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Hey, all! I'm currently hacking FE4, and I had a few questions that I wanted to see if anyone can answer. I have pored over the threads containing all the tools and info from Lamia and others (such as this thread here: https://forums.serenesforest.net/index.php?/topic/39603-lamias-fe4-stuff/#comments ) and there's been a lot of useful information! However, I do have some specific issues that I haven't been able to find answers to yet. If anyone has the time and know-how, I was wondering if you could give me some advice? 🙂 

1. Using the Broken weapon slots to implement new weapons.

Lamia included a broken weapon editor and indicated that it can be used to consolidate broken weapons in order to free space in the item list. I tried doing so by having each of the weapon ranks refer to the A rank broken weapon. This causes the game to always crash when a battle is initiated. Any idea on how I should be doing this?

 

2. D rank patch

    The sword skill patch works just fine with the Project Naga translation, but the D rank patch does not (regardless of whether there's any other patches other than Naga on top of it.) Has anyone played around with this and found a way to make it work? It just crashes my game when used, similar to the broken weapon issue. (And yeah, I did make sure that the area it specified in the readme was blank before patching, and it was without me having to do anything, so that's not the issue. Right now, the only thing I can think of would be to apply the patch to a clean rom, and THEN put project Naga on top of that and painstakingly implement all the other changes I've done on top of that. But, eh... I'd rather not.)

 

3. Editing enemy Stats, skills, etc.

I can't find any way to edit enemy data AT ALL besides the enemy editor modules, which really only allow you to change their class and inventories. How have others gone about this? Hex? 

 

4. Text editing

I haven't experimented  with Lamia's tools yet on this front, so I'll try that first. But in the meantime, is there any specific advice people could offer for text editing in FE4?

 

Thanks so much!

 

EDIT:

5. Also, being able to edit max stats for classes would be just swell! kthxbye!

 

 

Edited by D.K. Durand
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7 hours ago, D.K. Durand said:

Hey, all! I'm currently hacking FE4, and I had a few questions that I wanted to see if anyone can answer. I have pored over the threads containing all the tools and info from Lamia and others (such as this thread here: https://forums.serenesforest.net/index.php?/topic/39603-lamias-fe4-stuff/#comments ) and there's been a lot of useful information! However, I do have some specific issues that I haven't been able to find answers to yet. If anyone has the time and know-how, I was wondering if you could give me some advice? 🙂 

1. Using the Broken weapon slots to implement new weapons.

Lamia included a broken weapon editor and indicated that it can be used to consolidate broken weapons in order to free space in the item list. I tried doing so by having each of the weapon ranks refer to the A rank broken weapon. This causes the game to always crash when a battle is initiated. Any idea on how I should be doing this?

 

2. D rank patch

    The sword skill patch works just fine with the Project Naga translation, but the D rank patch does not (regardless of whether there's any other patches other than Naga on top of it.) Has anyone played around with this and found a way to make it work? It just crashes my game when used, similar to the broken weapon issue. (And yeah, I did make sure that the area it specified in the readme was blank before patching, and it was without me having to do anything, so that's not the issue. Right now, the only thing I can think of would be to apply the patch to a clean rom, and THEN put project Naga on top of that and painstakingly implement all the other changes I've done on top of that. But, eh... I'd rather not.)

 

3. Editing enemy Stats, skills, etc.

I can't find any way to edit enemy data AT ALL besides the enemy editor modules, which really only allow you to change their class and inventories. How have others gone about this? Hex? 

 

4. Text editing

I haven't experimented  with Lamia's tools yet on this front, so I'll try that first. But in the meantime, is there any specific advice people could offer for text editing in FE4?

 

Thanks so much!

 

EDIT:

5. Also, being able to edit max stats for classes would be just swell! kthxbye!

 

 

I can't say for most things here, but enemy stats are just changed by their levels. At least the generics are.

and max stats are changed by editing the classes base stats I.E: Swordmaster has 15 base speed: this translates to a 30 speed cap in-game.

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9 hours ago, lightcosmo said:

I can't say for most things here, but enemy stats are just changed by their levels. At least the generics are.

and max stats are changed by editing the classes base stats I.E: Swordmaster has 15 base speed: this translates to a 30 speed cap in-game.

Ok, thanks! What about adding skills for enemy bosses? Is that possible, or no?

And are the caps uniformly set at twice their base stats?

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11 minutes ago, D.K. Durand said:

Ok, thanks! What about adding skills for enemy bosses? Is that possible, or no?

And are the caps uniformly set at twice their base stats?

Caps are as follow: 15 is 30, 14 is 29, and it keeps going down by 1 each. 

Adding skills for bosses... from what I remeber, it should be doable. 

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3 hours ago, D.K. Durand said:

Ok, thanks! What about adding skills for enemy bosses? Is that possible, or no?

And are the caps uniformly set at twice their base stats?

1. If the boss is generic, you can't add skill, you need to change to holy first.

2. character stats cap is always 15, add up with class stats.

What do you want to change? Stats cap at 20 or 40?

Edited by Tetragrammaton
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7 hours ago, Tetragrammaton said:

1. If the boss is generic, you can't add skill, you need to change to holy first.

2. character stats cap is always 15, add up with class stats.

What do you want to change? Stats cap at 20 or 40?

1. Oh, so THAT'S what the Holy Character editor modules are for! Guess that makes sense!

2. Just minor increases, really. Bumping physical attackers' max mag to 18 instead of 15.

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Double post. I sorry. 

Thanks for the answers! They really helped! 

BTW, I'm messing around with the battle sprite animation editor and I notice that there's a fair bit of classes that have entries for female versions of the class, despite having no clear female units (duke knight, Baron, Emperor, General, etc.)

Are these "female" slots safe to overwrite for something else, or do they serve another function? 

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I cant remember for sure if its FE4 or FE5, but I believe that you have to have the animations by class organized by each other. Other than that, you can override them, sure.

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13 hours ago, D.K. Durand said:

Double post. I sorry. 

Thanks for the answers! They really helped! 

BTW, I'm messing around with the battle sprite animation editor and I notice that there's a fair bit of classes that have entries for female versions of the class, despite having no clear female units (duke knight, Baron, Emperor, General, etc.)

Are these "female" slots safe to overwrite for something else, or do they serve another function? 

Yes, they are safe to edit for your project.

But all the classes need to be keep in ascending order, same class data need to stick together.

17 hours ago, D.K. Durand said:

2. Just minor increases, really. Bumping physical attackers' max mag to 18 instead of 15.

Then change class magic from 0 to 3.

Edited by Tetragrammaton
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