ROM Hack Translation Xenoblade 2 - Delocalization & Retranslation Patch

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Disclaimer
If you don't intend to use this patch and only want to comment for trolling purposes, don't bother. The world doesn't need any more clowns. You're not special.


This project represents a passionate effort to restore Xenoblade 2 to its original vision, building upon previous delocalization work while introducing substantial improvements. While previous mods laid important groundwork, this patch goes further in preserving the game's authentic Japanese cultural elements and narrative nuances that were altered or removed in the Western release. In addition, many things that previous patches left out by accident have already been fixed (not all names and designations have been restored, leaving some localized versions elsewhere in the game).

At the outset, I would like to mention that the patch is work in progress (and will remain so for a long time, unless I find a lot of people willing to help). Many things may not work as intended, some dialogues will need editing after initial translation, etc. You use at your own risk. However, any report of any bug, or providing something I have overlooked that has a significant impact on the perception of characters, story or lore will be greatly appreciated. Changes can be checked in the github's commits.

Prior Work
- Name Delocalization Mod
- Heart-to-Hearts Uncensored Mod


A Personal Note on Project Origins

My journey with Xenoblade 2 began with the Japanese version, which I completed shortly after the Western release. This means my understanding of the characters, story, and lore comes purely from the original Japanese presentation, uninfluenced by the Western localization. Recently, I felt drawn to revisit this masterpiece and realized it was the perfect opportunity to refresh existing delocalization projects.

However, this wasn't a straightforward task. The main technical hurdle was working with Monolith Soft's proprietary BDAT file format. It wasn't until recently that I discovered a reliable method for unpacking and repacking these files. The current workflow involves processing JSON files through Notepad++ and a custom tool I developed specifically for this project that facilitates file searching, editing, and translation work.

As of the date of writing this post (17.02.25), I have already put well over 30 hours into this patch.

Core Philosophy

The fundamental goal of this patch is authenticity to the original Japanese version without compromising cultural elements for the sake of "Western accessibility." This isn't about making the game more "digestible" for the average player - the official localization already serves that purpose even removing the entire original lore and replacing it with “more appropriate” counterparts. Instead, this patch aims to preserve the rich cultural context and nuanced storytelling of the original, particularly its roots in Christian symbolism, Japanese and Chinese folklore and connections to otaku culture everyhere which were all significantly downplayed (or rather completely removed) in the Western release.

Major Changes and Restorations
(in addition to changes made in previous projects)


Terminology Unification and Cultural Accuracy


- Restored 巨神獣 to "Divine Beast" rather than the official "Titan" - this better reflects their divine nature and connection to the game's theological themes (in the original text specifying that they are しもべ/Servants of God). 巨神獣 Means "Giant Divine Beast" but it is generally too long to fit in many places in the game interface.
- Unified all instances of 楽園 as "Eden" (in previous patches inconsistent between "Paradise", "Eden", and "Elysium" was left from localization in many places). This choice was made specifically because the game's narrative centers around humans who once lived in a fertile land with God - directly paralleling the biblical Garden of Eden
- Restored "Bonding Talk" as the proper translation for the intimate character conversations (previously localized as "Heart-to-Heart")
- "Trigo" is now "Torigo"
- Restored all NPC names to their Japanese originals
- Completely revised and retranslated all attack names, restoring their original English, German and Italian names that were completely replaced by localizers
- Restored the World Tree's floor names to their original Talmudic references (names of Heavnes) - Vilon, Rakia, Shehaqim, and Zebul - rather than the Western localization's star-based naming system.
- Implemented proper waapuro romaji for character names, precisely - respecting long vowels (e.g., "Menou" instead of "Meno") - previous patches have mixed different methods, while I value consistency.
- Restored all instances of Hana's transformation names (e.g., "Judgement Day (JD)" instead of the localizer's "invention" - "Quantum Technochampion")
- Restored Nia's authentic characterization of Zeke, including her turtle-themed nicknames and related wordplay (such as turtlehaed)
- Added all original Japanese honorific suffixes (-san, -sama, -chan, -kun). This was a massive undertaking but rather essential for Xenoblade 2, as these suffixes are frequently used as characterization devices. The game makes numerous references to otaku culture - for example featuring scenes where Homura and Hana simulate Maid Cafe interactions - contexts where these honorifics are crucial to the scene's tone and impact. If the patch was about Xenoblade 1 or Xenoblade 3 - I would rather not undertake this approach, because there this aspect does not play such an important role to spend really a lot of time to search and restore every honorific in the dialogue.
- All Praetor and Praetorium instances were changed to Pope and Holy See.
- Man-Eater (マンエーター) is used instead of Flesh Eater

Technical Breakthroughs

What distinguishes this patch from previous relocation attempts is the compatibility with normal mod folders (romfs) - something previous patches struggled with due to (probably) conflicts with game updates. Through investigation, I discovered a method to utilize bdat files from the Japanese version that don't exist in the Western release, thus avoiding update conflicts entirely. Although the Western version does not have the Japanese language, after copying the files, the Western version runs in the original mode. This has two effects:
- The game now displays the superior original Xenoblade 2 logo in menus
- The control guide menu screen remains in Japanese, but this is the only affected screen and shouldn't impact gameplay at all

The Furigana Text System Restoration

One of the omissions in the Western release was the abandoning of the Furigana Text System which could have served in the Western version not only as a counterpart to what it was used for in the Japanese version, but also as a clarification of the meaning of the names, which would have resulted in the fact that none of the names “had” to be changed (the meaning of the names is the only argument of the proponents of changing them). The original game uses this system for additional context and depth through tags like:

Code:
[System:Ruby rt=デバイス]僕[/System:Ruby]
This creates fascinating layers of meaning. For example, in the text above, while the character uses 僕 (boku, meaning "I/me" but also shimobe - servant. which is the case here), it's meant to be read as "Device" - adding context about the character. An even more meaningful example is:

Code:
[System:Ruby rt=とうさま]神[/System:Ruby]
Here, while the text shows 神 (kami, meaning "God"), it's meant to be read as とうさま (tousama, meaning "father"). This reflects not only the profound connection with the story's themes, but also powerfully characterizes the speaker's relationship and attitude. The choice of とうさま (tousama) - a very respectful and formal way of saying "father" - contrasts sharply with another character who uses おやじ (oyaji) - a much more casual, almost rough way of saying "dad" or "old man" - for the same person. These different word choices for "father" reveal volumes about each character's personality and their relationship with their father figure, adding layers of characterization that were simply lost in the Western release.

This system can and (will) serve multiple crucial functions in this patch:
- Provides essential context about the world, characters, and lore
- Enables the inclusion of short translation notes explaining character names and their origins
- Offers cultural context that enhances understanding of Japanese cultural elements
- Works seamlessly in both dialogue subtitles and NPC speech bubbles
- Completely nullifies the "localization argument" about changing character names, as we can now explain their meaning directly in-game

Technical Constraints

The engine has specific limitations that required careful attention:
- Strict 56-character limit per line
- Maximum of two lines per dialogue box (112 characters total)
- Text exceeding these limits is truncated
Previous mods sometimes overlooked these constraints, resulting in cut-off text. Every line in this patch has been carefully adjusted to respect these limits while preserving meaning.

Development Philosophy

This patch follows a rolling release model - rather than waiting for "completion," new versions will be released periodically for testing. Community feedback on bugs, translation errors, and overlooked details is invaluable and will help drive continuous improvement and restoring this game to be as good its original Japanese release.

However, let me be absolutely clear: while the feedback is welcome, the fundamental translation philosophy is not up for debate. This project exists specifically to provide an alternative to the heavily localized Western release, focusing on authenticity to the original Japanese version.

Installation
Just install it like any other switch romfs mod.
It's tested on both - emulation (Citron) and Switch with CFW. US version of the game with 2.1 patch and all addons installed. It's compatible with graphics mods too.
When you start a new game, you will see a message in Japanese asking you to choose a language. Unfortunately, I have not found a way to translate this screen. You have to select the Japanese language (日本語) - that is, press “X” and then confirm with “A”.

ADDED 03.04.25 (IMPORTANT):
The game is crashing during the final cutscene. The final cutscene with credits is implemented via a video file. This single video file is missing in the English version of the game, so the game is crashing.

The installation is split into 2 files. Since the videos I mentioned take up about 400MB, they will be placed in a separate link. The rest of the patch will be in a zip file in the thread's file section, as always. The part with the video files only needs to be installed once.

DOWNLOAD Add-on

This is how your mod directory should look like.

Color legend:

- Files included in add-on patch (video)
- Files included in the regular patch, which is updated on a regular basis, available in a zip (thread attachment)
Emulator:


Emulator/​
├─ load/​
│ ├─ 0100E95004038000/​
│ │ ├─ Xenoblade 2 Unburger/​
│ │ │ ├─ romfs/​
│ │ │ │ ├─ bdat/
│ │ │ │ │ ├─ jp/
│ │ │ │ │ │ ├─ XXXX.bdat (4537 files)
│ │ │ │ │ ├─ jp.bin
│ │ │ │ ├─ stream/
│ │ │ │ │ ├─ movie/
│ │ │ │ │ │ ├─ mv10480100_h.webm
│ │ │ │ │ │ ├─ mv10480100_s.webm


Switch:


Emulator/​
├─ load/​
│ ├─ 0100E95004038000/​
│ │ ├─ romfs/​
│ │ │ ├─ bdat/
│ │ │ │ ├─ jp/
│ │ │ │ │ ├─ XXXX.bdat (4537 files)
│ │ │ │ ├─ jp.bin
│ │ │ ├─ stream/
│ │ │ │ ├─ movie/
│ │ │ │ │ ├─ mv10480100_h.webm
│ │ │ │ │ ├─ mv10480100_s.webm




Screenshoots

S1.jpg

S2.jpg

S3.jpg

S4.jpg

S5.jpg

S6.jpg

S7.jpg



Localization Comparison Examples

To illustrate just how the Western localization departed from the original text, here are some striking examples of chapter names:

Original Japanese | Official Localization | Translation
-----------------|----------------------|---------------------
ヴァンダムが遺したもの | Rex Makes His Mind Up | What Vandham Left Behind
スザク誕生 | Suzaku Talks Kind Of Like Vandham | Birth of Suzaku
黒鉄の城 | Birth Of A Marvelous New Blade | The Black Iron Castle
聖杯大戦 | Adel Spars with Laura | The Holy Grail War
雷轟のジーク | Bringer of Chaos, Round Three | Zeke of the Thundering Roar
難民キャンプ | No More Blades, No More War | The Refugee Camp
雨 | I Lived As You Wanted | Rain
愚かなるものたち | The Birth of a Universe | The Foolish Ones

Development Tools

To facilitate this project, I developed two Python programs:
1. A BDAT file repacker for managing game files
2. A dedicated translation tool that displays Japanese and translation scripts side by side and allows to edit the translation.

GitHub Repositories:
- BDAT Tool
- Translation Assistant
- Delocalization & Retranslation Patch Github

Contributing

This project welcomes contributions in several areas:
- Translation (for those who share the same philosophy of authenticity)
- Testing and bug reporting
- Original Japanese lore consultation (not based on localized versions)
- General feedback and suggestions

This isn't just another localization - it's an effort to restore Xenoblade 2 to its authentic form.

If there are more interested people, I will create a group on discord.

News
*01.03.26*

V0.3.5

- A massive amount of corrections and general fixes.
- Most of the side quests have been entirely retranslated. Many of them still require some editing, but these remaining changes are mostly just going to be minor tweaks. A large number of people dedicated their personal time to make this a reality, which is great because initially, I only planned to translate the blade stories from the side quests. Everyone who wants to be credited for their help will be officially mentioned in the first post once the patch reaches Release Candidate status at some point in the future. I want to remind everyone that even though the vast majority of the content has been translated completely from scratch, this project is still in the early beta phase. Because of this, you might see text getting cut off in certain places, or you might run into minor bugs, minor TL errors and similar issues. This is especially true for the side quests, because the allowed character count inside the dialogue bubbles is extremely limited. As of right now, there are around 800 lines of text that are cut off. For the majority of these lines, they are missing only one or two characters. When you look at the scale of the entire script for the game, which is likely the most extensive and complex script out of all the Xenoblade games, 800 lines is essentially nothing at all. Still, please keep in mind that you might encounter this kind of thing while playing.
- A lot of the everyday dialogue lines spoken by the non-playable characters have been completely translated from scratch.
- We have fixed a very large number of bugs and resolved many previous instances of cut off text.
- All of the text lines have been run through a specific re-balance script. The purpose of this script was to divide the lines up into equal parts.
*16.11.25*

v0.3.2

  • Fixed hundreds of typos and cut-off text issues across both the main game.
  • Corrections applied to all types of dialogue and text boxes.
  • Fixed all remaining occurrences of "Zekenator"
*14.09.25*

v0.3.1

  • Fixed hundreds of typos and cut-off text issues across both the main game and DLC.
  • Corrections applied to all types of dialogue and text boxes.
*30.08.25*

v0.3.0

  • 100% of the main story (voiced lines) in Iira the Golden Country has been retranslated
  • Numerous fixes in the Iira DLC's story dialogues (typos, missing punctuation, cut-off text)
  • Restored some localized names that were still left in.
Future patches will focus on polishing the dialogue by fixing typos, cut-off text, and phrasing issues. The main story of Iira the Golden Country, all characterization scenes, and mandatory quests have already been fully retranslated. Side quests that aren’t tied to the story or characterization will only receive partial fixes, as they don’t affect the main narrative.

Future patches will also focus on re-translating the Blade Quests from the main game.

*27.08.25*

v0.2.8

  • Roughly 75% of the main story (voiced lines) in Iira the Golden Country has been retranslated
  • All camp scenes in Iira the Golden Country are now fully retranslated
  • All unvoiced story events in Iira the Golden Country are now fully retranslated
  • All mandatory story quests in Iira the Golden Country have been retranslated (other quests remain untouched for now)
  • Numerous fixes in the main game’s story dialogues (typos, missing punctuation, cut-off text)

*10.08.25*
v0.2.7
- More than half of the main storyline of Iira: The Golden Country has been translated (including camp scenes and unvoiced scenes).
- Minoth has been changed to Minochi in both, the main game and the Iira DLC.
- Several names from the Iira DLC have been corrected to their original forms.

*04.08.25*
v0.2.6
- Many fixes mainly related to line breaks and grammar thanks to community submissions.
- This release begins the retranslation of the Iira – The Golden Country DLC. Approximately one-third of the main storyline dialogues are now translated. The focus will shift to Bonding Talks and other side content after the main story is complete.


*12.04.25*

v0.2.5
- Many fixes mainly related to line breaks thanks to community submissions. Many of them cut off more than one word.

*03.04.25*
- Many fixes in 9th and 10th chapters.
- Patch version is now displayed in the main menu.

*01.04.25*
v0.2.3
- Lots of corrections in various chapters (mostly 9 and 10), including cut lines and typos.

*31.03.25*
v0.2.2-fix
- Lots of corrections in various chapters, including cut lines and typos.


*25.03.25*
V0.2.0
  • Re-translated all unvoiced scenes following the main voiced story.
  • Corrected typos in Chapters 7 and 8.
  • Re-translated many field skills.
  • Restored additional heaven names (e.g., Shamayim from Smùide).
  • Restored additional Jewish terminology in various places (e.g., Yeshiva, Yareach).
  • Restored more land/landmark names to their original names.

*20.03.25*
v0.1.0
- All Bonding Talk scenes have been checked and re-translated.
- A few typos in Chapter 7 have been corrected.

*18.03.25*
v0.0.46

- Bonding Talk scenes 1-61 (out of 82) have been checked and re-translated.
- A few typos in Chapter 6 and 7 have been corrected.

*16.03.25*
v0.0.44

- Bonding Talk scenes 1-45 (out of 82) have been checked and re-translated.
- A few typos in Chapter 6 have been corrected.

*14.03.25*
v0.0.42

- Bonding Talk scenes 1-24 (out of 82) have been checked and re-translated.
- All errors related to line length (which previously resulted in truncated sentences) have been fixed (voiced lines from the main story and Bonding Talk scenes 1–24).

*(12.03.2025)*
v0.0.40
- Dialogue of the main plot revised up to the end of the last chapter.
- Many corrected lines from previous chapters

This does not mean that the main plot is already set in stone. I'm sure I'll still find plenty of bugs (mainly badly divided lines and somehow strange-sounding tasks). “Dialogue of the main plot revised up to the end of the last chapter” should be understood more as “text has been revised up to the end of the main plot, but still waiting for potential improvements.”

*10.03.25*
- Dialogue of the main plot revised up to the end of the 9th chapter.
- Many fixed line breaks from previous chapters (mostly 5th because this is where I am currently in the game)

*08.03.2025*
  • Dialogue of the main plot revised up to the middle of the 9th chapter.
  • Few 'bonding talk' scenes have been re-translated
  • Many corrected lines from previous chapters (mostly 5th because this is where I am currently in the game)

*06.03.2025*
  • All remaining Praetor and Praetorium instances were changed to Pope and Holy See.
  • Some progress in Chapter 8
  • Many corrected lines from previous chapters

*04.03.2025*
  • Fixed various typos and corrected several previously translated dialogue lines.
  • Revised and verified Chapter 7 dialogue.

*02.03.2025*
v0.0.32
  • Countless corrections for names, cut off lines or minor typos.
  • Re-translated Musubi's quest and few 'bonding talk' scenes
  • Revised and verified Chapter 6 dialogue.

*01.03.2025*
v0.0.30
  • Fixed various typos and corrected several previously translated dialogue lines.
  • Added the [ML:undisp] tag in places where it appeared in the Japanese script. This effectively removes unnecessary vocal expressions like "Grrrr," "Ohhhhhh," "Ughyaaaa!" etc.
  • Revised and verified Chapter 6 dialogue up to its midpoint.

*28.02.2025*
v0.0.28
  • Revised dialogue of the main plot up to the end of the 5th chapter.
  • Merged BushidoJP's existing name delocalization patch for Iira DLC. Made numerous changes to ensure consistency in names and terminology throughout the game. Restored most honorifics in Iira DLC. The patch is fully compatible with the Iira DLC installed (the stand-alone version is not supported, at least for now). Dialogues in the Iira DLC will remain unchanged for now (note: the translation quality appears to be similar to the main game) until work on the main game reaches a satisfactory state. Significant work still remains to be done.
  • Updated "kizuna ring" hints (development trees that unlock Blade skills) to ensure attack names mentioned in these hints are consistent with the restored original attack names implemented in previous versions.

*26.02.2025*
v0.0.25 Dialogue of the main plot revised up to the middle of the 5th chapter.
*25.02.2025*
v0.0.24 Dialogue of the main plot revised up to the end of the third chapter.
Man-Eater (マンエーター) is used in my patch instead of Flesh Eater.

*23.02.2025*
Added v0.0.21 0.0.23 Many fixes, main story revised up to the middle of the 3rd chapter.

*20.02.2025*
All names and proper names are now consistent with the original. Dialogue of the main plot revised up to the end of the second chapter.

*18.02.2025*
First release.
 

Attachments

Last edited by rsc-pl,
Extremely excited to try this out!
I would definitely suggest setting up a detailed progress overview (including listing things you have as TODO) so that we can know where to expect changes (and potentially find glitches or mistakes), and conversely knowing where to look for things that need changing. Similarly, a list of common changes would be helpful for identifying puns and such that have been overlooked.
I'm also curious about your methodology/scope: Is your plan to start with a coarse pass to cover specific significant reoccurring changes, and then eventually do a finer line by line pass? Or is the scope just covering those issues you've identified, and leaving the existing translation as is otherwise?
Also, I'm a bit confused with the stuff about restoring furigana - as far as I'm aware, the japanese version doesn't have any options to display furigana. Was there a system in place that you were able to enable that just was never exposed in the retail version for some reason? Screenshots of this would definitely be helpful.
 
Last edited by Niko_of_Death,
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Extremely excited to try this out!
I would definitely suggest setting up a detailed progress overview (including listing things you have as TODO) so that we can know where to expect changes (and potentially find glitches or mistakes), and conversely knowing where to look for things that need changing. Similarly, a list of common changes would be helpful for identifying puns and such that have been overlooked.
I'm also curious about your methodology/scope: Is your plan to start with a coarse pass to cover specific significant reoccurring changes, and then eventually do a finer line by line pass? Or is the scope just covering those issues you've identified, and leaving the existing translation as is otherwise?
Also, I'm a bit confused with the stuff about restoring furigana - as far as I'm aware, the japanese version doesn't have any options to display furigana. Was there a system in place that you were able to enable that just was never exposed in the retail version for some reason? Screenshots of this would definitely be helpful.
Thanks for your comment.
Regarding how the translation will look - initially I wanted to translate everything from scratch, but upon closer inspection of the game files, the scale of everything quickly brought me back to earth - the amount of dialogue and the scale of everything in this game is so enormous that it's practically impossible for a single person to finalize as a hobby project.
That's why I'll focus more on changing text that critically needs modification, along with adding many things suggested in the comments in places where I posted info (which will certainly appear).
Many characters are mischaracterized. The main plot has a quite different tone due to the lore itself (this has mostly been fixed already, but there are probably still many references to religious symbolism and folklore that need to be restored).
I want to change most of Hana's lines, for example. In many places, it's not that the words themselves are wrong in the translation, but primarily the tone of speech. Hana is really a different character than the one presented in the localization.
Localizers decided to make this character very childish. And that's not really how it is in the original.
Each successive form of Hana represents her developmental stage. JS, JK, JD, besides being developed by Tora as Jet Spark, Justice Knight and Judgement Day, are terms for girls in respective years of education - elementary school, high school, and university, which is directly reflected in the appearance of her successive versions and also in her speech style. In the Western version, these are just cringy puns.

Regarding progress overview - I will definitely add what has been fixed or changed, but it won't be anything very detailed like documents with every changed line or word - there's too much of it and maintaining such documentation, while looking professional and allowing everyone to see the scale of changes, simply takes too much time.
What I can do is write a script that will extract all the changed lines from the files and compare them with the original and this patch, then export them to a CSV/JSON file that can be imported into Excel or presented as a website.

As for furigana readings - of course the original version has them (A LOT OF THEM - when you search through Japanese files, you'll find over 4000 of them - many are repeated though). That's one of the fundamentals of building the narrative.
Clipboard01.jpg
 
Last edited by rsc-pl,
Ah, so its just applied by default in limited cases, not for all kanji like, say, dragon quest does. What are the technical constraints? I assume for proper centering youd need to manually check the alignment? (e.g. To have "fire" display above "homura" youd do "ho" "m"[fire] "ura")
 
Ah, so its just applied by default in limited cases, not for all kanji like, say, dragon quest does. What are the technical constraints? I assume for proper centering youd need to manually check the alignment? (e.g. To have "fire" display above "homura" youd do "ho" "m"[fire] "ura")
A certain number of characters. Oh, and you can't use spaces, but any "empty" ascii character works. This will always be displayed in the place where it is inserted.
It works like this:
Code:
[System:Ruby rt=Ars - Art or craft in Latin ]Divine Beasts[/System:Ruby]

Ars - art of craft in Latin
  Divine Beast
 
Hi, you said that its tested on Citron but im having troubles getting it to run, could you tell me where exactly you placed the mod folder?
 
Hi, you said that its tested on Citron but im having troubles getting it to run, could you tell me where exactly you placed the mod folder?
You have to start the game, then put them in the load folder. Its the same as it was for Yuzu
 
You have to start the game, then put them in the load folder. Its the same as it was for Yuzu
Well I did that, I have other mods installed and running on the game (they show up in the add-ons tab) but this one just doesn't seem to work? I'm at a bit of a loss as the only difference between this one and the rest is that it lacks an exefs folder.
Post automatically merged:

Well I did that, I have other mods installed and running on the game (they show up in the add-ons tab) but this one just doesn't seem to work? I'm at a bit of a loss as the only difference between this one and the rest is that it lacks an exefs folder.
nvm files were too nested... thanks for the help :)
 
Last edited by Hehexdaylmao,
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It is not a foreign name, so it is a completely separate case from Arisu. Rinne is a real Japanese name.
Just because a name is on that site doesn't mean its a traditional japanese name, Arisu is also listed there https://japanese-names.info/first-name/arisu-2/


I asked my coworker (who is native japanese), and she said she'd associate it with the english name (of course, shes not a language expert so thats anecdotal).

If it were an explicitly japanese character it would make some sense, but given her appearance/character I'd say an English name was the intent.
 
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Man, I wish someone would do the same for Breath of the Wild (and maybe Tears of the Kingdom, but I haven't played it yet). I hate hearing something in Japanese and reading something else in English.
Thanks for your work btw
 
Last edited by SkullHex2,
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*25.02.2025*
v0.0.24 Dialogue of the main plot revised up to the end of the third chapter.
 
Last edited by rsc-pl,
Disclaimer
If you don't intend to use this patch and only want to comment for trolling purposes, don't bother. The world doesn't need any more clowns. You're not special.


This project represents a passionate effort to restore Xenoblade 2 to its original vision, building upon previous delocalization work while introducing substantial improvements. While previous mods laid important groundwork, this patch goes further in preserving the game's authentic Japanese cultural elements and narrative nuances that were altered or removed in the Western release. In addition, many things that previous patches left out by accident have already been fixed (not all names and designations have been restored, leaving some localized versions elsewhere in the game).

At the outset, I would like to mention that the patch is work in progress (and will remain so for a long time, unless I find a lot of people willing to help). Many things may not work as intended, some dialogues will need editing after initial translation, etc. You use at your own risk. However, any report of any bug, or providing something I have overlooked that has a significant impact on the perception of characters, story or lore will be greatly appreciated. Changes can be checked in the github's commits.

Prior Work

- Name Delocalization Mod
- Heart-to-Hearts Uncensored Mod


A Personal Note on Project Origins

My journey with Xenoblade 2 began with the Japanese version, which I completed shortly after the Western release. This means my understanding of the characters, story, and lore comes purely from the original Japanese presentation, uninfluenced by the Western localization. Recently, I felt drawn to revisit this masterpiece and realized it was the perfect opportunity to refresh existing delocalization projects.

However, this wasn't a straightforward task. The main technical hurdle was working with Monolith Soft's proprietary BDAT file format. It wasn't until recently that I discovered a reliable method for unpacking and repacking these files. The current workflow involves processing JSON files through Notepad++ and a custom tool I developed specifically for this project that facilitates file searching, editing, and translation work.

As of the date of writing this post (17.02.25), I have already put well over 30 hours into this patch.

Core Philosophy

The fundamental goal of this patch is authenticity to the original Japanese version without compromising cultural elements for the sake of "Western accessibility." This isn't about making the game more "digestible" for the average player - the official localization already serves that purpose even removing the entire original lore and replacing it with “more appropriate” counterparts. Instead, this patch aims to preserve the rich cultural context and nuanced storytelling of the original, particularly its roots in Christian symbolism, Japanese and Chinese folklore and connections to otaku culture everyhere which were all significantly downplayed (or rather completely removed) in the Western release.

Major Changes and Restorations
(in addition to changes made in previous projects)


Terminology Unification and Cultural Accuracy


- Restored 巨神獣 to "Divine Beast" rather than the official "Titan" - this better reflects their divine nature and connection to the game's theological themes (in the original text specifying that they are しもべ/Servants of God). 巨神獣 Means "Giant Divine Beast" but it is generally too long to fit in many places in the game interface.
- Unified all instances of 楽園 as "Eden" (in previous patches inconsistent between "Paradise", "Eden", and "Elysium" was left from localization in many places). This choice was made specifically because the game's narrative centers around humans who once lived in a fertile land with God - directly paralleling the biblical Garden of Eden
- Restored "Bonding Talk" as the proper translation for the intimate character conversations (previously localized as "Heart-to-Heart")
- "Trigo" is now "Torigo"
- Restored all NPC names to their Japanese originals
- Completely revised and retranslated all attack names, restoring their original English, German and Italian names that were completely replaced by localizers
- Restored the World Tree's floor names to their original Talmudic references (names of Heavnes) - Vilon, Rakia, Shehaqim, and Zebul - rather than the Western localization's star-based naming system.
- Implemented proper waapuro romaji for character names, precisely - respecting long vowels (e.g., "Menou" instead of "Meno") - previous patches have mixed different methods, while I value consistency.
- Restored all instances of Hana's transformation names (e.g., "Judgement Day (JD)" instead of the localizer's "invention" - "Quantum Technochampion")
- Restored Nia's authentic characterization of Zeke, including her turtle-themed nicknames and related wordplay (such as turtlehaed)
- Added all original Japanese honorific suffixes (-san, -sama, -chan, -kun). This was a massive undertaking but rather essential for Xenoblade 2, as these suffixes are frequently used as characterization devices. The game makes numerous references to otaku culture - for example featuring scenes where Homura and Hana simulate Maid Cafe interactions - contexts where these honorifics are crucial to the scene's tone and impact. If the patch was about Xenoblade 1 or Xenoblade 3 - I would rather not undertake this approach, because there this aspect does not play such an important role to spend really a lot of time to search and restore every honorific in the dialogue.

Technical Breakthroughs

What distinguishes this patch from previous relocation attempts is the compatibility with normal mod folders (romfs) - something previous patches struggled with due to (probably) conflicts with game updates. Through investigation, I discovered a method to utilize bdat files from the Japanese version that don't exist in the Western release, thus avoiding update conflicts entirely. Although the Western version does not have the Japanese language, after copying the files, the Western version runs in the original mode. This has two effects:
- The game now displays the superior original Xenoblade 2 logo in menus
- The control guide menu screen remains in Japanese, but this is the only affected screen and shouldn't impact gameplay at all

The Furigana Text System Restoration

One of the omissions in the Western release was the abandoning of the Furigana Text System which could have served in the Western version not only as a counterpart to what it was used for in the Japanese version, but also as a clarification of the meaning of the names, which would have resulted in the fact that none of the names “had” to be changed (the meaning of the names is the only argument of the proponents of changing them). The original game uses this system for additional context and depth through tags like:

Code:
[System:Ruby rt=デバイス]僕[/System:Ruby]
This creates fascinating layers of meaning. For example, in the text above, while the character uses 僕 (boku, meaning "I/me"), it's meant to be read as "Device" - adding context about the character. An even more meaningful example is:

Code:
[System:Ruby rt=とうさま]神[/System:Ruby]
Here, while the text shows 神 (kami, meaning "God"), it's meant to be read as とうさま (tousama, meaning "father"). This reflects not only the profound connection with the story's themes, but also powerfully characterizes the speaker's relationship and attitude. The choice of とうさま (tousama) - a very respectful and formal way of saying "father" - contrasts sharply with another character who uses おやじ (oyaji) - a much more casual, almost rough way of saying "dad" or "old man" - for the same person. These different word choices for "father" reveal volumes about each character's personality and their relationship with their father figure, adding layers of characterization that were simply lost in the Western release.

This system can and (will) serve multiple crucial functions in this patch:
- Provides essential context about the world, characters, and lore
- Enables the inclusion of short translation notes explaining character names and their origins
- Offers cultural context that enhances understanding of Japanese cultural elements
- Works seamlessly in both dialogue subtitles and NPC speech bubbles
- Completely nullifies the "localization argument" about changing character names, as we can now explain their meaning directly in-game

Technical Constraints

The engine has specific limitations that required careful attention:
- Strict 56-character limit per line
- Maximum of two lines per dialogue box (112 characters total)
- Text exceeding these limits is truncated
Previous mods sometimes overlooked these constraints, resulting in cut-off text. Every line in this patch has been carefully adjusted to respect these limits while preserving meaning.

Development Philosophy

This patch follows a rolling release model - rather than waiting for "completion," new versions will be released periodically for testing. Community feedback on bugs, translation errors, and overlooked details is invaluable and will help drive continuous improvement and restoring this game to be as good its original Japanese release.

However, let me be absolutely clear: while the feedback is welcome, the fundamental translation philosophy is not up for debate. This project exists specifically to provide an alternative to the heavily localized Western release, focusing on authenticity to the original Japanese version.

Installation
Just install it like any other switch romfs mod.
It's tested on both - emulation (Citron) and Switch with CFW. US version of the game with 2.1 patch and all addons installed. It's compatible with graphics mods too.


Screenshoots

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Localization Comparison Examples

To illustrate just how the Western localization departed from the original text, here are some striking examples of chapter names:

Original Japanese | Official Localization | Translation
-----------------|----------------------|---------------------
ヴァンダムが遺したもの | Rex Makes His Mind Up | What Vandham Left Behind
スザク誕生 | Suzaku Talks Kind Of Like Vandham | Birth of Suzaku
黒鉄の城 | Birth Of A Marvelous New Blade | The Black Iron Castle
聖杯大戦 | Adel Spars with Laura | The Holy Grail War
雷轟のジーク | Bringer of Chaos, Round Three | Zeke of the Thundering Roar
難民キャンプ | No More Blades, No More War | The Refugee Camp
雨 | I Lived As You Wanted | Rain
愚かなるものたち | The Birth of a Universe | The Foolish Ones

Development Tools

To facilitate this project, I developed two Python programs:
1. A BDAT file repacker for managing game files
2. A dedicated translation tool that displays Japanese and translation scripts side by side and allows to edit the translation.

GitHub Repositories:
- BDAT Tool
- Translation Assistant
- Delocalization & Retranslation Patch Github

Contributing

This project welcomes contributions in several areas:
- Translation (for those who share the same philosophy of authenticity)
- Testing and bug reporting
- Original Japanese lore consultation (not based on localized versions)
- General feedback and suggestions

This isn't just another localization - it's an effort to restore Xenoblade 2 to its authentic form.

If there are more interested people, I will create a group on discord.

News
*25.02.2025*
v0.0.24 Dialogue of the main plot revised up to the end of the third chapter.
Man-Eater (マンエーター) is used in my patch instead of Flesh Eater.

*23.02.2025*
Added v0.0.21 0.0.23 Many fixes, main story revised up to the middle of the 3rd chapter.

*20.02.2025*
All names and proper names are now consistent with the original. Dialogue of the main plot revised up to the end of the second chapter.

*18.02.2025*
First release.
huh this is neat, never knew they botched localization, I always thought that the voice acting sounded weird was intentional compare to the japanese dialogues
 
huh this is neat, never knew they botched localization, I always thought that the voice acting sounded weird was intentional compare to the japanese dialogues
yeah whoever did localization had a major hard on for The British isles and Greek for some reason, bit disappointing that as usual these people just bastardise everything in the name of "localization"
 

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