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Halvos

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Everything posted by Halvos

  1. I found it easier to just change the rapier into the item that you want to give her unless you plan on changing the event completely.
  2. I'm doing the usual starter hack of re balancing the GBA game I played the most of, AKA FE8. Largely just learning the tools. I'm using the new FEbuilder because it's just super easy to do stuff with it. I'm adding new classes and weapons, a few op weapons for bosses that are unbreakable so you can't cheese the boss by spamming summons to break their weapons.
  3. Halvos

    FEBuilderGBA

    Little warning if you start playing around with the patches. If you apply both Skill Expansion and Status Aliment Swords the game breaks.
  4. No, no it does not, I even just tried to myself to make sure. I changed Moulder to a monk and when I got to chapter two Vanessa had no class and crashed the game.
  5. Halvos

    FEBuilderGBA

    GOD DA-! I knew it was going to be something obvious I just over looked, thanks.
  6. Whelp, I know number one reason that the thing would say “ROM is not compatible with the module” is because you're in the wrong module list, IE using FE6 modules on FE7. I believe number two would be that you're using a modified base rom, I'd say if you're sure you're using the correct roms to try a new base rom as the uploader might have messed with the base rom.
  7. Halvos

    FEBuilderGBA

    Great tool over all but I'm having an issue trying to change promotion items in Fire Emblem 8, I can not figure out how to link the Knight's Crest to the Soldier class.
  8. I downloaded the Axe Armor Knight animation and applied it to Seth in FE 8 using FE builder and it seems to be fine, which game are you using? Are you overwriting an existing class? If you extended the class list on FE8 did you apply the class limit extension patch first?
  9. I think with the new FE Builder you can expand the class limit up to the 0X70 range, should give you a max of I think over 100 total classes. I know it works for FE8 but I haven't messed with FE6 using it yet so I'm not 100% sure it'll work. Edit: Okay it appears to work with a small amount of basic testing but I should warn that I am not completely sure how well it works.
  10. I agree with Armaada, FE Builder GBA from what I've seen is the easiest tool to start with, if for no other reason than how quickly you see the results of what you're doing. I've been using it for FE8 and so far I've had very few issues.
  11. After searching all over web for this patch I found out there's a bunch of patches built into The Fire Emblem Builder, the patch you need is already in the builder you just have to apply it. Just go into advanced editors, it's on the bottom of the first row of options. From there just use the search term Class to find it.
  12. I hate to start yet another thread asking for help but... ya I need help. I'm looking for map animations, both moving and standing for FE6's king class, Bonestorm's halberdier 2.0, (Admitting I do not have high hopes for these two.) The Black Knight by Cipher Lee and CanasNiimeHugh, and Ike by oracle_of_fire and Khrene Cleaver Of course any thing you guys are willing to take the time to share would be appreciated, I'm sure I'll find a use for them sooner or later. And yes I've tried looking in google and searching these very forums and have found little to nothing.
  13. I've read it on the tutorial about ten times and to be frank, I still don't get it.
  14. Whelp this didn't work anyway, the entry is there but it doesn't work the way it's meant to. Anyone know if expanding and repointing works yet?
  15. If you got a better way I'd love to hear it.
  16. So I figured out that by opening the Summon character editor.nmm as a text file. (right click, hit open, choose to open from list, unselect always open files of this type with this program, choose notepad, open.) you can change the first three into a four and gain a new entry slot, I haven't seen any negative repercussions of doing this but that does not mean they are not there.
  17. How many is multiple because I found two debug maps (I think I can use these, I'm willing to try anyway.) I found an empty space, and the link arena since no one uses that anyway. Also I hope to make the chapter an X chapter that's not added to the main map anyway.
  18. Okay, I don't get it. I did everything the exact same as I have been doing it, I inserted the animation, made a class animation for it, linked it to Seth so I could test it. Normally it would either just map screen attack or freeze when trying to play the animation. This time it worked perfectly. Thanks for the help guys, problem resolved. (I still don't know what I was doing wrong but oh well.)
  19. So after a couple days of trying to get those animations for the king to work I decided to try them in Fire Emblem Seven, I then found out that Fire Emblem Eight and Seven use completely different animation modules and that I probably should have mentioned I was trying to add them to Fire Emblem Eight not Seven. Can the King even work in Fire Emblem Eight?
  20. I am trying to give a unit the summoning ability, how ever there are only three entries in the summoning module, all of which are taken. I want to add a new entry so I can give my character the summoning ability without over lapping or taking someone else's away. I am also trying to to add a chapter, again with out removing, rewriting, or over lapping an existing chapter.
  21. I'd upgrade to Nightmare Two if I were you, It's a bit easier to use and there's more entries that have been named. I'd also get FEditor if you're looking to add, replace, or modify animations. You can get both here following this Link.
  22. I think I figured out why the king's not working. I think it's missing both it's stranding frame and it's unarmed frame I also didn't see any dodge frames so I guess the file is just not complete? Wait, can you bring the king's animation into FE 8? cause that is what I am trying to do.
  23. Hmm, the Demon King doesn't seem to have any kind of class abilities, out side of using monster weapons so if that's not map scripted then I'll have to try to find it with hex editor, if after hours of trying I do manage something I'll be sure to post it for everyone else. As for turning them into NPCs I am looking more to remove them all together after the chapter. I was thinking about having a summoner be the only unit in a side chapter aside from a few phantoms. My idea is that you'd have to use the phantoms for most if not all of the work, I might decide not to give him a weapon depending on how things go. This is also why I am trying to add entries into the summon editor module.
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