ROM Hack Translation Xenoblade 2 - Delocalization & Retranslation Patch

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Massive THANKS for your effort. Although I only understand limited amount of Japanese, I can fill the huge discrepancies between the EN "localization" and the Japanese voice. As for otaku culture (mainly for Tora and Hana), they completely butchered this part. This patch is a God sent gift to start my New Game+.

Fxxk all the publisher boot-lickers in Reddit. I will recommend this mod to all future players so that they won't be poisoned by the twisted "localization".
Post automatically merged:

Just finished Chapter 1.
For text cut, the salvagers on the ancient ship deck, when Rex enters the ship, their text got cut (pr --- professional), very minor issue.
The main annoyance is that the inventory seems to be a chaos when listed in alphabetical order. e.g. the Enlightened Loincloth moves to the end of the list.
 
Last edited by forgtuse,
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Finished Chapter 2.
Artificial Blade 2 (main quest), the "battleship" text was cut in the quest finish UI.
The bottom text in the "Characters" menu, Swap to Homura gets cut to Homur.
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Chapter 3:
Umon's Ship, quest finish UI, befrie --- befriended
Suzaku's first line (at village rear gate), blad --- Blade.
BTW, it's nice to finally know what Tora is blabbing about (The maid moe Bond Talk).
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Chapter 4:
Tora asking shop owner: information about certai --- certain
Fxxk the old factory...
 
Last edited by forgtuse,
Chapter 5:
In the beginning (ship), Kagutsuchi line 3: the power of the Heaven's Holy r/

So, Rex brings home a good wife.
 
Chapter 6:
Zeke:
Do you know anything about the shady d/
of a dark merchant operating here in Ace/
(Quite several other cases when talking to NPC for clues on assassination)

There is a text cut in Merc menu, field skill name Divine Beast Weapon Wi/

Bonding Talk with Azami:
Hikari: I get it. You're sick, huh.
(Yandere translates to "sick" seems a little off.)

Bonding Talk with Wadatsumi (options UI):
Why won't the emperor let /
He wants me to safeguard the /

(For Rinne's Bonding Talk, it's another big twist in the "localized" version. Original: Harem ---> Entourage )
(Finally know that Tora made a detachable bikini armor for Hana lol.)
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Chapter 8:
Meleph Zeke Bonding Talk in Spirit Crucible:
A snowman at the reangate of Teos Aure
(Based on context, reangate should be rear gate.)
 
Last edited by forgtuse,
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Chapter 10:
Zeke's Driver Art name UI (with Saika):
Heaven-Breaking Bold T/
True Supreme Thunder r/
Ultimate Thunder God S/

Bonding Talk with Zeke Nia at Teos Aure
Zeke: historicaln tradition behind it!
(should be historical)

Bonding Talk with Gramps in Spirit Crucible
Meleph: this place came to be viewe/

------------------------------------------------------------------
Finished the NG+. What a ride. Thanks again for this delocalization.
(For inventory order issue, using order by category will alleviate it. Hope it can get fixed in future.)
 
Last edited by forgtuse,
Iira DLC:
Gout (first encounter in Torigo): watch him return/

Hugo (main quest dialogue in Gula port): why the Emperor is required to a be worthy Driver
(should be "required to be a worthy Driver")

Veritas (sub quest near Adel's mansion):
good medicinal herbs aroun/
got carried away picking th/

Main quest (after Hikari makes food scene):
Hikari: And Hikari-chan, you can really show off your skills
(Based on context, "Hikari-chan" should be "Shin", who will cook later.)

Main quest (after Hikari and Adam night talk)
Marveni: as a Core broker for you. othing more.
(should be "nothing more")

In Iira capital city, the inventor's sub quests have lots of text cut.
e.g. have to record your vi/
need to worry about how t/

In Iira capital city,
Leon: While desperately searching for the flowr/
I realized that the reason I'm so drawn t/
you is because I want to know the real y./

In Iira capital city, sub quest,
Wadatsumi: Is it a story about how____ (Japanese text still here), or attachment,

In Iira capital city, recruit nopon flautist sub quest,
Would she be okay with being /
She doesn't want to
She wants to visit various /
(There are more text cut cases in the sub quest)

Jin's food, "Fried Tartari à la Jin" (required in Cooking contest sub quest)
The component name, "Urus Beastmeat", should be "Urusu Beastmeat".

In Iira capital city,
Meknes: Apparently, a woman he was close to wa/
and there was a lot of trouble when he If/
Everyone involved was killed, and he van/
(Seems like text cut and wrong translation together)

Main quest, Shin and Hikari talking in Inn.
Hikari: Both you and that kid are so awkward.
(Bukiyō translates to awkward seems off.)

The last sub quest, A Small Promise,
Milt: but that's when you have to smile. Event, /
you'll be able to laugh off the pain.
(Seems missing more than a single word.)
---------------------------------------------
Later after dealing with the golden monsters, I will post again.
 
Hikari: I get it. You're sick, huh.
(Yandere translates to "sick" seems a little off.)
あー\nアザミって病んでるよね[ML Dash ] - This is the original line, which means: Ah, Azami seems to be suffering from some kind of illness.

I've corrected a few things from what you wrote.
And yes. you're right. Clumsy is a better choice for 不器用 than awkward in this case.

As for those lines that are too long or cut off- that’s a completely separate issue that will need to be addressed in the next phase. We’ll just have to shorten them somehow.

I have a whole list of lines that are more or less cut off (there are about 800 of them in the entire script, most of which are side missions), so you don’t need to report those :) But thanks for your contribution.
 
Last edited by rsc-pl,
Finished the Iira DLC. No issue with the final section of the story. Nice work.

(For future players who want to max the community level (in order to obtain the group photo), that is to say, beat the lv 100 superboss, without grinding to lv 95+, you can adjust the difficulty to custom and a lv 85 party can beat him without too much issue. Screw this damage level scaling design.)
 
V0.8.0 New
V0.8.0
There’s a good reason for this major update. In addition to correcting a few typos, the issue of text being cut off (due to overly long lines of dialogue) has been virtually eliminated - especially in speech bubbles during unvoiced dialogue. In fact, you’re unlikely to encounter any cut-off text in the game anymore.
 
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

View attachment 486606
View attachment 486607
View attachment 486608
View attachment 486609
View attachment 486610
View attachment 486611
View attachment 486612


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.
i applied the patch on my mod directory, The text was loaded correctly, but there is no japanese voice acting. Did i miss something? Thanks for responding.
 

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