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Thorhammer

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    Thracia 776

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  1. Hey, just a quick question about the Blume Patch, but uh, how do you recruit Altenna? She and the rest of the dragon knight squad don't seem to move, so I couldn't have Leaf talk to her, and Dean doesn't work. Then, I tried editing Leaf's movement to make a flier, and it still wouldn't work.
  2. Couple of quick questions. If you use the cheat code to access 12x after completing 12, am I still able to proceed with the game normally for the most part? Also, what characters after 12x need to be captured to be recruited?
  3. I edited and then started a new playthrough.
  4. Ah, okay. Thanks! Do you know what might have caused Lifis to become uncapturable? Like, literally, I've tried every character I have with higher build than him, and the capture option never shows up. The only things I fiddled with on Nightmare are character base stats and skills, and items. Is it possible that a skill might prevent a character from being capturable?
  5. Never mind - I got Nightmare to work. However, is it possible to keep 1-3 range on weapons that had it initially using Nightmare? Nightmare tries setting it to 1 range or 1-2 range instead. Also, for some reason, I can't capture Lifis anymore. My Eyvel has higher stats in everything, including build, than him, but she can't capture him for some reason.
  6. @Blazing_Soul: I tried using Nightmare Item Editors on it, but it said that it was incompatible with the rom. What are you using? @Scaramanga: What are you using to edit the patch?
  7. Darn. I could have sworn they were blue units in the video. Hey, by the way, is it possible to steal Ethlin's Light Brand from her and have Leaf use it? I swear I saw Leaf use it in the video. Also, what exactly does that red orb Oliver comes with in Chapter 5 do? The infinite use one. Finally, someone mentioned that you could Nightmare hack the hack to make weapons infinite use. I thought you couldn't use Nightmare on a patch though...
  8. Really enjoying this hack so far. Just have a couple of questions. 1) In Chapter 4, I noticed Lara, Brighton, and Machua aren't affected by Leaf's leadership stars, but everyone else is (I even checked by giving Leaf 10 stars, but it doesn't seem to affect them.) Has anyone else had that happen? Is it a glitch or intended? 2) What characters do you have that ultimately end up "zombified?" 3) I noticed in the intro video that things like Thorhammer had infinite uses, but the wiki says it has 40 uses. Is there anyone to get them to have infinite uses (a patch or something?) Thank you!
  9. What codes are you talking? You mean like Action Replay or Gameshark or something? Also, what strategies have you guys had to be successful with 8x?
  10. Okay, so first, I downloaded all of the FE8 Modules I could find, but there was no spell animation editor (you know, like the one in FE7 that basically allowed you to add already existing spell animations to weapons - for example, you could make the Iron Sword a ranged weapon and have it cast Thunder or something.) Does such a module exist, and if so, does anyone know where I could find it? Second, I tried making some of the non-ranged axes ranged, but when I do that, it glitches up the animation in battle. Is there a way to fix this? Third, I'm trying to change the type of unit that is summoned by a Summoner. Basically, I want to be able to summon Dracozombies. But, can I use nightmare or something simple to change the summons' classes and weapon into a Dracozombie and Wretched Air? The summons are changed into the dracozombie class, but they have the regular summon stats. Fourth, how can you change some of the item names? For example, if I wanted to change the name Runesword into "Ragnell," how would I do that? Also, there are some blank slots in the item editor? Am I able to add my own items in there? I wanted to add a Blizzard and Meteor tome (siege tomes), and are those blank slots available? Is the method for renaming those items "Blizzard" and "Meteor" the same? Finally, am I able to use two patches on the rom? I wanted to use the Magic/Strength patch as well as the canto patch. How do you insert the Falcoknight staff animations (I found them somewhere) into FE8? Thank you!
  11. So, I was thinking, Micaiah is a bit lackluster in this game. True, she's good for Thanibombing and staffbotting, but what if she was a good combat unit in general. I was thinking of some changes to improve her, without making her overpowered. I also had some changes for the other mages in mind. Here's what I thought of: Micaiah (gains 2 authority stars after 1-E): Level: 1 HP: 55%/Base: 18 STR: 20%/Base: 3 MAG: 65%/Base: 10 SKL: 50%/Base: 4 SPD: 50%/Base: 10 LUCK: 65%/Base: 8 DEF: 30%/Base: 4 RES: 65%/ Base: 9 Starting skills: Shove, Sacrifice, Miracle (innate) Starting items: Light, Divine, Herb Light Mage - Light Sage promotion gains: HP+2/STR+2/MAG+2/SKL+3/SPD+3/DEF+2/RES+1/Staff C/Dark C/Light +1/Move +2 - promotes BEFORE 1-E Light Sage caps: 40 HP/18 STR/28 MAG/25 SKL/27 SPD/40 LUCK/18 DEF/28 RES/S Light/A Staff/Dark B Light Sage - Light Priestess gains: HP+3/STR+3/MAG+2/SKL+4/SPD+4/DEF+3/RES+2/Dark +1/Light +1/Staff +1 - promotes after 4-P Light Priestess caps: 50 HP/21 STR/40 MAG/36 SKL/36 SPD/40 LUCK/22 DEF/40 RES/SS Light/SS Dark/SS Staff *All non-S/SS/siege/proof tomes are forgeable. Changes to Light Magic: Light: E Rank /4 Mt /95 Hit /10 Crit /1 Wt /50 Uses Ellight: D Rank /6 Mt /85 Hit /12 Crit /3 Wt /40 Uses Divine: C Rank /7 Mt /90 Hit /20 Crit /6 Wt /35 Uses (new tome) Purge: B Rank /9 Mt /80 Hit /15 Crit/18 Wt /10 Uses (Siege) Shine: A Rank /11 Mt /90 Hit /25 Crit /8 Wt /30 Uses Nosferatu: S Rank /10 Mt /90 Hit /5 Crit /10 Wt /25 Uses /Drains HP Valaura: S Rank /13 Mt /90 Hit /15 Crit /9 Wt /25 Uses /Poisons on contact Thani: Prf /12 Mt /100 Hit /15 Crit /5 Wt / 50 Uses/ MAG+3/Effective vs. armors and horses Lumina: S Rank /1 Mt/ 75 Hit /10 Crit / 12 Wt/ 20 Uses /Ignores enemy RES (new tome) /Cannot double Rexaura: SS Rank /18 Mt /110 Hit /20 Crit /12 Wt /50 Uses /DEF+3/RES+3 Changes to Dark Magic: Worm: C Rank /10 Mt / 80 Hit /0 Crit /7 Wt /40 Uses /Poisons on contact Carreau: B Rank /12 Mt/ 75 Hit/ 10 Crit/ 10 Wt/ 35 Uses Fenrir: A Rank /12 Mt /70 Hit /0 Crit /20 Wt /10 Uses (Siege) Verrine: S Rank /15 Mt /65 Hit /0 Crit /15 Wt /25 Uses Balberith: SS Rank /19 Mt /90 Hit /5 Crit /18 Wt /50 Uses /Str+3/MAG+3 Abyss: S Rank / - Mt /60 Hit /0 Crit /20 Wt /20 Uses /Reduces target HP to 1 /Enemy-only /Cannot double (new tome) Curse: S Rank / 10 Mt /80 Hit /5 Crit /9 Wt /25 Uses /RES+3 /SKL% chance to silence target /Effective vs. mages (all units with the hidden skill "Mage") Death: S Rank / 8 Mt /55 Hit / 0 Crit /15 Wt /25 Uses /(SKL/3)% to instantly kill the target; does not work on bosses Micaiah's bases are still nothing special - I don't think 10 AS actually doubles anything, but on the other hand, it also prevents her from getting doubled for a while, even on HM. Since light magic actually has might now, she's pretty good at softening up enemies for others to kill. 18 HP/4 DEF are terrible still, but now some enemies actually 3HKO her instead of everything 2HKOing. Thani is ridiculously powerful, giving her 25 ATK at base, targeting RES, which 2HKOs everything in Part 1 except for a few bosses and mages. She still really can't take much of a hit though, so she'll really be limited mostly to Thani-bombing knights and armors. Still, Thani's power can allow her to finish off weakened enemies easily. Miracle seems to fit in with the whole "Maiden" thing, so I thought it would be an appropriate skill. Not a good activation rate, but it could be nice. Starting with C light, she has Divine to work with to deal a more powerful hit, since she's probably not doubling at the start. It's more powerful, but she also runs the risk of getting getting doubled by a few select enemies (though very few.) Her new caps do look really nice, especially SPD, but it's still rather sketchy whether she'll ever them. Her promotions now come earlier, and she has fewer opportunities to level in between, so it's kind of unlikely that she'll hit 20 before promoting. Still, she can now staffbot during 1-E, which is helpful. She can start using forged dark tomes in Part 3, which helps keep her offense up without using Thani.
  12. Hey, it's looking really nice :) And hey, it might just be me, but did you lower the Sage magic cap? It looks skill now has a 30 cap, while magic is only 28. Did you revert back to the FE8 caps?
  13. Can Nightmare be used to specifically find the item/character IDs, or is it just trial or error?
  14. Hmm, maybe you could give Azel a swordskill? He probably won't be able to pass it on, but there's a patch on this site that allows swordskills to activate with anything. Maybe, Sol could help his durability somewhat, since his damage is pretty good. Buffed skill allows Sol to have a decent activation rate too. Maybe Ambush and Sol for kicks? Also, how did you get Forests and Forrest Knights to have an axe animation, especially the Forest? And what did you use to give thieves a bow animation? Finally, I'm trying to use the player weapon editor module, but everytime I open it, both dropdown lists are blank and don't actually display any weapons.
  15. Hey, so I was wondering, I heard that there was a patch somewhere that would correct the visual glitches with tomes like Aura, Volcanon, Thorhammer, and Falaflame. Where can I find this patch (it was on a youtube video), and it is possible to use this patch simultaneously with the 30 stat cap patch? Is it also possible to edit terrain bonuses and stuff? Also, is it possible to edit animations with FE5 (like with FE4, you could give classes animations with a weapon using another class - like Snipers with swords using the Forest animation)? If not, is it possible to insert animations or something like that? I've been searching online, and I can't find any existing animations or animation inserters. If it is possible, is there a simple way to do it? Also, related to this, is it possible to make weapons cast spells at range and have the animation for that spell (like with FE6-8)? Are there any blank item slots in which you could make a new item? Also, how do you edit items to have special properties (like Loptous sword's Atk-halving effect?) Nightmare doesn't seem to be able to do that. Finally, some nightmare modules don't seem to load properly. When I try to do it, it says something to that effect that it can't find the correct list, or something like that. Thank you! Sorry for the long list of questions.
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