Replying to my own comment to throw in that I clicked subscribe. Thinking my version of Paragon is older, as I only have the ability to use it for Awakening
I completely forgot about the output path and got myself involved in a tangled mess of trying to figure out python enough to install rust, C++ build tools, and all the prerequisites listed on the txt file. At the time of this comment, I still haven't succeeded. Thank you for uploading this video and saving me a lot of time.
Hello, I admit I don't really have a lot of knowledge on how to make changes outside of what the editor supports. If you posted a question here and never got a reply, I probably didn't know the answer to it.
im working on smthng like that, rn thats only in save editors, but it will crash ur game, so i recomend making another way to unlock anything from them
From how you're describing it, I think you're saying: You made the changes to growth rate and hit save. However, when you exit out of Paragon and re-enter, the changes are reverted. There are a lot of things that could have gone wrong. 1. Try remaking the project. Did you select the wrong game version? Is your output folder deleted, protected with administrator permissions, or maybe the directory contains non-english? 2. Paragon opens with a black console that basically shows its status. After you hit save, did the console say the changes were saved? 3. Are you using Paragon-20? The versions I have downloaded that I know work for sure are Paragon-12, Paragon-16, and Paragon-20.
Check your dumped RomFS, go into scripts folder and you'll see a bunch of .cmb files with chapter names. You need to edit them with exalt editor. github.com/thane98/Exalt These are the scripts that handle what goes on during the chapter. As for how to make ambush reinforcements into normal ones... On chapters with reinforcements, you should be able to find something like: event [15] (3,9) { $0 = ev::TurnGet(); if(ev::DifficultyGet() == 0) { if($0 == 3) { ev::Dispos("Reinforce01", 8); ev::DisposWait(); ev::Dispos("Reinforce02", 8); ev::DisposWait(); ev::Dispos("Reinforce03", 8); ev::DisposWait(); } change this into event [12] and add a 0 after the second number in the parenthesis, for example: event [12] (3,9,0) { $0 = ev::TurnGet(); if(ev::DifficultyGet() == 0) { if($0 == 3) { ev::Dispos("Reinforce01", 8); ev::DisposWait(); ev::Dispos("Reinforce02", 8); ev::DisposWait(); ev::Dispos("Reinforce03", 8); ev::DisposWait(); } Once you finished the edit, save changes, go inside your mod folder, create a new folder called scripts, then put this thing inside it.
@@windypanda1770 I already followed your every steps, 1st I dumped the rom right? Then I edited corrin, then I put the mods into the right folder, I made romfs obviously, but it didn't patched and corrin skills doesn't change, I give him dragonskin starter skill and delete his nobility but it doesn't applied
I'm assuming the mods you're trying to merge share some files that it wants to edit, so for example the second mod overwrites some of the features for the first mod. If not, just paste the files for the second mod into the first mod and that's it. In this case, you'll want to create a new project, paste both of the mods into the project folder, and manually edit in the features that are missing. This is how I created the Gay Awakening compatibility patch for Rebalanced Awakening. Since the data/person/static.bin.lz file, which handles character data, was conflicting, I copied and pasted Gay Awakening into Rebalanced Awakening without overwriting, and then I manually ticked on all supports to be romance-able. To my knowledge, there is no simple way to load multiple mods with conflicting files. However, I'm not up to date for recent modding developments, so maybe there is.
@@windypanda1770 Thanks a lot, man! i will follow and do what you posted. I really appreciate it. Speaking rebalanced awakening mod, looks fun and interesting but should i copy the files from gay awakening mod folder into the rebalanced mod folder or vice versa to fully function? i'm a using a modded 3DS.
possibly a stupid question, but ive been trying to figure out how to change a chapters objective for a *while* now. I see the "win condition" field, but as far as I can tell its only for text prompts
Hello! You can't do this with paragon. This is script edit territory which you need to do with Exalt. 1. Download Exalt editor: github.com/thane98/Exalt 2. Go to scripts folder in your extracted rom. You should see a bunch of "0XX.cmb" and "0XX_Terrain.cmb" files. These numbers correspond to the in-game chapters. Find the file you want to edit, for example "008.cmb" for Chapter 8. Copy this cmb file, make a new "scripts" folder inside your project folder, and paste the file inside the scripts folder. imgur.com/a/Kl5CABr 3. Open Exalt.jar. Drag and drop your file into the editor. In your case, you need to scroll down until you find event [7] () {. ev::ChapterSetWinRule(######) is the line that determines the win condition. 131072 is Rout, 262144 is Defeat the Boss. Change it to the number you want, and save changes by clicking "Compile" button on the top right. imgur.com/a/5d7JTS0 That should do it. Let me know if you're stuck.
@@windypanda1770 you are a champion! i hate to bug you further since ive apparently come to this video barking up the wrong tree, but what would be the considerations for a defend/sieze objective? a cursory search is proving hard to find any info on edit: im also noticing sifting through exalt that the formatting is slightly different than you talk about, like this is conquest ch10 (b0010) ev::ChapterSetWinRuleLimitTurn(11); ev::ChapterSetTrickDragon(3); im not sure what "chapter set trick dragon" is, but the winrule seems self explanatory
@@ivanlagayacrus1891 sorry for very late reply. The format I posted was for FE Awakening. You should be able to check a chapter that has the winrule you want and you can copy and paste that. Hope you got everything figured.
For Paragon, you can only change proc rates and which stat the skill procs off (skill, luck). Creating new skills is advanced territory and I don’t know how to do that. Sry
@@windypanda1770 I mean give units skills not create them, im trying to give corrin new skills (like dragonskin astra etc) i save and move the Savedata to my romfs but it doesnt apply to my game :(
@@thisisntevenmyfinalform2025 I could be wrong but maybe you're just editing the starting skills? You'd need a save editor for the character to have the skills.
You can make custom characters, maps and really anything else. Something I want to do is recreate Fe heroes in fates which is totally feasible. So go nuts!
"I didn't need to say that"
"I'm gonna give him charm because he's charming"
LOL
Replying to my own comment to throw in that I clicked subscribe. Thinking my version of Paragon is older, as I only have the ability to use it for Awakening
I completely forgot about the output path and got myself involved in a tangled mess of trying to figure out python enough to install rust, C++ build tools, and all the prerequisites listed on the txt file. At the time of this comment, I still haven't succeeded. Thank you for uploading this video and saving me a lot of time.
BATTLE OF THE DREAM SPOTTED
Thank you for this video!
Heya! Question: How do I change existing portraits and replace them with custom ones?
question lol my stuff saves as a game data bin not like this
Hello, I admit I don't really have a lot of knowledge on how to make changes outside of what the editor supports.
If you posted a question here and never got a reply, I probably didn't know the answer to it.
is there an editor like paragon that i can install on my 3ds?
Is there a way to reset paralogues, to make it like I didnt complete them? aside from loading an older save.
im working on smthng like that, rn thats only in save editors, but it will crash ur game, so i recomend making another way to unlock anything from them
So.. with this program i can add the Spotpass DLC characters on Fire emblem Awakening?
Question: how would I change drop rates from dungeons in fire emblem echoes
Hey. I have the Problem when I change the growth rates or something like that and I say save the program didn’t save it. What is the problem?
From how you're describing it, I think you're saying: You made the changes to growth rate and hit save. However, when you exit out of Paragon and re-enter, the changes are reverted.
There are a lot of things that could have gone wrong.
1. Try remaking the project. Did you select the wrong game version? Is your output folder deleted, protected with administrator permissions, or maybe the directory contains non-english?
2. Paragon opens with a black console that basically shows its status. After you hit save, did the console say the changes were saved?
3. Are you using Paragon-20? The versions I have downloaded that I know work for sure are Paragon-12, Paragon-16, and Paragon-20.
Question: how do you spawn new reinforcements? Or even just change the existing ones from an ambush spawns into normal ones?
Check your dumped RomFS, go into scripts folder and you'll see a bunch of .cmb files with chapter names. You need to edit them with exalt editor. github.com/thane98/Exalt
These are the scripts that handle what goes on during the chapter. As for how to make ambush reinforcements into normal ones... On chapters with reinforcements, you should be able to find something like:
event [15] (3,9) {
$0 = ev::TurnGet();
if(ev::DifficultyGet() == 0) {
if($0 == 3) {
ev::Dispos("Reinforce01", 8);
ev::DisposWait();
ev::Dispos("Reinforce02", 8);
ev::DisposWait();
ev::Dispos("Reinforce03", 8);
ev::DisposWait();
}
change this into event [12] and add a 0 after the second number in the parenthesis, for example:
event [12] (3,9,0) {
$0 = ev::TurnGet();
if(ev::DifficultyGet() == 0) {
if($0 == 3) {
ev::Dispos("Reinforce01", 8);
ev::DisposWait();
ev::Dispos("Reinforce02", 8);
ev::DisposWait();
ev::Dispos("Reinforce03", 8);
ev::DisposWait();
}
Once you finished the edit, save changes, go inside your mod folder, create a new folder called scripts, then put this thing inside it.
@@windypanda1770 Aaahhh! Thank you so much! I've been looking around for how to do this for a bit now with no success.
I downloaded Paragon but it doesn't look like yours, is there a way I can get some help on this thanks
This doesn't say how you merge files, like I'm trying to merge multiple gamedata.bin.lz files but can't figure out how, is there easy way to do it?
I’m afraid I don’t know anything like that. Last time I did it, I just made my changes on top of an already existing gamedata.bin.lz.
It doesn't work, it works and the edited file is exist, but idk how to apply that to the game, can you tell me how to apply the edit to the game?
Check this guide: ruclips.net/video/Z3kN20Nras0/видео.html
(I don’t have a guide for custom firmware, a simple google search should tell you)
@@windypanda1770 I already followed your every steps, 1st I dumped the rom right? Then I edited corrin, then I put the mods into the right folder, I made romfs obviously, but it didn't patched and corrin skills doesn't change, I give him dragonskin starter skill and delete his nobility but it doesn't applied
Can you merge multiple mods with this? if so, how do you do it?
I'm assuming the mods you're trying to merge share some files that it wants to edit, so for example the second mod overwrites some of the features for the first mod. If not, just paste the files for the second mod into the first mod and that's it.
In this case, you'll want to create a new project, paste both of the mods into the project folder, and manually edit in the features that are missing. This is how I created the Gay Awakening compatibility patch for Rebalanced Awakening. Since the data/person/static.bin.lz file, which handles character data, was conflicting, I copied and pasted Gay Awakening into Rebalanced Awakening without overwriting, and then I manually ticked on all supports to be romance-able.
To my knowledge, there is no simple way to load multiple mods with conflicting files. However, I'm not up to date for recent modding developments, so maybe there is.
@@windypanda1770 Thanks a lot, man! i will follow and do what you posted. I really appreciate it.
Speaking rebalanced awakening mod, looks fun and interesting but should i copy the files from gay awakening mod folder into the rebalanced mod folder or vice versa to fully function? i'm a using a modded 3DS.
Can I get units as berkut in my army as a unit with this?
ruclips.net/video/_CEF0LKmK20/видео.htmlsi=ub6A1QMnIVl0xdQm
possibly a stupid question, but ive been trying to figure out how to change a chapters objective for a *while* now. I see the "win condition" field, but as far as I can tell its only for text prompts
Hello! You can't do this with paragon. This is script edit territory which you need to do with Exalt.
1. Download Exalt editor: github.com/thane98/Exalt
2. Go to scripts folder in your extracted rom. You should see a bunch of "0XX.cmb" and "0XX_Terrain.cmb" files. These numbers correspond to the in-game chapters. Find the file you want to edit, for example "008.cmb" for Chapter 8. Copy this cmb file, make a new "scripts" folder inside your project folder, and paste the file inside the scripts folder. imgur.com/a/Kl5CABr
3. Open Exalt.jar. Drag and drop your file into the editor. In your case, you need to scroll down until you find event [7] () {.
ev::ChapterSetWinRule(######) is the line that determines the win condition. 131072 is Rout, 262144 is Defeat the Boss. Change it to the number you want, and save changes by clicking "Compile" button on the top right.
imgur.com/a/5d7JTS0
That should do it. Let me know if you're stuck.
@@windypanda1770 you are a champion! i hate to bug you further since ive apparently come to this video barking up the wrong tree, but what would be the considerations for a defend/sieze objective? a cursory search is proving hard to find any info on
edit: im also noticing sifting through exalt that the formatting is slightly different than you talk about, like this is conquest ch10 (b0010)
ev::ChapterSetWinRuleLimitTurn(11);
ev::ChapterSetTrickDragon(3);
im not sure what "chapter set trick dragon" is, but the winrule seems self explanatory
@@ivanlagayacrus1891 sorry for very late reply. The format I posted was for FE Awakening. You should be able to check a chapter that has the winrule you want and you can copy and paste that. Hope you got everything figured.
how do i make this work with skills?
For Paragon, you can only change proc rates and which stat the skill procs off (skill, luck). Creating new skills is advanced territory and I don’t know how to do that. Sry
@@windypanda1770 I mean give units skills not create them, im trying to give corrin new skills (like dragonskin astra etc) i save and move the Savedata to my romfs but it doesnt apply to my game :(
@@thisisntevenmyfinalform2025 I could be wrong but maybe you're just editing the starting skills? You'd need a save editor for the character to have the skills.
@@korinoriz Does a save editor exist for FE13 somewhere? I've been looking but not found a working one
오 혹시 한국인이세요?
네 맞습니다
@@windypanda1770 헐 각성 리밸런스 패치 재밌게 플레이하고 있어요 만들어주셔서 감사합니다 :)
@@MarioMario-yw6zg 한국에서 파엠 하는 사람 보기 드문데 반갑네요. 플레이 해주셔서 감사합니다.
Is it possible to recruit any of the enemy bosses with this editor? Like ie Berkut on fe15? Appreciate it a lot if you can answer 🙏
ruclips.net/video/_CEF0LKmK20/видео.htmlsi=ub6A1QMnIVl0xdQm
You can make custom characters, maps and really anything else. Something I want to do is recreate Fe heroes in fates which is totally feasible. So go nuts!