Anyone know how to extract data from the Magic.bin.lz file in the bs folder? I think it might contain the spell animations I'm looking for, but I don't have a tool that can extract it.
Hey, how did you do this?
Corrin with Azura's hair does work nicely it seems.
Use FEAT to decompress magic.bin.lz. Beyond that, you'll have to just trove around in the raw data. As for the hair swap likely you'd either replace the model Corrin's AID calls for or rename a copy of Azura's hair model.Hey, how did you do this?
You would have to rewrite the code.bi nto do that.Was wondering if there was a way to add durability back to weapons? I've tried just changing the Use no. in Nightmare but no dice.
If I had to guess, the issue would likely be something with how the unit is added to your team. Corrin is probably done differently and might have some script that runs to set their initial info. Look into the script files for that section of the game to see if that's true.I just took a dive into Fates and I can't figure out how to change the avatar's starting class and inventory. Changing it in Paragon didn't do anything (they still started as a Nohr Prince/ss in the prologue.) I searched through all the scripts for the Nohr Prince PID, but the only reference to that PID was in chapter 5 (the "change the avatar back from a feral dragon" script).
I did manage to change the class and inventory of the first other character to join (Gunter) so I know my methods are working for other characters.
I do have a backup solution of silently changing their class/inventory when loading the Prologue map and the Branch of Fate, but that's an inelegant fix I prefer not to use, as it could cause further issues.
Would it be possible to have the AI controllable?
Mekkah recently did a video where the AI was controllable in fire emblem 7, it looked fun, but I'd really like to try it out on a 3ds fire emblem.
( also I totally understand if I dont get a reply, this is quite an old thread, and just didn't know where to go. )
Not sure what controls the transition to My Castle, but this is something I've looked into recently. Chances are this is controlled by one of the "unknowns" in the chapter block.Hi.
Does anybody know by chance if there's a possiblity to control the set up of the castle (building layout, castle theme: dark, light, etc.) via a script command.
I know that the game has the different mycastles stored as battlefields, but what determines which battlefield to access after a battle?
I mean, there's no castle for 6 chapters at the beginning of the game, so what triggers the sudden castle appearance from chapter 6 onwards? I've been thinking it may be via a cmb file, but I've yet to find something...
Not sure what controls the transition to My Castle, but this is something I've looked into recently. Chances are this is controlled by one of the "unknowns" in the chapter block.
For which battlefield to use, that's likely handled in code. There isn't a script command for this as far as I know.
What do you mean by which buildings? The init buildings module determines which ones are initially placed, but the rest is up to the player.I see, thanks for the answer.
The question which buildings in the MyCastle are proable also handled in the code, right? I've found the InitCastle module in Paragon, but determining that different buildings are loaded after each battle is probably also done somewhere in the code.
Is your goal changing buildings after certain chapters? That takes some code changes, but it's doable (I'm doing something like this for a hack I'm working on).
The end goal is turning My Castle into something like Gareg Mach or SoV villages. Location changes between chapters, different shops, etc.Yes, that's exactly what I was wondering. I thought that you'd probably need some code changes (which means that right not that doable for me...)
May I ask what kind of hack you're working on?