I find it very odd you say that, because the nightmare modules I am using don't have such options. It simply has:
+00 Weapon Type
+01 All weapons or a certain one?
+02 Animation Played
+03 Separator (always zero)
Where the weapon type has a dropdown with possible selections like this:
256
0x00 All Swords/ Separator
0x01 All Spears/ Iron Sword
0x02 All Axes/ Thin Sword
0x03 All Bows/ Steel Sword
0x04 All Staves/ Silver Sword
0x05 All Anima/ Iron Blade
0x06 All Light/ Steel Blade
0x07 All Dark/ Silver Blade
0x08 Poison Sword
0x09 Disarmed(required)/ Rapier
0x0A Mani Katti (DUMMY)
0x0B Hero Sword
0x0C Shamshir
So for an axe-user, you'd have "0x02", set the 2nd byte to "0x01 All Weapons for a Weapon Type", the 3rd byte to the animation to be played (select from the dropdown), and the 4th byte to 0x00 (which you can't shouldn't need to change).
Then you continue and make another entry for each ranged axe (yes, it's more work, but it must be done--default is only handaxe and tomahawk though). You set it to the specific weapon and set the 2nd byte to 0x00 because it is a custom animation for a weapon. Then you choose the handaxe/ranged animation for the 'Animation Played'.
Make an entry similar to the first one for the disarmed and a blank entry and use the rest of the tutorial to help you out.
...One thing that came to mind is that you tried to edit the text files in the nightmare folders, thinking they would change the program. Well, they don't. If you change the text to say "All Axes/All Swords/Disarmed" it won't become that. The text is just a label that says what it does, but it doesn't change how the program or the game works.
It'd be like putting a "Wet Floor - Caution" sign on the ground and expecting the floor to get wet. No, you just changed what it appears to be, but that doesn't make the floor wet (unless the sign is soaked in water, but hopefully you get my drift... T_T).
If you DID do that, don't feel bad, it happens all the time. I probably did it once too. Editing those lists is useful for relabeling stuff though, like if the guy who replaces Eliwood is "Tim", you could edit the modules to say that, so that you know which slot is Tim in case you can't remember. XP
EDIT: Forgot to answer the other questions. TBH I can't really determine the problem from what you've given me, plus I don't have much experience with FE8. One possible problem--although idk if this is actually it--is that the bard animation can't be imported to other games, but that sounds awkward. Then again, the bard animation probably has some special attributes with it... I'm pretty sure you're supposed to use the "dance item" slot or w/e although having a disarmed slot in there would probably be good as well. :\
Edited by Luffy, 13 September 2010 - 02:37 PM.