-
Posts
150 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by thane98
-
-
A couple questions:
- What version of the game are you running?
- What path are you putting the mod files in on your SD card? For the NA version, you should put the files in /luma/titles/00040000000A0500/romfs/
-
2 hours ago, Augmented Antics said:
One thing I need to know: I want to edit some weapons to have limited uses (for instance I made a Bolting tome), but I have no idea how to actually reflect that in the game. Changing the values of uses doesn't do anything. Do you know how I'd go about that?
Limited uses for weapons is actually a code change - uses don’t apply outside of staves in the base game. TildeHat implemented this for the shadow dragon remake, but I don’t know if the code is available for others to use.
-
The full release for the new randomizer is now live!Direct download link for beta 1: https://github.com/thane98/ignis/releases/download/beta-1/Ignis-Beta-1.7zSee the "Usage" section on GitHub for directions: https://github.com/thane98/ignis
-
Hey everyone,Stepping in to say this project isn't completely dead yet. The original randomizer definitely is, but a rewritten, feature-complete FE14 randomizer is available here: https://github.com/thane98/ignis/Only blockers for full release are playtesting and some small fixes. Otherwise, Ignis should be easier to use than the original, produce better results, and give you a more stable playthrough. I plan to wrap these up over the next week.Once I'm done with these pieces, I'll do a proper release, update the main post, etc. Sorry for the lack of updates on this project.
-
8 hours ago, IrohDW said:
I've had another crash, this time immediately after pressing A at the Stage Complete! screen on chapter 19. The only chapter relevant data I changed is Walhart's stats.
This time I've attached a crash dump, I hope it helps pin down the cause of the issue.
Thanks for the crash dump. Will add this to my TODO list.
-
2 hours ago, IrohDW said:
Deleting the landscape directory worked. Thanks for addressing my issue.
Something else worth mentioning is that when I first started using Paragon, some change I made with it caused the game to crash on chapter 7 immediately after pressing A when the chapter ends. I have no idea what caused this, but I ended up fixing it by deleting my project, starting a new one, and manually reentering everything on a fresh ROM.
My best guess is that either my changes to staff experience I mentioned in my previous post or Spotpass character growth rates (Emmeryn, Walhart, etc.) caused the problem. Those are the only 2 sets of changes I didn't add to my rom when I restarted the project.
Random errors like this are tougher to pin down, but I can try looking at where this crashed in the game’s code later today.
-
10 hours ago, IrohDW said:
I love the editor so far, but I've run into a problem. For some reason Chapter 9 in awakening has a screwed up background during battles on all tiles except for forts. I never did any edits on backgrounds, so I don't know how to fix it. The only thing I edited in the chapter data is Tharja's starting equipment.
Also, I've discovered that the second byte in the Unknown 2 section of the item editor is the experience that the item provides if it is a staff.
Thanks for the report - I think I know what’s causing this, so I will have a fix for it in the next release.
For now you can get around it by deleting the files in data/landscape in your output folder (I think). You only need to delete the one for the broken chapter, but can always get rid of the others as well if you aren’t editing landscape.
-
Late to this, but here's a release which will use an absolute path for the backup and log where it's saving: https://github.com/thane98/paragon/releases/tag/Rewrite-Alpha-1-8
If you're still seeing issues, chances are wherever Paragon's trying to write is marked as read only.
-
8 hours ago, mindory said:
Okay so running paragon on admin was actually the very first thing I did when I first got the error, and it did not change anything. It gave me the exact same error. As for your suggestion, I don't think the place is admin permission locked.
both the romfs, the output, and the paragon files are in a single folder in the desktop
I see - either way Paragon is trying to write to something it can’t. I’ll post a release later today with some adjustments to either fix your issue or at least give some more info on what went wrong.
-
22 hours ago, mindory said:
This is a permissions error, so chances are your project/output folder is in some place that requires administrator permissions. Can fix it by either using an output folder that doesn’t require these permissions or running Paragon as administrator. I’d suggest using a different output folder.
-
New version is available from the download link in the main post. Change log:
- Added an editor for FE14 field files (field/ and GameData/Field/)
- Added a multi for asset files.
- Added a widget for validating a file path. (Ex. Determine whether or not a portrait file is valid).
- Multiple destinations can be chosen with advanced copy
- Copying will not overwrite the destination's ID. (Ex. Copying from Felicia to Rinkah will not change Rinkah's character ID)
-
Above post has it right - 3DSFE doesn't use palettes anywhere. The files under the asset folder in the ROM tell the game how to build a character from a set of models, textures, etc. It's not difficult to edit these with Paragon:
-
4 hours ago, lightcosmo said:
Its ONLY when I make changes after I recruited her, and it's fine otherwise. (I.E making some changes, stopping, them making more and restarting from where I left off.)
I'm pretty sure that's the cause, but I can test again to make sure.
Edit: Okay so i got to chapter 8 just fine, no issues. i stop to make some changes, and all of my units except Corrin, are swapped around and in different slots (I.E, Scarlet is in Elise's slot, Elise is in Arthur's slot)
Is there a way to avoid this or am i just gonna have to deal with it?
Nothing's guaranteed when making changes with an existing save unfortunately. Reordering tables, supports, deployment slots, etc are especially bad for this.
-
3 hours ago, lightcosmo said:
@thane98 I'm kinda confused as to what's happening here:
any insight would be appreciated.
Edit: Also, the game took it upon itself to change Felicia into a Troubadour from a Maid. I don't think that's supposed to happen.
A006, B006, and C006 don't organize their data like other chapters, so they require Paragon to look in two locations to find chapter data. As long as characters show up in the "Map" and "Chapter Characters" tabs, nothing is wrong here.
For Felicia showing up as a Troubadour, that's an interesting issue - nobody's reported something like this before. I will look into it, but as a sanity check I would make sure Felicia isn't set to Troubadour in your project. The dropdowns change items when you scroll over them, so something like that could trigger an unexpected change (already have a task to make this optional in my TODO list).
-
5 hours ago, Hasechi said:
@thane98 Hi. umm... could we swap charater roles with this tool? Like make Forrest become first generation, Scarlet would be his child. Or Candace swap role with Ryoma, her child would be Nina.
Definitely possible, but I wouldn't consider it a beginner project.
- The only global data for Candace is as a capturable unit. You would want to make a new Candace in the character editor with a unique PID.
- Characters have a "parent" field that you would need to change. There's also parent ID and child ID. Not sure what these do to be honest, but you should set them as well.
- Chapters have a "Married Character" unlock condition that would need to be changed.
- You should also adjust chapter spawns so that the new "child" character shows up instead of the original. You can also change chapter dialogue, but that might take a while. Some chapters may also mention a character in the script, so you should replace any references to the original child's PID in Exalt.
- Hair colors are also an issue - it's not something I've messed with before. To make Scarlet's hair change depending on the mother, you would probably need to recolor her hair to the same gray color used for second gen units. I'm not sure if you need to do something similar for model textures. FEAT can handle extracting portrait arcs, replacing textures, etc.
That's what I can think of off the top of my head. There's may be more steps to this that I'm forgetting. Adding a new character is easy, but moving characters between generations is more complicated.
-
13 minutes ago, Hasechi said:
FEAT doesn't work. Drag .bin to FEAT.exe but nothing happen
FEAT isn't actually my app, so all I can only give advice. I suggest using the fork I linked in my post (the exe should have a Velouria icon) and holding CTRL when you drag the *.bin file over the window.
-
Paragon is a toolkit for editing FE13-FE15. It includes editors for things like characters, chapters, items, etc. as well as a dialogue editor/simulator. Everything is built on top of a module system similar to Nightmare, so you can also build your own editors or change the UI without touching code.
The editing process for Paragon is a lot simpler than its predecessors. Just give it your extracted romfs and a place to save changes - it will figure out the rest.
For more information, see the GitHub repo: https://github.com/thane98/paragon
Download links for MacOS and Windows available here: https://github.com/thane98/paragon/releases
While Paragon should cover everything at some point, it's currently missing ways to edit sounds, scripts, and assets. I recommend the following tools for these use cases:
- BCSAR View, an editor for 3DS sound archives - https://github.com/thane98/BCSAR-View
- Exalt, a script/cmb compiler and decompiler for 3DSFE - https://github.com/thane98/Exalt
- FEAT, a 3DSFE file extraction and packing tool - https://github.com/VelouriasMoon/FEAT
-
Which version of FEAT are you using? There are several forks (Velouria fork is the newest one).
For the Velouria fork, you need to hold CTRL when you drag the file over to recompress.
-
On 8/10/2017 at 0:06 AM, MoLaDaT said:
Is it possible for someone to send me a simple save file with the randomizer applied to it? I can't get homebrew but using powersaves, I may be able to upload a save file with the randomizer on to my 3ds
With the way the randomizer works, a save wouldn't work. The only way to get the effects in game is to play using randomized ROM files.
-
Use FEAT for decompressing, it's much more reliable than Batch-LZ77 for that kind of stuff.
It's a shameless plug, but if you want to edit Fates' files, you could always use FEFEditor. The version of Nightmare that comes with it will automatically decompress/recompress .lz files for you, so you wouldn't even need FEAT or Batch-LZ77 for modifying GameData.bin.lz.
-
Just in case anyone's wondering, the randomizer isn't dead. I'm currently in the middle of rewriting everything from the ground up to make randomizing your game a lot less painful. With the new version, all you have to do is extract your romfs and select the directory in the randomizer - the program will handle the rest. No decompressing and compressing files with FEAT, no creating a separate patch folder beforehand.
The rewrite's also bringing a lot of additional features and customization. As far as new features go, the program can now randomize chest items and the player's starting class. You can choose which characters, classes, skills, and items are included in the pool. To top it all off, I'm addressing some shortcomings of the original version of the randomizer. Bitflags are now patched so that the royals' replacements can wield the divine weapons and activate dragon veins. I'm attempting to address all of the reported bugs and crashes, though I'm not sure about how many of those I can fix since most of them are because of the game being picky with setups on certain maps.
There's also a good chance for the randomizer to get Awakening support as well. Most of the code for editing Awakening's files is done, so it's just a matter of creating the randomizer itself and making sure that a randomized Awakening can be played without crashing every chapter. SoV support may come in the future, but I'm still not sure how I want to deal with changing the join order and fully-voiced dialogue.
If you want to follow the progress on the next rendition of the randomizer, the code can be found on github.
-
1 hour ago, NekkoBlue said:
Gotcha, do I need to change or move any files around in advance? I've never really used it before, but I know there's an option to turn it on in Luma's config menu.
The Luma wiki has a small tutorial on game patching. Look for where it mentions LayeredFS.
Basically, you just make a folder in the luma folder on your SD card and put the modified files there. If game patching is on, Luma will automatically patch your game when you start it up. No running NTR before starting Fates, no crashes when trying to switch games.
-
12 hours ago, NekkoBlue said:
Nope, I don't have a green flash or anything. It just starts up like normal and I still can't get into the NTR menu. I have no clue what's up. :/
Try using Luma's game patching feature instead of NTR's. I haven't updated the main post for it, but Luma's the preferred way to run 3DS ROM hacks now.
-
1 hour ago, Awakened said:
I see. Thanks though! One question. When deleting files, is Birthright A, Conquest B, and Revelations C?
Yep, that's the order.
need help installing FE awakening same sex marriage mod
in Questions
Posted
If you're running with Luma game patching, you shouldn't overwrite anything.
You would put the m and data folders in that directory. So the end result is /luma/titles/00040000000A0500/romfs/data and /luma/titles/00040000000A0500/romfs/m