and I changed the unique units. Grannvale Empire Leader: Seliph The leader icon still shows Bismarck and it still has the Iron Cross icon. Still trying to figure out how to change that Trait: Together We Ride (renamed version of Germany's ability to recruit barbarians) Unique Units: Winged Hussar(trying to rename it to Lanzenritter) and Mongol Keshik(also to be renamed into Beigenritter) Of the 50 or so cities you can make, the first 46(I believe) are named after all of the cities present in FE4, not just the seven in Grannvale. These are the basics I have, if anyone knows how to mod Civ, please help out because there really needs to be a Fire Emblem mod. Edit: Here's the link to the Steam Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=808580802&searchtext=
  16. THIS HACK IS GETTING ENDED! I REALIZED THAT I WAS WAY OVER MY HEAD WITH IT. I DON'T KNOW EVERYTHING ABOUT HACKING, MY WRITING SKILLS NEED WORKING, AND I NEED MORE EXPERIENCE. EXPECT ANOTHER HACK FROM ME THAT IS SMALL AND NOT TOO AMBITIOUS! SORRY FOR EVEN POSTING THIS! Hi guys. My name is SuperSamYT and I'm an aspiring modder. A.K.A; a teenager who really wants to make a game, but has zero talent so he uses programs made by other people to make his life a whole hella a lot easier. Notes before I tell you guys a bit about the game I want to make: This is a mod of FE7 I'm quite familiar with Nightmare and FEditor I know about Nickt's mugs and I love them <3 I'm not the best with everything modding-wise so don't be surprised to see me asking questions about different aspects of modding Lastly, my project is ambitious so don't hate on me about it! The basic story is all I've got so here it is: In the water bordered continent known as The Westlands there are 5 countries: Portcheli, Frontacia, Botomia, Hirmaccio, and Autrily. These countries were prosperous, for the royalty and peasantry, however, there is a group of usurpers in Portcheli. They are known as The Rebellion of Eternight or Eternight for short. They wish to make their own country where they are not oppressed by the royalty. Our story revolves around the Royalty of Portcheli and their different endeavors. I am taking a bit of a Fates approach to this, but instead of having two games with a pretty sad ending and one with a good ending, my game's going to have 4 games with a pretty sad ending and not a single game with a good ending! From easiest to hardest the games will be: Desolate Portal; Peace - This game will follow the youngest of four siblings, Verta, and her endeavors to bring peace back to Portcheli and it's royalty. Desolate Portal; Revenge - This game will follow the second youngest, and most important, of the four siblings, Violent, and his endeavors to get revenge on something *spoilery so I won't say what it is* Desolate Portal; Sorrow - This game will follow the second oldest, and least important, of the four siblings, Bleuiet, and her journey to get away from Portcheli and everything that's going on there. I will try my hardest to make this game give you the feels. Desolate Portal; Betrayal - This game will follow the oldest of the four siblings. Though I can't say much since this game will be pretty serious and hard with, what I hope to be, the best story. It will be an emotional rollercoaster for you the player. Earlier when I said that this will be semi-Fates-ish I meant it. All four games (but one game) will have the first 10 chapters be the same. After chapter 10 each game will be different. NOTE: To all the Hardcore Fates haters; I will try my best to make each character develop throughout the story instead of having them be 1 dimensional, 0 development, idiotic characters. So guys and gals I hope you like this idea as much as I do and help me along the way! Another note: I will be using the nickt collection for my mugs, but I'll also be making my own (or at least try to). Another note: Since I can't make music worth crap don't expect any new music. Another note: Please leave suggestions to help me! Thanks guys and gals! Can't wait for the feedback! FUN TIME: I got bored so I made something tell me if I should add it to the game.
  17. 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,
  18. 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.
  19. Fire Emblem - Origins v1.0 A Blazing Sword ROM hack by Strict_Gryphon90 Foreword: Exactly 3 months ago (July 19th 2015) I started working on this hack knowing absolutely nothing about ROM hacking. And now, with great joy, I present to you the fruit of those 3 months of work. I hope you enjoy playing this hack as much as I enjoyed making it. As of this release the prologue through chapter 3 has been fully completed. The maps for chapters 4 and 5 are complete and in the game but do not contain any dialogue. I wanted to have chapters 4 and 5 finished for this release but I wasn't able to do so before my deadline. This upcoming school week (week of Monday 10/19/2015) is midterm week, and I also have a long paper due shortly after, so after today I won't be working on this hack for about 2 weeks. I decided to release whatever I had done before then. After my busy time is over, I will resume work on this hack with all the same dedication as the past 3 months. Quick Note About the Mugs and Animations: As of yet I do not have any custom mugs or animations, and so I am using default resources as placeholders. I do have someone working on the mugs, but they've been feeling ill the past couple of weeks and haven't had the chance to get them done. Rest assured I will insert the custom mugs as I receive them, and also the custom animations as soon as I find someone who can do them. Story: Main Characters: Screenshots (Thanks to Pixelman): Chapter Maps: Changes: Plans for v1.1: Plans for v2.0: Things You Should Know About Chapters 4 and 5 (because of lack of dialogue): Credits: If I forgot anything I'll add it as soon as I remember. If I forgot something or gave the wrong credit, let me know and I will fix it. Download link: https://www.dropbox.com/s/frghe8jlrjga2lh/FEOv1.ups?dl=0 Base Stats/Growth Rates for Player Characters and Generics: The player character section on base stats is not entirely up to date, but the growth rates are. Also, I use Apache OpenOffice instead of Excel, so you'll need that program to open it. Don't worry it's free. https://www.dropbox.com/s/frjr0s32vcde5ui/Character%20Stats.ods?dl=0 Original Post: Gryphon
  20. I am modding my Fire Emblem 7 game for an enhanced experienced. I added a few difficult maps as well as 4 new characters to recruit. Otherwise, the game remains pretty much the same. Because of the added characters, I had to rejigger some of the supports conversations. This is where I am having problems. I have noticed that certain support conversations (the textual part) will not load during battle. Basically the characters trigger the support, the support successfully increases in rank; however, the text is missing entirely. I noticed this happening with several character such as Sain and Kent's support, which I didn't think I touched. I also confirmed that Lyn and Kent's support triggered normally as well as Lyn and Florina. At this point, I am not sure what the problem is or where it is happening. I am wondering if anyone ran into a similar issue and could point me in the right direction. Thanks!
  21. My name is Onee-nee I am here to introduce you to the idea of Fire Emblem x [email protected] Basically, we are thinking of modding Fire Emblem (Maybe FE7 or FE8) game to add [email protected] Character like Haruka, Chihaya, Takane, and so on with an original story all together. The Story might be the hardest since we are making an original story from a scratch. But I believe we can make this a reality. For starter, I aimed for all 765Pro character to be playable with Cinderella Girls character added to fill the character slot. I was thinking that maybe we can acquire some people who is capable and/or interested in it. Though, digging for the idea only seems to be a very good idea~ To be honest, while I know a basic programming and some adobe flash+Photoshop, I am quite incapable of making this a reality. But I can still pour a lot of idea. For now, let's dig some idea and so on~ Story: -Need Idea- Character: 1. Takane -Lord- The main lord for the first ten chapter (Aka Tutorial Mode) A Regal and Mysterious Maiden of The Old Capital, she wields a Lance, Her growth is based around Skill and Str with good Def growth and great Con yet average speed growth at best, making her an Accurate Tank. 2. Haruka -Lord- Your Main Lord from Chapter 11 to the end of the story. The normally normal girl who is also an idol, she wields sword. The Lord with Eliwood/Marth growth, her growth is basically average at everything except Res (Good Growth), Luck (Bad Growth), and Con (Quite Low) 3. Miki -Lord- Your main lord from chapter 11 to the end of the story when you do second playthrough. The Born talented yet Lazy idol, she wields Axe. Basically Hector expy with a stat that doesn't resemble him much, her str has the best growth but her skill and def are falling behind. 4. Chihaya -Myrmidon- The Myrmidon you need but you don't deserve. The Skilled yet shaken Idol, her class is Myrmidon. Your standard Myrmidon with great skill, great speed, and decent str but plagued by low def and low con. 5. Hibiki -Wyvern Rider- The first flying unit you can use. The Wild and Animal-loving idol, her class is Wyvern Rider. An All-Around and balanced unit that excel at everything except Res. So far, that's the current idea we have. Maybe if you have any idea you can speak up and discuss with everyone. I will be very thankful and pleased if you want to help us, even a simple praise is very supporting for us. Thank you and I hope this can become reality.
  22. https://www.youtube.com/watch?v=52DyJJgIh0I So I made a video about this great mod detailing her moveset and some applications, feedback on the video would be appreciated! Mod is from http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204448 EDIT - Accidentally linked Etika's Video on the mod :P, fixed to my video
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