ROM Hack Translation Xenoblade 2 - Delocalization & Retranslation Patch

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Is there no way to have some kind of translations for the party banter after each battle? is that too hard to implement?
 
Appreciate the hard work on this patch! However, I'm running into an obstacle. As soon as I get into a generic animation cutscene (ex. Rex talking to the Central Exchange in Argentum), the dialogue sound is completely gone. Testing the scene after it in Bana's office, it's only when the Torna members show up that the dialogue actually starts playing again. It's only when I turn off the patch that audio comes back. Could it be an emulation problem? I'm using the current build of Citron to run the patch.
 
Appreciate the hard work on this patch! However, I'm running into an obstacle. As soon as I get into a generic animation cutscene (ex. Rex talking to the Central Exchange in Argentum), the dialogue sound is completely gone. Testing the scene after it in Bana's office, it's only when the Torna members show up that the dialogue actually starts playing again. It's only when I turn off the patch that audio comes back. Could it be an emulation problem? I'm using the current build of Citron to run the patch.
Hi. There really isn't a "current version" of Citron. Citron is completely outdated at this point, so that alone could potentially be part of the problem.

Also, I genuinely have no idea which scene/location you're referring to from those names. And I'm not trying to be edgy here, I've just fortunately never had to deal with the made-up localized names used in this game, so names like "Argentum" or "Bana's office" don't tell me where this actually is.
If you can send me a save from right before that cutscene, I'll test it on my side and see whether I can reproduce the missing dialogue audio.

Also, you didn't mention which version of the game you're using.
 
Hi. There really isn't a "current version" of Citron. Citron is completely outdated at this point, so that alone could potentially be part of the problem.

Also, I genuinely have no idea which scene/location you're referring to from those names. And I'm not trying to be edgy here, I've just fortunately never had to deal with the made-up localized names used in this game, so names like "Argentum" or "Bana's office" don't tell me where this actually is.
If you can send me a save from right before that cutscene, I'll test it on my side and see whether I can reproduce the missing dialogue audio.

Also, you didn't mention which version of the game you're using.
Thanks for the fast reply! My bad. The version of the game I'm using is 2.1.0. As for where I'm talking about, it's quite literally as soon as you start set foot in Avaritia and talk to the first Nopon. As soon as the cutscene starts, there's no dialogue. Below is my save. I have the Japanese Voice DLC as well.

EDIT: It seems like when it's default field animations, there's no voice audio. But when there's anything cinematic, there's perfect audio.
 

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Last edited by cosmicwoodchuck,
Thanks for the fast reply! My bad. The version of the game I'm using is 2.1.0. As for where I'm talking about, it's quite literally as soon as you start set foot in Avaritia and talk to the first Nopon. As soon as the cutscene starts, there's no dialogue. Below is my save. I have the Japanese Voice DLC as well.

EDIT: It seems like when it's default field animations, there's no voice audio. But when there's anything cinematic, there's perfect audio.
Hi. I checked this save file, and it doesn't look like anything is wrong. I checked the conversations with the Nopons (first with Meroro and then with the automated one with Punin), and both had voices. I checked this on both - 2.1 and 3.0 versions.

Try these two things:

Download the latest version of the Eden emulator (it’s an active fork of Citron, has tons of fixes, and should import your entire Citron configuration).
Did you start the game right away with this patch, or did you already have a save file?
If you already had a save file, delete the bf2option.sav file, the game will ask you to select a language again when you launch it.
You can try installing the voice DLC again.
 
Last edited by rsc-pl,
Hi. I checked this save file, and it doesn't look like anything is wrong. I checked the conversations with the Nopons (first with Meroro and then with the automated one with Punin), and both had voices. I checked this on both - 2.1 and 3.0 versions.

Try these two things:

Download the latest version of the Eden emulator (it’s an active fork of Citron, has tons of fixes, and should import your entire Citron configuration).
Did you start the game right away with this patch, or did you already have a save file?
If you already had a save file, delete the bf2option.sav file, the game will ask you to select a language again when you launch it.
You can try installing the voice DLC again.
It still didn't work. I set up Eden and the problem still persists. I start the game right away with the patch as well and still no audio. Is there any sort of graphics or audio configuration that I have to set up for Eden or should the mod work right away?
 
Last edited by cosmicwoodchuck,
It still didn't work. I set up Eden and the problem still persists. I start the game right away with the patch as well and still no audio. Is there any sort of graphics or audio configuration that I have to set up for Eden or should the mod work right away?
Do you use any other mods?
Which base version of the game are you using (title id)? 0100E95004038000?
 
Do you use any other mods?
Which base version of the game are you using (title id)? 0100E95004038000?
Nope. Just the patch. And yes that's the correct title id,

EDIT: Oh my god, I'm sorry for wasting your time. The Japanese Voice Pack I had was corrupted and not functioning right. It all works perfectly fine now, thanks.
 
Last edited by cosmicwoodchuck,
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V0.9.0 New
V0.9.0

Patch 0.9.0 is one of the largest updates so far, with corrections and improvements throughout the game.

  • Further revisions were made across the main story, Blade quests, regular and mini quests, DLC content, Bonding Talks, inn scenes, field dialogue and other side content. Lines that changed or obscured the original meaning were corrected, missing details were restored, additions that were not present in Japanese were removed, and awkward wording was cleaned up where needed.
  • A large number of localized names that were still present have been restored to the names used in Japanese, including character and NPC names, enemy names, weapon names, attacks, skills, locations and other proper names. Enemy naming in particular received a broad cleanup, removing many invented localization names that were still left in the patch.
  • Battle and system text received another major cleanup as well. This includes skill and Art names, status effects, effect descriptions and other gameplay text that was inconsistent, unclear or mechanically inaccurate. Several descriptions that gave the wrong condition, omitted part of an effect or used the wrong system terminology have been corrected.
  • Tutorials were also revised where their explanations were inaccurate, incomplete or based on older wording, including Challenge Battle tutorials that still used outdated text.
  • Nopon dialogue was cleaned up further to remove localization-only speech gimmicks. Invented forms such as Grampypon, Unclepon, biggipon/littlepon, brotherpon/sisterpon and similar -pon forms were removed where they do not exist in Japanese, along with forced broken English, automatic third-person self-reference and generic 'friends' added by the localization. Actual Nopon speech habits from the Japanese text are still preserved.
  • Terminology was made more consistent throughout the game, including Divine Beast, Assist Core, Down/Rising, Blade Resonance and related battle terms. Foreign words that are deliberately foreign in Japanese are kept where appropriate instead of being replaced with unrelated English names.
  • Text wrapping and compact UI labels were also adjusted where necessary so the corrected text fits the interface without changing the full terminology used elsewhere.

Notable name changes
A large number of NPC, enemy, weapon, attack and skill names were changed throughout the game. Listing all of them here would make the changelog unnecessarily long, so the tables below only show some of the more notable character and location changes.

Main story characters
JapaneseBeforeCurrent
マルベーニMarveniMalbeni
ユーゴHugoYuugo

Regions and places
JapaneseBeforeCurrent
第七外郭エアポート7th Perimeter Skyport7th Outer Perimeter Airport
古代都市ユーディキウムLost Capital JudiciumAncient City Judicium
ダナ砂漠Dannagh DesertDana Desert
エルピス大空洞Elpys Great HallElpis Great Cavern
エルピス霊洞Spirit Crucible ElpysElpis Spirit Cavern
忘れられた地Forgotten WasteForgotten Land
フォンス・マイム商業区Commercial DistrictFons Maim Commercial District
フォンス・マイム劇場区Entertainment DistrictFons Maim Theater District
ゲンブ大雪原Genbu DriftsGenbu Great Snowfield
ゴルドア大平原Garanti PlainGoldoa Great Plain
大樹の大行路World Tree RootGreat Tree Passage
アーケディア法王庁Acedian Holy SeeHoly See of Acedia
イーラ右翼 岩骨区Bone-rock area on Iira's right wingIira Right Wing, Bone-Rock Zone
万物の終着島Isle of TerminomniIsland at the End of All Things
三剣の孤島Triedge IsleIsle of the Three Swords
軍島 リントヴルムIsland Base LindwurmMilitary Island Lindwurm
モルスの入り江Cliffs of Mors InletMors Inlet
ノキルア森林区Nocclia WoodsNokirua Forest District
ラダマンティス エントランスRhadamanthus PortalRhadamanthus Entrance
セイリリオス広場Seoris PlazaSeiririos Plaza
スペルビア軍トリゴ基地Torigo Relay BaseSuperbian Army Torigo Base
テオスアウレ居住区Residential AreaTeos Aure Residential Area
ウニン島Isle of UrchonUnin Island
アムレト支柱Amphoret PillarAmureto Pillar

Companion wiki userscript
A separate optional userscript for Tampermonkey and Violentmonkey is also available as an additional download. It replaces localized character names, location names, terminology and other text on many of the most widely used Xenoblade wikis so they match the patch, making those wikis much easier to use while playing.
 
Thank you for the update!

Terminology was made more consistent throughout the game, including Divine Beast, Assist Core, Down/Rising, Blade Resonance and related battle terms. Foreign words that are deliberately foreign in Japanese are kept where appropriate instead of being replaced with unrelated English names.

But I'm not really sure about the change of Topple and Launch to Down and Rising. Those are pure gameplay terms and the one area where an accurate translation of the text matters the least. In the first place, gameplay terms are even in Japanese just a translation of the action that is taking place in the game and I think that Topple and Launch describe the gameplay action better then Down and Rising.

Also looking at the use of Down in this context, it is used to mean something like Knocked Down. And just the word Down doesn't have the same meaning in English.
And since this state is temporary in the game, one proper English term for it would be Toppled.

On the other hand Rising doesn't even get used in this context in either English or Japanese. The word in English is more associated with resurrection (rising dead, he is arisen, ...). And what I could get from Japanese dictionaries it is more used for uprising or rising prices.
The meaning of the term in game is the literal definition of something rising up. And in the context of the game action it is describing, Launching an enemy up would be a better translation.

I do think this is a case where the meaning of the loan word is not the meaning of the original word.
Post automatically merged:

Anyway. Here is the compatibility patch for Rebalanced with all name changes applied to the additions and changes from that mod.
 

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Last edited by auradj,
Thank you for the update!



But I'm not really sure about the change of Topple and Launch to Down and Rising. Those are pure gameplay terms and the one area where an accurate translation of the text matters the least. In the first place, gameplay terms are even in Japanese just a translation of the action that is taking place in the game and I think that Topple and Launch describe the gameplay action better then Down and Rising.

Also looking at the use of Down in this context, it is used to mean something like Knocked Down. And just the word Down doesn't have the same meaning in English.
And since this state is temporary in the game, one proper English term for it would be Toppled.

On the other hand Rising doesn't even get used in this context in either English or Japanese. The word in English is more associated with resurrection (rising dead, he is arisen, ...). And what I could get from Japanese dictionaries it is more used for uprising or rising prices.
The meaning of the term in game is the literal definition of something rising up. And in the context of the game action it is describing, Launching an enemy up would be a better translation.

I do think this is a case where the meaning of the loan word is not the meaning of the original word.
Post automatically merged:

Anyway. Here is the compatibility patch for Rebalanced with all name changes applied to the additions and changes from that mod.

I get the argument, and if I were designing the combat terminology from scratch for an English game, I could see Topple and Launch being chosen because they describe the animations more immediately to an English-speaking player.

The reason I changed them isn't really that I think Down and Rising are "better English translations" of those actions, though. In the Japanese game, ダウン and ライジング are already the actual named gameplay states. They're not Japanese words like 転倒 or 打ち上げ that then need to be translated into the most natural English equivalent, Monolith deliberately named the mechanics Down and Rising in English. That distinction matters quite a lot for this patch. If the Japanese text itself had called the state something equivalent to "knocked down", then translating it as Topple/Toppled would be perfectly reasonable. But replacing an explicitly English system name chosen by the original developers with a different English system name is essentially localization rather than translation.

It's also not limited to obscure menu terminology. Down and Rising are actually spoken aloud by the battle announcer/narrator as battle calls, so they are part of the game's audible terminology as well. Keeping "Topple" and "Launch" in the text means the terminology on screen no longer matches what the original game is literally calling the states during battle.

I also don't think Down is particularly strange in English in this context. "He's down", "enemy down", "knock them down", etc. are all perfectly normal ways of describing someone being temporarily put on the ground. As a capitalized gameplay-state name, Down is easy enough to understand. Rising is admittedly less idiomatic as an English combat term, and I agree that Launch describes the visible action more directly. But that's also exactly why I don't want to replace it. The slightly unusual word choice belongs to the original terminology. ライジング is what the developers chose to call that state, not a Japanese word that happens to have been badly translated as "Rising".

So for me this comes down less to "which English word describes the animation best?" and more to "should the patch preserve the terminology the Japanese game itself uses?" Given what this patch is trying to do, I think the answer has to be yes. That doesn't mean Topple/Launch are bad gameplay terms. They're actually good choices if the goal is maximum immediate clarity. They're just not the names used by the original game.
 
Last edited by rsc-pl,

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