Mod Wolf RPG Imouto Seikatsu ~Fantasy~ Translation Revision/Mod [DLCv0.3.3] [Imouto_prpr]

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Imouto_prpr

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May 5, 2024
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Hey there Imouto_prpr, I wanted to say thanks for all your hard work & that your translation is my favorite by far.

Here are just a couple of minor errors I've found.
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I also remember seeing a few minor errors during a few of the early days of the DLC but I don't have any screenshots for those I'm afraid. Thanks again! Will keep my eye out for anything else I find :)
Thanks for the support (and the reports)! I'm up to the DLC in my testing again as well so we'll see if I can't find some of the leftover errors myself as I go. Though I'm going pretty slow with that because I've been spending more time doing stuff in the code lately, as well as just doing whatever else since the urgency is way down these days.
 

WaifuTycoon

New Member
Apr 11, 2024
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Thanks for the support (and the reports)! I'm up to the DLC in my testing again as well so we'll see if I can't find some of the leftover errors myself as I go. Though I'm going pretty slow with that because I've been spending more time doing stuff in the code lately, as well as just doing whatever else since the urgency is way down these days.
Makes sense; working in the code must be interesting. I like the addition of the config file; I can imagine it being used for a lot of tweaking and such. I wonder if it's possible to tweak/remove some of the RNG during 'New Game'/title selection. Something like adding an option to select which question to answer to more easily target the desired 'Onii-chan' titles (having to reload a dozen times just to get the desired titles is my biggest annoyance :LOL:).

Here are a few more things for your review.
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Imouto_prpr

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May 5, 2024
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Makes sense; working in the code must be interesting. I like the addition of the config file; I can imagine it being used for a lot of tweaking and such. I wonder if it's possible to tweak/remove some of the RNG during 'New Game'/title selection. Something like adding an option to select which question to answer to more easily target the desired 'Onii-chan' titles (having to reload a dozen times just to get the desired titles is my biggest annoyance :LOL:).

Here are a few more things for your review.
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Thanks for the reports, there were a couple instances of "little sister" left in the script it looks like, which generally speaking I'm not opposed to, but given that it was literally only two I might as well change them. First one was a result of swapping a word and being careless (it was originally "showed her panties off" but I noticed eventually that that option actually has her wearing her top as well, and the other option actually has her wearing her panties if her interest isn't high enough or something). The last one is actually correct, it's just kind of an awkward sentence ("so much for X" is an expression of its own so it kind of ends up that way).

As for code stuff I'm using the same editor as Inusuku (like Nick does with his mod) so the limitations are really just what Wolf Editor itself supports. I did just make some (unreleased) changes to the title selection but it wasn't related to changing function. Probably won't make any gameplay changes there, though I did add the feature to change your title to whatever you want (cosmetically) if you'd like, just have to re-enable it in the config. If it's the extra bonuses you're after, that'd be better added just with general cheating honestly. Maybe I'll cook up a sort of debug menu at some point, idk. Now that I have a scheme for enabling/disabling features I can kind of add whatever without having to worry about breaking gameplay as long as I make the weird stuff hidden by default.
 
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ManlyMarco

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Jan 12, 2019
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I've found what the issue with the save files was. I forgot that I ran the game with MTool and apparently if you save the game with it hooked in, the save is incompatible with stock game...
 

WaifuTycoon

New Member
Apr 11, 2024
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Alright! New update! Love the newly added features. :D Just a note though, I don't know if this should be a given or not but simply updating using the smaller update package (and replacing the old 'conf' file with the new one) did not add the new sound effects or keyboard controls to the midnight play section; I had to update the game by re-downloading the full package.

Also, I've just made it through the 1st half of the base game again and have a few more reports for your review.
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Thanks as always for your hard work :)
 

Imouto_prpr

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May 5, 2024
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Alright! New update! Love the newly added features. :D Just a note though, I don't know if this should be a given or not but simply updating using the smaller update package (and replacing the old 'conf' file with the new one) did not add the new sound effects or keyboard controls to the midnight play section; I had to update the game by re-downloading the full package.

Also, I've just made it through the 1st half of the base game again and have a few more reports for your review.
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Thanks as always for your hard work :)
And thanks for the reports as always. A little confused about the config part though as I thought I tested that pretty thoroughly. The way it should be working now is that if options are undefined in the config and DefaultUndefined = 0 isn't specified, it should use the "default" profile options, which turns most new features on. The whole point of that was to make it backwards compatible and avoid having to manually update every time if you don't care and just want to run the defaults (or set it once to never use new stuff until you specify it yourself) so I hope that it's not just broken somehow.

I create and test new release packages by dropping the new Update package over the previous full release version and firing up some old saves to see if things behave as expected, so the core archives (script and game code) are literally what's in the Update pack. Just did a quick check upgrading from the 0.2.1 (rather old) package with both no conf.txt file at all as well as a dummy one with nothing useful in it and it seems to be running the defaults properly.
 
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WaifuTycoon

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Apr 11, 2024
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And thanks for the reports as always. A little confused about the config part though as I thought I tested that pretty thoroughly. The way it should be working now is that if options are undefined in the config and DefaultUndefined = 0 isn't specified, it should use the "default" profile options, which turns most new features on. The whole point of that was to make it backwards compatible and avoid having to manually update every time if you don't care and just want to run the defaults (or set it once to never use new stuff until you specify it yourself) so I hope that it's not just broken somehow.

I create and test new release packages by dropping the new Update package over the previous full release version and firing up some old saves to see if things behave as expected, so the core archives (script and game code) are literally what's in the Update pack. Just did a quick check upgrading from the 0.2.1 (rather old) package with both no conf.txt file at all as well as a dummy one with nothing useful in it and it seems to be running the defaults properly.
Hmm, I think I understand what you're saying and it makes sense. I just noticed that the small update package only contains the 2 files 'conf.default.txt' & 'conf.vanilla.txt' so what I did was delete the old 'conf.txt' file (from the 0.3.0 release) and replaced it with the new version of 'conf.default.txt' by creating a copy and renaming it 'conf.txt'. When we install the updates using the small update package will the 'conf.txt' file automatically update itself with the new variables etc? It sounds like maybe I'm thinking about it too hard, :LOL:

*Edit: I went back and re-read your 1st post about the introduction of the 'conf.txt' file and yeah, not sure what happened when I 1st updated. I guess Windows is just gonna Windows, lol (ignore my rambling)
 
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Imouto_prpr

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May 5, 2024
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Hmm, I think I understand what you're saying and it makes sense. I just noticed that the small update package only contains the 2 files 'conf.default.txt' & 'conf.vanilla.txt' so what I did was delete the old 'conf.txt' file (from the 0.3.0 release) and replaced it with the new version of 'conf.default.txt' by creating a copy and renaming it 'conf.txt'. When we install the updates using the small update package will the 'conf.txt' file automatically update itself with the new variables etc? It sounds like maybe I'm thinking about it too hard, :LOL:
Yeah, replacing it like that should work fine and is what the template files are for; did you maybe copy the vanilla config instead by accident? I don't include a conf.txt because I don't want it to overwrite any custom config anyone has set because of updates, so I tried to set up a scheme with the DefaultUndefined setting to handle cases where conf.txt doesn't include all the proper settings (or even if it doesn't exist at all). I would have preferred to have the game write new options into the conf.txt file itself if I could but I don't think Wolf Editor is able to write data to arbitrary files, unfortunately.

So basically, on update, if you just want the new stuff I've deemed appropriate defaults to activate automatically, leave DefaultUndefined = 1 in there and it'll just use the new defaults even if it's not defined in conf.txt. If you want to disable anything, set it to 0 and it'll stay disabled until you change it. The template files are just templates that show what options are available and their standard settings, the game never accesses those files at all. Most new stuff will be enabled by default, but if I do add something like a debug menu, that kind of thing would be off by default as it is an extreme modification to normal game function and not meant to be part of the regular experience.
 
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Imouto_prpr

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May 5, 2024
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Going through the DLC again and fixing a bunch of typos here and there (and everywhere). Also found some lines in the midnight section that were shifted so fixed those, and there was a bug with the configs because I forgot to make it call the proper initialization script in one case...

Plus, I got to the Kasumi scenes and had to touch up one of the decensors just a little for plot consistency.
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Will probably push the update on Friday, would like to get through another full pass of the DLC but the Imouto is very cute and is slowing things down...
 

xkajl

Newbie
Sep 7, 2020
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Now that the FFFox Mod is released, do you think it will be compatible with this one? I much prefer your translation to Shades tbh
 

Imouto_prpr

Member
May 5, 2024
357
796
Now that the FFFox Mod is released, do you think it will be compatible with this one? I much prefer your translation to Shades tbh
Unfortunately, translation compatibility would require porting the entire script into Nick's format, which as he stated in his post is apparently a good 8000 lines that need to be moved into text files: in other words, it's a ton of busywork. It absolutely could be done, but I don't think I have the stomach to do it, especially while I'm continuing to make revisions, plus there's the added work of maintaining it against his version as he continues development.

Nick has done his own translation for the DLC part, and generally speaking I think the stuff even in the past that he went through had always been a good bit more polished than what it built on top of. That said, I think I've definitely spent more focus specifically on the translation so yeah... It's frustrating but unfortunately WolfRPG isn't very flexible. For his vision for the game, you probably will have to go with whatever he offers in his version.

I did coincidentally roll out a feature to wipe some of the custom variables in my latest version that might help compatibility if moving a save to his version (not sure if necessary but it exists). Not that that addresses the translation issue in any degree. Otherwise my current plans are to maintain the game as a sort of "Vanilla+", looking to polish the experience of the existing content and add smaller features here and there that I find enjoyable (all togglable with the config, of course). I do have some plans for additional content as well, though nothing firm on this, depends how well I think it turns out and if it's too embarrassing to roll out publicly.
 

WaifuTycoon

New Member
Apr 11, 2024
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... I do have some plans for additional content as well, though nothing firm on this, depends how well I think it turns out and if it's too embarrassing to roll out publicly.
Now you've piqued my curiosity ... :sneaky::LOL:

Thanks as always for the updates. Here are some final things from the base(ish) game I've found for your review.
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Imouto_prpr

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May 5, 2024
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Now you've piqued my curiosity ... :sneaky::LOL:

Thanks as always for the updates. Here are some final things from the base(ish) game I've found for your review.
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Thanks as ever. It's good you brought this up because for one of them that I thought I fixed (the Kasumi scene) I actually missed one instance of it, since it repeats in the Album script as well. Most of these are actually intentional though; snitching food is indeed a real expression. Even now I have never actually completed the vegetables random event chain, RNG refuses to see me to the end of it. And lol on the Narumi event bug, I guess I could note that down and see if I can disable it if the DLC hasn't been started some time.

As for some stuff I'm working on, I'm worried that it feels rather fanficcy... Granted, stylistically it blends in very well because I wrote the rest of the English script in the first place, but it certainly is putting in words and ideas that were not part of Inusuku's script. I can't say at this time if any of it will be stuff that I do want to enable in public releases, or if I'll just keep it for my own enjoyment :KEK:.
 

WaifuTycoon

New Member
Apr 11, 2024
7
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Thanks as ever. It's good you brought this up because for one of them that I thought I fixed (the Kasumi scene) I actually missed one instance of it, since it repeats in the Album script as well. Most of these are actually intentional though; snitching food is indeed a real expression. Even now I have never actually completed the vegetables random event chain, RNG refuses to see me to the end of it. And lol on the Narumi event bug, I guess I could note that down and see if I can disable it if the DLC hasn't been started some time.

As for some stuff I'm working on, I'm worried that it feels rather fanficcy... Granted, stylistically it blends in very well because I wrote the rest of the English script in the first place, but it certainly is putting in words and ideas that were not part of Inusuku's script. I can't say at this time if any of it will be stuff that I do want to enable in public releases, or if I'll just keep it for my own enjoyment :KEK:.
"Snitching food" ... huh, learning something new every day. And I hear ya on the RNG, the gardening event chain is super rare. I've played through this game so many times now though that admittedly I'm a bit of a save scummer, my brain just likes to see numbers go up. :LOL: Speaking of gameplay, I don't know if you've run into this or if it's something you can look into but I can't seem to trigger a couple of Kasumi's guild events to unlock the final two skills I'm missing as seen below. (I unlocked them with no problem in my Normal playthrough [and much earlier] but can't seem to get them in this new Hard mode playthrough)

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Also, nothing wrong with a little fanficcyness(?) if it fits in-universe. If the quality of the 'extra' content you're working on is anything like your translation, I know it'll be good. :)
 

Imouto_prpr

Member
May 5, 2024
357
796
"Snitching food" ... huh, learning something new every day. And I hear ya on the RNG, the gardening event chain is super rare. I've played through this game so many times now though that admittedly I'm a bit of a save scummer, my brain just likes to see numbers go up. :LOL: Speaking of gameplay, I don't know if you've run into this or if it's something you can look into but I can't seem to trigger a couple of Kasumi's guild events to unlock the final two skills I'm missing as seen below. (I unlocked them with no problem in my Normal playthrough [and much earlier] but can't seem to get them in this new Hard mode playthrough)

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Also, nothing wrong with a little fanficcyness(?) if it fits in-universe. If the quality of the 'extra' content you're working on is anything like your translation, I know it'll be good. :)
Heh, I'm also missing those two skills in my most recent playthrough of the DLC. Also DEF UP. Also I really should look at ATK and DEF UP in the code as I still have no idea what they actually do (the literal Japanese text is like "attack/def goes up easier... I have not been able to confirm through gameplay what this actually affects). I don't think those missing skills are actually broken, but are likely just obnoxious to hit the RNG for. Preparation, Formation, and Extend are all part of the Kasumi war games random event chain, so it's really up to luck that you get those. In my last playthrough I didn't even get Preparation until after day 150 (I checked some of my saves to confirm), so yeah... But, quickly peeking at the code, it looks like that event chain all share the same trigger and it just iterates through them until you've done them all, at which point it'll do a generic Kasumi power event instead. Unless the variable that tracks that progress somehow gets set to the wrong value (it's a local variable and it looks fine to me) it should be functioning properly. As an aside, I find it quite funny how Inusuku doesn't disable random event calls even after very significant plot points. Destroy the Gate, Town is saved, here cumsyor semen.

Thanks for the vote of confidence in my writing, heh. Naturally I'm trying to match my concept for how the characters would speak and act as best I can, and I feel weeby af doing it as I'm constantly thinking about if lines would be reasonable to say in Japanese, but in the end it can't help but be my interpretation. Art will also be a hangup, I kind of want to extend some scenes just with more variety but mostly re-used (or maybe... modified?) assets as the writing and code are not nearly such a barrier for me. Then there's balancing the pace of content, as adding primarily weekend events would make the week a slog, though I do have some very silly ideas for extended weekday content as well (it needs art, but maybe it's doable).

Ultimately though I am very concerned with things that have potential to worsen the experience, or things people would feel they want to actively avoid. Of course anything I add will be togglable, but it's like... it personally makes me uneasy. Beyond gameplay mods, stuff that expands on character interactions and relationships feels weird, like inserting a doujin into the actual game. I dunno, there's stuff I'd like to see with these characters but at some point I really should just be making my own damn game, ya know?
 
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shmurfer

Active Member
Dec 29, 2019
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As for some stuff I'm working on, I'm worried that it feels rather fanficcy... Granted, stylistically it blends in very well because I wrote the rest of the English script in the first place, but it certainly is putting in words and ideas that were not part of Inusuku's script. I can't say at this time if any of it will be stuff that I do want to enable in public releases, or if I'll just keep it for my own enjoyment :KEK:.

I would caution you on making it directly public / default. You had the same complaint in the translation that made you make your own instead. It's the slippery slope between translation and localization.
 
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WaifuTycoon

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Apr 11, 2024
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Heh, I'm also missing those two skills in my most recent playthrough of the DLC. Also DEF UP. Also I really should look at ATK and DEF UP in the code as I still have no idea what they actually do (the literal Japanese text is like "attack/def goes up easier... I have not been able to confirm through gameplay what this actually affects). I don't think those missing skills are actually broken, but are likely just obnoxious to hit the RNG for. Preparation, Formation, and Extend are all part of the Kasumi war games random event chain, so it's really up to luck that you get those. In my last playthrough I didn't even get Preparation until after day 150 (I checked some of my saves to confirm), so yeah... But, quickly peeking at the code, it looks like that event chain all share the same trigger and it just iterates through them until you've done them all, at which point it'll do a generic Kasumi power event instead. Unless the variable that tracks that progress somehow gets set to the wrong value (it's a local variable and it looks fine to me) it should be functioning properly. As an aside, I find it quite funny how Inusuku doesn't disable random event calls even after very significant plot points. Destroy the Gate, Town is saved, here cumsyor semen.

Thanks for the vote of confidence in my writing, heh. Naturally I'm trying to match my concept for how the characters would speak and act as best I can, and I feel weeby af doing it as I'm constantly thinking about if lines would be reasonable to say in Japanese, but in the end it can't help but be my interpretation. Art will also be a hangup, I kind of want to extend some scenes just with more variety but mostly re-used (or maybe... modified?) assets as the writing and code are not nearly such a barrier for me. Then there's balancing the pace of content, as adding primarily weekend events would make the week a slog, though I do have some very silly ideas for extended weekday content as well (it needs art, but maybe it's doable).

Ultimately though I am very concerned with things that have potential to worsen the experience, or things people would feel they want to actively avoid. Of course anything I add will be togglable, but it's like... it personally makes me uneasy. Beyond gameplay mods, stuff that expands on character interactions and relationships feels weird, like inserting a doujin into the actual game. I dunno, there's stuff I'd like to see with these characters but at some point I really should just be making my own damn game, ya know?
Thanks for taking a peek at the code. I think I'm already getting the generic Kasumi powerup event which is weird b/c I try and trigger every random event at least once. And I've already learned Preparation which should mean I've already started the chain ... Ah well, I guess I'll have to keep trying for them or just leave it alone at this point. Regarding the ATK/DEF UP skills, I'm fairly certain they increase your overall ATK & DEF point gain during the daily training sessions and only during those sessions while under the original 400-point cap (and of course taking into account mood which will also affect point gain). Once you've gone past the original cap they basically do nothing. Oh and, on a normal playthrough, you can only unlock them via specific titles whereas, for hard mode playthroughs, they're automatically granted along with REGEN.

And I totally get what you're saying about the extra lore/story content. I wasn't trying to pressure you or anything, just wanted to give you my vote of confidence. (y)
 

Imouto_prpr

Member
May 5, 2024
357
796
I would caution you on making it directly public / default. You had the same complaint in the translation that made you make your own instead. It's the slippery slope between translation and localization.
Yeah, if I do include anything, it's going to be disabled by default. I don't want to go too far beyond QoL and minor features by default, anything approaching the sort of extra content in something like FFFox Mod would be clearly flagged as such and require being actively enabled. I definitely don't want to surprise anyone with some wack-ass fan art they never asked to see, that's for sure. Though even just for myself, my interests are in extending beyond the existing story, not altering what is already in place. Anyway, I'm just having my fun, the main point of the config file is to be able to easily keep things under control regardless of whatever nonsense I feel like playing with.
 

Syreal

New Member
May 7, 2020
12
46
Oh man, your translation is so good, I like it a lot more than the other one. But apparently it isn't compatible with FFFox mod yet, judging from your top post and my own testing?
Man I don't want to choose...
 

Imouto_prpr

Member
May 5, 2024
357
796
Oh man, your translation is so good, I like it a lot more than the other one. But apparently it isn't compatible with FFFox mod yet, judging from your top post and my own testing?
Man I don't want to choose...
Yeah it's... yeah, WolfRPG is kinda junk for modding. The engine stashes everything (code, script, you name it) in only a handful of archives that mix it all together, so replacing any part of it replaces all of it. The script could be ported for the most part by copying the whole thing out into Nick's external text file format but it would not be a fun time to do, and I find it generally awful to make updates to. If someone else wanted to go through that effort I'd be happy to advise in cases where a line needs to be split or some bit of script re-written for style, but maintaining a full version of his mod on top of one based on the JP version is not really a task I want to take on. Even though the script files should persist across versions I'm too finicky about things to be able to resist going into the code to fix up a bunch of stuff, which would need redoing every new version (this is true with the base JP version as well, I have a document of all the changes I've made for reference for the next time Inusuku does an update and I need to reapply them).
 
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5.00 star(s) 3 Votes