This is a purposeful effect of the succubus vial. The vendor mentions that the blood would cause the person to conceive even if their partner is sterile (like the brother) as a side effect. So cumming inside after taking the vial is immediate magical conception caused by the succubus blood. Of course, you can just not do it inside after she takes the vial.hi ive found this issue where sister still gets pregnant even after clearing grand adventure. this is after using the succubus vile but taking the afterpill and angel vile afterwards.
does it stay like that or does it eventually wears off?This is a purposeful effect of the succubus vial. The vendor mentions that the blood would cause the person to conceive even if their partner is sterile (like the brother) as a side effect. So cumming inside after taking the vial is immediate magical conception caused by the succubus blood. Of course, you can just not do it inside after she takes the vial.
The vials wear off the very next day. The Angel Vial only resets the vial count, not necessarily deactivating the effects of previous vials, since you can only use one vial a day.does it stay like that or does it eventually wears off?
sorry just a bit confused here
I need to manually code in all the text in the game using the newer method, so it's still a work in progress. However, with the way it works, all translation work can be carried over into new updates without losing progress, and since I plan to add the DLC in manually as well, you won't lose any progress if you decide to translate using this mod. Any work that is coded in as translatable will be added into the Modular Languageset with each update of the mod. It depends on how fast I work, but now that the DLC has been pushed back, and with several ideas waiting on said DLC, I'll be able to focus on working more of the game into a translatable state.Thank you for modularizing the translation, I was amazed to discover how to use Wolf RPG to translate the remaining language texts in this thread after finding that some texts were still untranslated after language switching.
I'd like to ask if you have included untranslated in-game text messages into the modularized messages? I believe that doing so would make it more convenient to translate the game in future FFFox Mod updates. It would also be convenient to integrate FFFox Mod and perform translations after the DLC is released in June this year (if you have such plans).
Lastly, thank you for doing this great work.
I need to manually code in all the text in the game using the newer method, so it's still a work in progress. However, with the way it works, all translation work can be carried over into new updates without losing progress, and since I plan to add the DLC in manually as well, you won't lose any progress if you decide to translate using this mod. Any work that is coded in as translatable will be added into the Modular Languageset with each update of the mod. It depends on how fast I work, but now that the DLC has been pushed back, and with several ideas waiting on said DLC, I'll be able to focus on working more of the game into a translatable state.
I mean, that would definitely save a lot of legwork, if it would work. However, I have to manually add a code line to set the string to the txt (you have to have a 'load file content' code line or just spits out the file path), then change the text to match the string. Don't know if that's possible with Translator++, but if you get it to work, let me know! Good luck!I use the text translation feature of Translator++ for Wolf RPG to translate untranslated text in CommonEvent.dat. I will try to change the translation content of the text to your module link format, copy the translated text content into a txt file, and then try if it works correctly after completion.
I have recorded the text translation process. In my free time after work today, I will redo the text translation work, hoping this will be a viable solution.
However, this will extend the timeline of the entire work. If you can wait, I will provide you with feedback after completing the translation and modularizing the remaining text. Since I am not sure how much time this will take, you may also find the Translator++ software on the Patreon website to see if it meets your needs. However, the software requires sponsorship to use.
This reply is translated by ChatGPT and then pasted here. My English is not very good, and during the reply process, I accidentally clicked on Chrome's translation feature, which caused the reply to be in Chinese. So, I had to redo the reply several times. Below is a screenshot of the text translation process for your reference.
[Attachment: Screenshot of Translator++ software during text translation process]
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I tried, but it couldn't add variables, only change the text content, which is very disappointing.I mean, that would definitely save a lot of legwork, if it would work. However, I have to manually add a code line to set the string to the txt (you have to have a 'load file content' code line or just spits out the file path), then change the text to match the string. Don't know if that's possible with Translator++, but if you get it to work, let me know! Good luck!
Tried a few different tricks, but it didn't work. A few ideas to use for it would be: 1: Find a preferred font and use a font editor to change it to the name of the first font up there, 07やさしさゴシックボールド. 2: Find a preferred font and change the first option to match that font's name; then just add the 'Data/BasicData/Game.dat' file in the package, as that is where the information is stored. 3: Find a preferred font, let me know, and I can add it in as the empty option in the bottom; then use the font changer code before text to make the text change to that text (in this case, the code would be '\font[3]').I tried, but it couldn't add variables, only change the text content, which is very disappointing.
Additionally, there is another issue regarding the font file used in the game. Can it also be set as a variable and put into the language module? When testing language switching to Japanese or the Chinese language module I added myself, I found that the font displayed in the game was not normal. Since English has all the fonts built-in, there is no difference visible. However, other languages may require support for their respective font files.
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The part in the red box in the image below.
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i think you should ask him in private as he said he hidden it for everyone goods, so if you did not found it, ask him in privateHow to access the cheat menu?
Found it. After opening it I realized it will be better to play without using it.i think you should ask him in private as he said he hidden it for everyone goods, so if you did not found it, ask him in private
can you tell me how to opern it?Found it. After opening it I realized it will be better to play without using it.
It gets swapped to that name if you start the game with a Game.dat file that doesn't match the save's game name. The Kagura save file is meant for saves that you started while playing the Kagura version. If you properly installed the Kagura compatible version file, then that means your saves are actually from the Japanese version of the game, not Kagura's official translation version.View attachment 3530531
Excuse me is there a way to fix these savefile ,After I put Kagura Save Compatible Ver. (BasicData) into my folder all my save changed as the pic I attached
I try to change the SaveData name to original name but it isn't help at all
So I need to remove Game.dat to make it work right?It gets swapped to that name if you start the game with a Game.dat file that doesn't match the save's game name. The Kagura save file is meant for saves that you started while playing the Kagura version. If you properly installed the Kagura compatible version file, then that means your saves are actually from the Japanese version of the game, not Kagura's official translation version.
You need to replace it with a fresh copy from the FFFox Mod.So I need to remove Game.dat to make it work right?