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  1. This is a small concept where I will try and turn your class ideas into actual playable classes in Fire Emblem Three Houses. Due to the game's limitations, the following guidelines are in place: Classes will reuse other classes' models and animations The classes will also overwrite already existing ones, so enemies will also be able to access them. For the sake of balance (and the sake of preventing any possible crashes), the Barbarossa, Emperor, Great Lord, Enlightened One, Dancer, Monster, and the Agarthan classes will not be changed Base Rules: Beginner Classes cannot have a base total exceeding 50 Intermediate Classes cannot have a base total exceeding 75 Advanced Classes cannot have a base total exceeding 100 Master Classes cannot have a base total exceeding 150 Current Classes Already Replaced: Wyvern Lord When replying with your class, use the following format: Class Details Class Name Class Details (One or two sentences explaining the class) Class Tier Class to Replace Requirement 1 Requirement 2 (For Intermediate and above) Requirement 3 (For Advanced and above) Class Bonuses Bonus 1 Bonus 2 (Optional unless Intermediate or above) Bonus 3 (Optional unless Advanced or above) Unit Type (Infantry, Flier, Armored, Cavalry) Magic (If applicable) Spell 1 Spell 2 (Optional) Bases (see Base Rules) HP (between 15 and 40) Strength (between 10 and 40) Magic (between 10 and 40) Defense (between 10 and 35) Resistance (between 10 and 35) Dexterity (between 5 and 45 Speed (between 5 and 40) Luck (between 10 and 30) Charm (between 0 and 30) Growths HP (between -5 and 30) Strength (between -20 and 20) Magic (between -20 and 20) Defense (between -15 and 25) Resistance (between -15 and 25) Dexterity (between -10 and 20) Speed (between -20 and 20) Luck (between -10 and 30) Charm (between -5 and 15) Skills Skill 1 Skill 2 Skill 3 (Optional) Mastery Reward One Combat Art related to the class OR One Skill related to the class
  2. Hey all, recently I've wanted to play Fates modded because I thought it would be fun. I've already installed Citra Nightly and the .cia file of fates and it works perfectly, however the mods (seemingly) don't work. I've done the load/mods/title ID correctly, and I did exactly what I did for Awakening when I modded that ages ago; I've extracted all the files, and they're in the romfs folder yet it still doesn't work. Any help would be appreciated, thanks all in advanced!
  3. Hey all, I was wondering if anyone could help me with modding Fire Emblem Awakening. I have a physical 3DS thats already homebrewed, I've installed thane98's Paragon, and i have a few mods from GameBanana that I would like to install but I have no idea where to go from here. I have just extracted a romf of Awakening but I am unsure of how to continue as all the guides I can find are in relation to Fates. Any help would be appreciated! Thanks all in advance.
  4. Hi, I'm making a modded version of Conquest. I am using Paragon as my Modding software. One of the changes i want to do is to make Faceless and Vallite soldiers capturable. Any idea how to do that? Or even if that's possible?
  5. Alright, I've been throwing a few solutions against the wall for a while now, but none of them have worked. All the guides I've found have either been hard to follow or don't pertain to my problem. I,ve enabled game patching in the Luma menu, and I've replaced all the files with the files given for the mod. Ive also tried putting the mod on the root and keeping the games original files intact. none of it has worked. So, how do I go about installing this mod via Luma?
  6. 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.
  7. As is in the title. Here is what I use... What you need; Luma3DS etc., Checkpoint, FEAST, Fire Editor 3 LINKS- Guide to Install Mods (I used this one)- Fire Editor- (Files are in this page) https://gbatemp.net/threads/release-fire-editor-fire-emblem-awakenings-save-editor.397493/page-142 FEAST- https://github.com/SciresM/FEAST/releases/tag/v1.1 1- Mod your 3DS to have Luma3DS and the works (At least have Checkpoint.) 2- Extract your Save file using Checkpoint. 3-Insert your 3DS SD card into your Computer. 4- Open FEAST/Fire Emblem Save Editor, then click on “Open Compress File.” Click into your SD Card files, go into 3DS, then Checkpoint, then Saves, then Awakening. Select your Save, then select Chapter 0, or whatever yours says, then click “Decompress File.” 5- Open Fire Editor 6- Click the folder button in the top right and select your decompressed save file. 7- Mess with your characters. 8- Save with the right button in the top right. 9- Open your Decompressed save file with FEAST/Save Editor, and Compress it. I delete every other file that isn’t the freshly compressed file to avoid confusion. 10- Remove your SD card from your computer and put it back into your 3DS. 11- Open Checkpoint. Click A on new to get it to respond to you, and back up your save to Awakening. 12- Reap the rewards. Have fun!!
  8. I've been messing around with FEBuilderGBA and have a few questions that I hope I can get answered: 1) Is it possible to change the GBA games to operate on 1RN instead of 2RN? If so, how? 2) Is it possible to implement features like Canto+, negation of enemy terrain bonuses? If so, how? 3) Instead of modifying weapons, is it possible to implement classes with special characteristics such as a class with 1-3 range, 2-3 range, etc? I believe Blazer had some kind of 2-3 range Sniper patch but I've been unable to locate it. I've been perusing the Ultimate Repository (FE) and have found it super helpful thus far. That said, directions to any other sources of advice/information would be greatly appreciated.
  9. Hello guys, I'm trying for years to create my own Fire emblem. (I am like you a huge fan). I've recently discovered a program called "FEBuilder GBA". This one seems to be very nice and got a lot of options. But I don't really know how to use it... I've watched some tuto videos but I've done some mistake and my ROM is not playable anymore. So if someone can be nice and explain me how to use it that would be verryyyyy coool (or with an other software too). I already create some maps, animations, etc... I have a question too about animations. Do you know if it's possible to get somewhere the new animations from fire emblem immortal sword rom hack ? Thank you in advance to any one who may be able to give me some ideas or help. smootybear.
  10. Hi, I'm new to forums so I hope this is in the right spot and stuff. Anyway, I'm just getting into FE8 modding and specifically the Battle Palette modding. I want to change the way a necromancer looks in battle and his sprite and all that. I've checked around google and I couldn't find anything so I figured that I could post a topic somewhere. Can anyone direct me to a Battle Palette Reference Nightmare Module that contains a battle palette for a necromancer? or does that not exist. Thanks :D
  11. Hi everyone, I'm currently working adding Assassins as a Thief promotion for my own FE6 playthrough. It's going well so far, but there's one issue I've run into that I can't seem to find a solution elsewhere for. The Assassin classes (male and female) are replacing the unused female Cavalier and female Paladin classes, and they seem to be using the promotion bonuses of those unused classes. I'd like to change them if possible, but the FE6 version of the Class Editor module for Nightmare doesn't seem to be able to change Promotion Bonuses, unlike its FE7 and 8 counterparts. Can anyone offer a solution?
  12. So, I have been hit with the idea of tweaking FE8 a bit, just a bit, I can do 90% of the tweaks myself, but there is one that mystifies me. The Bishops "slaying" "slayer" ability, that turns any weapon in their hands into an anti monster weapon. I am looking through nighmare's available data and the ability seems to be missing. Which values is it? And in which of the four ability categories is it? I want to give this ability to the valkyries.
  13. Hello there. Two quick questions: - is threre a way to alter the look of the world map in fe4? - is there a way to make enemy retake castles instead of just destroying them?
  14. I've been trying to get a custom map/event to work in Fire Emblem 7, but after turn 1 (Meaning both allies and enemies have all finished their first actions) The game reloads and starts up the opening cut scene, with the "Nintendo 2003" text and such. Resuming the chapter automatically brings me back to the starting sequence as well. I can load the map with the same events as the prologue, just with the map different, and it works fine. However, if I load the custom event on to the map, it only works for a single turn. Here's the event I wrote. Nothing too complicated, just made for a really simple test event to make sure I know what I'm doing before I start anything long-term:
  15. okay so in my FE7 randomized playthrough, i ran into a rather bad issue. When i beat chapter 15, and i did with a green solider alive to give me the option to go to chapter 16x, I would- upon getting the option, have either yes or no. Now this is normal but it would become a black screen forever. any thoughts and tips on how to fix this? thank you for reading this if you have. i think the only thing that could have lead to this glitch could possibly be that Lucious became dart and it messed up, but i find that highly unlikely to be the cause of the glitch I have learned that even if i try to suspend the game, then it goes to a blackscreen
  16. This is such a basic question, but I can't really find any solid answers. If you load up a ROM that saves to SRAM, and then hack the ROM to change things around in it, is it safe to use the same SRAM files for that modified ROM? Same question also for savestates.
  17. Hi! I figured out how to rip models from Fates. But now I'm trying Awakening, and I have all the files extracted. But every time I try to load a body model, it doesn't load on Ohana3DS. Weapons load fine, but the bodies are what I need, and they won't open... Has anyone figured out how to rip them?
  18. And by "Balanced" I mean fix characters that are borderline unusable, like the Knights or give me a reason to use unit X when unit Y is 10 times better. Also, imma try make more weapons...you know... NOT HORRIBLE. So, I want some suggestions on fixes. It does make the game somewhat easier. Major changes I'm thinking of (Anything not specified has been left the same) [spoiler=Roy] Growths: 40->55% Str (+15) 40->55% Spd (+15) 25->35% Def (+10) Bases: Level 1 22 HP (+4) 7 Str (+2) 7 Skl (+2) 6 Def (+1) 3 Res (+3) Items: Starts with Iron Sword too I buffed him somewhat much because he will be useless for a while and he WILL cap his level without being able to promote. I also felt like it was unreasonable that he had less Def than Res AND buffed both HP and Res bases so that he won't be Bolting and Purge material in castle chapters. The Iron Sword is just so that he won't have to strip a Cavalier to save his Rapier uses. [spoiler=Bors] Knight movement is now 5. General is 6. Growths: 30 -> 45% Str and Skill (+15) 10 -> 15% Res (+5) Bases: 8 Str (+1) 6 Skl (+2) 5 Spd (+2) 6 Lck (+2) I tried making Bors the jack-of-all-trades Knight of the trio whose best feature is his superior availability and being well-rounded. Soon will be Barth the Knightliest Knight to have ever Knighted and Wendy, the FE6 incarnation of Effie. [spoiler=Barth] Growths: 110% HP (+10, so it is 10% chance to gain 2 HP and you are guaranteed to get 1) 70% Str (+10) 40% Skl (+15) 50 Def (+10) Bases: 10 level (+1, Insta-promotion) 12 Str (+2) 8 Skl (+2) 6 Lck (+4, though it's not growing...) 3 Res (+1 because lol 2% growth) Extreme much? His Knightly stats rise like there's no tomorrow. Lck, Spd and Res are for sissies so no serious Knightly Knight cares. [spoiler=Best unit in the game] Wendy's new growths: 50% Str (+10) 45% Skl (+5) 55% Spd (+15) Wendy's actually functional bases: Level 6 Knight: 23 HP (+4) 7 Str (+3) 7 Skl (+4) 7 Spd (+4) 10 Def (+2) C Lances (+1) Now Wendy has above average Str, Skl and Spd with respectable Lck, Def and bad Res. Her Def base is now high but she is less bulky than her comrades. She is the child of a Myrmidon and a Knight. I am thinking of lowering her Def to make her have less of an advantage than the other Knights, but I'm not sure. Anyways, I've got more ideas but I got tired of writing. So, any suggestions?
  19. I'm working on a chapter in a mod I'm making and it just won't go on. Can someone look at my event assembler code thing that I made and tell me if it's something with it. Chapter 2 Escaping.txt Here's the nightmare info for the Chapter:
  20. I just want to say that I was looking for this type of document for 30 minutes before deciding it'll be a better use of my time to go onto Nightmare and put all the offsets onto a document. I then thought that I can share this for lazy people like me so I did. Notes: 1. Every offset starts with 0x8 but that's not needed in most programs you'll use this stuff in. 2. There's no organization to this because I just copied this straight out of Nightmare and how the program had these values organized. They go from 0x01 to 0x78. 3. Remember the numbering system from the point above goes, 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F Here's the .txt document then. Every Character's Palette Offset.txt
  21. Does anyone know where in the data I can find the multipliers for weapon effectiveness? I want to give weapons such as the armorslayer a low might but a high multiplier as to only be effective against armored units and ineffective otherwise, I'd also like to change the bow effectiveness against fliers in FE7 back to x3.
  22. I understand that there are 9 sets of growths that the game uses in FE5 to determine random enemy stats and I have found them, but I wonder if there is a way to alter the pointers so that certain classes only pull from certain growths. I've checked the data via nightmare and windhex to try and see patterns, but no luck. I'd like to take those 9 growths, like with physical 1&2 and fighter 1&2 and change them to be more speed or defense oriented and assign swordmasters or generals to the appropriate growths. Does anyone know where this data can be found?
  23. 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,
  24. I'm looking into modding FE9, but I'm having an issue. I'm using GC Tool v1.2 to extract and replace files and Windhex to edit the data. Inside the ISO for FE9 is the file FE8Data.bin, which I'm pretty sure is the file containing data for characters, classes, etc. I'm not sure what is happening, but, any alterations I make are not showing up when I boot the game up in dolphin, but the game runs just fine making me think that something is going wrong in the process of altering the game data. Does anyone have any idea what I might be doing wrong?
  25. 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.
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