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  1. Radient Dawn is my favorite Fire Emblem game. Unfortunetly it has multiple issues, chief amoung them being that quite a large percentage of charecters are suboptimal or flat out near unusable, the worst offender being units like Fiona or Lyre. Well no more. With the Power of Thane's Paragon Editor, in Radient Dawn +, I think I managed to make everyone useable while still keeping it faithful enough to the original game, something a lot of upcoming Radient Dawn mods change completly gameplay wise to the point of it being unrecognisable as Radient Dawn. Key changes include: General growth and base buffs for both charecters and classes, especially mages Buffed Weapon triangle, 10->15% stronger magic across the board Thunder magic is now 1-3 range New weapons, including PRFs and magic weapons. Laguz changes, untransformed forme no longer as weak and can initiate combat No need for a clear file or transfers for additional content Shop and forge changes (can forge el tomes and wind edges) More interesting and difficult bosses Gamebannana page: https://gamebanana.com/mods/443519 0.96.1.zip
  2. First off, hey folks! While I'm a new member, I have actually been sleuthing around on Serenes Forest looking through guides, translations, forums, etc for years. I'm not sure why I waited so long to join up til now, but whatever. Secondly, with regards to FE games that I return to playing again and again are the GBA series (FE6-FE8) and FE4 and FE5, with FE4 being my favorite. Despite there being no English translations for when the FE4 rom was initially available, I had a blast playing it to the end. And then, Project Naga came out, which translated the entire game to properly enjoy the story and dialogue, and that inspired me to replay it a couple of more times while trying out different pairings. Kudos to the mod team! I looked at other mods for FE4 since then and came across FE4 binary, which provided a lot of quality of life tweaks and balancing to the game play as well adding new features such as promotion choices, new weapons, minor blood characters using holy weapons, etc. to make things more fun. Overall, game play wise, it's a masterpiece (with the exception of some bugs when dismounting units or that holy weapons could not be directly inherited from the 1st generation). My only other gripe is that it lacked the translations of Project Naga. As far as I know, there haven't been any attempts to combine both mods, which I imagine it would be a massive headache to do since it would require seamlessly meshing together two codes without breaking the game...BUT MAN, it would be amazing if there was a way to have the best of two worlds together for the best FE 4 experience! I, myself, don't have any experience with coding, let alone modding a SNES rom, but I feel inspired to at least give it a shot and attempt to figure out the basics of modding and make it happen. TL;DR I want to learn a way to combine FE4 Binary and Project Naga mods to maximize the FE4 experience!
  3. I uh, have questions regarding the World Map feature FE8 has and the route split in the same game: A. How can I adjust when does the split happen? Vanilla has it after a double-header of Ch7 and Ch8, while my plan is after Ch12. I would therefore need then to adjust world map events and nodes, of which I lack info on. B. Can I add more world map nodes? I have 31+ nodes which I can only guess is more than vanilla has. This leads to C which is... C. How can I customize my own Valni/Ruins? I want to include human classes as well. D. How do I make certain nodes be bases after you beat the associated chapter? And also move around map shops (referring to the whole trifecta of buyable stores). I'd also like said bases to be a way to build Supports faster.
  4. So, I'm playing on mobile and I used the citra-emu/load/mods/000400000009F100/romfs method to install the mod on emulator. My problem is: some supports that should be new like Kellam and Sumia straight up don't work and just skip when I try to watch them. I remember using the same method on FE: Fates gay mod a few months ago and it worked fine so idk if I did something wrong. Any help would be appreciated.
  5. I am currently developing a mod of fire emblem echoes that strives to make the game more difficult without using stat bloating. The mod will also include the option of having minor changes to classes to balance things like for example +1 move to sages and priestess. The mod will also give enimies a luck stat to help prevent criting your way through late game maps. I have currently completed act 1 and act 2 however neither have been fully tested yet. I will not be officially releasing the mod until full completion however i am in need of some beta testers to help test the mod and give their opinions and help find any glitches so i can fix them before the official release. If you are interested my discord is no_life456780#1212. Message me there if you're interested.
  6. Hi, I've done a quick patch for TSS. This includes: - Bow range changes and longbow is a semi-siege weapon - Bows are not anti-air except short bow, renamed Anti-air Bow - Staff range changes - Weapon stats and price changes for better balance - Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line - Better class distinction without altering the way they work - Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions - Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe) - Seth's bases untouched but he falls off towards the end of midgame even at level 20 - Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains) - Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that) - Mage Knight is now a frontline class - Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly) - Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness - Naglfar weighs 6, so Lyon doesn't lose spd anymore - Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3) - Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS) - Monsters have better bases and follow the same growth pattern as humans (beware of fog maps) - Rogues have 7 movement since thieves have 6 - Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan) - Changed the dragonstone a little, now Myrrh is better for the time it lasts - Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range) - Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him) - Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway Link for download (patch US clean ROM with an UPS patcher): https://www.dropbox.com/s/20snosffcvdbek6/FE8%20simple%20patch_full%20balance%20patch.ups?dl=0
  7. I have created a small hack for FE8 that gives every weapon the range of a siege tome, Seth also has a warp staff. Download!
  8. Hi, I've seen a big topic about hex editing for Radiant Dawn that I've barely started reading, and I was wondering if the same could be done for Path of Radiance. I have downloaded HxD (I don't know if it's the easiest to use), I'm totally lost in how to make it work, the Data file seems to not be compressed, but all I see is a list of Aid per class and some skill names with capacity, I don't understand the rest and the hex code lines look like Chinese to me, I know they're multiples of 16 (from 0 to 15) but I can't find the value that is linked to the capacity taken by the skills for examples, all I see is 40s and 50s on one line, there aren't any numbers corresponding to 10-30 capacity. I'd also like to be able to edit the class stats and such. I've been looking for Nightmare editors for years since they're much easier to use than learning to use a hex editor when you're no programmer, but never found any (I've Dld a randomizer/editor but it never launched for some reason). The items would also be a good thing to be able to edit, so that early game weapons weigh less (giving them the same Wt as in TSS would mostly fix the problem with early game snails, and giving tomes the same Wt as in FE6 which has the most usable magic of all the GBA titles unless FE7 is the same, all I know for sure is that TSS has wonky tome Wt, if their tomes weigh more than axes how are these book wanderers supposed to carry them? Gleipnir is 5 or 7 Wt more than the axe Garm that also gives +5 spd!). I think mages would appreciate not having to reach high levels of str to carry their final tomes. I'd also buff Laguz weapons of course, I love Laguz.
  9. 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!
  10. Hi, Does anyone want to make a collaborative mod/hack based on fire emblem 6, 7 or 8? I'd like to have brainstormings with interested people/players in order to make a good mod or hack, and my knowledge goes as far as a non-hacker can, I don't know how to insert new sprites (like halberdier to give soldier a promoted class) or even make them, but I know how to create a magic weapon out of a normal weapon/empty item number (with working animations and damage numbers, I created an inferno Reginleif and a C-level light animation Rapier which displayed without bugs with the animation), and basic things like character/class modifying, class paths, promotion item modifying (can't make a Fates-style second seal yet, maybe someone can, I could only make an Awakening second seal but I don't think the stats would adapt to the 2nd class bases, maybe the patch could work), unit placement and modification (but if you change story-related units it tends to bug if I remember correctly), well, anything most people can do with FEBuilderGBA. Should we use the skill patch or modify the stat caps? Should we make another "No HP Emblem" or have better HP for everyone (including magic based units and female only classes like pegasi?)? Should we create/re-create classes like halberdier, 3rd tier classes? Should we delete gender lock (knowing it would need sprite creation for opposite gender for mercenary, fighter, pirate, bandit, berserker, warrior, rogue/assassin, troubadour, walkyrie, monk, maybe a real female wyvern animation because I can't differentiate male/female in their existing animations, re-use femal thiefe and hero from FE6)? Should we change weapon distribution per class (it would need new animations for classes with different weapons)? Should we change the story? Completely or only parts of it (like what one would like to re-write better, say some antagonists who could use some deeper writing and why not even join the player's army after they changed their mind, like Selena or Caellach, Orson or Glenn who would be deeply wounded and found by Eirika then healed by The Stache or NaStacha, and so on)? Should we change some characters' class if we keep the story or parts of it? Promoted some late joining units (see you L'Arachel) or buff some units who need some love (Dozla, Syrene, Garcia, trainees, Tana, Knoll, Natacha, Eirika, Forde's jack of all trades state, Kyle's def to fit the tanky cavalier archetype, and so on)? Should we target Conquest or Radiant Dawn's level design/gameplay, or simpler games? Should we make Fates growth style with extreme specialties or more balanced stats/growths? Should we try to remove flying effectiveness from wyverns like in FE10 or let them weak to arrows so they're nerfed simply by not being safe around any designed ranged weapon (1-2 axes, lances and swords aren't part of a weapon type designed to hit from range while bows and magic are)? Should we make pegasi invincible against magic like their description tells it? Should we make shapeshifters and if yes, how should we make them? How to manadge range on a unit who has bonus stats? If Myrrh had 1-2 range, she would solo the game as long as her stone lasts, it would break the game. Weapon durability, for or against it? Personally I like indestructible weapons, but many seem to be against them. I think it forces you to choose which weapons you buy since they cost much more, and silvers would be much rarer than what they are for free in the OG (2 free silver swords in 5x and 7 are too many for that part of the game, where you don't even have that many sword users reaching A rank anyway and cavaliers who tend to use lances more due to lance-heavy levels and javelins barely affecting their speed while they take 6 points of speed from pegasi and 5 from falcons, which is pretty unbalanced and heavy pony favoritism, which comes with the question of the importance of constitution as a stat, should we remove its effect on weapon wielding and transfer it to strength? should we suppress completely weapon weight and give stat penalties in the stat bonus category to affect everyone the same like in Fates? I find it much more fair personally). There are many things we could use brainstorming for and it could lead to something completely different from what we would individually think of, which is the reason for me to suggest a collaborative work. If you're interested, answer in this topic and tell me/us what you would like (from what I wrote or from things I didn't think about while writing this, or from things other people write in their own answers). See you soon in this topic!
  11. 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.
  12. [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
  13. 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
  14. 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.
  15. 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.
  16. Hi just looking for the HP bar patch (Nothing else attached ) Thanks in Advance!
  17. 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:
  18. 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.
  19. 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!
  20. 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.
  21. 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?
  22. 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.
  23. 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:
  24. 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.
  25. 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=
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