lancekento

Newbie
Apr 21, 2018
36
93
142
Not gonna lie it's kind of miffing people are asking for a save data clear when they can easily do it themselves. Doesn't even take knowledge in programming to do it either, just downloading VS Code, opening the save file in it, changing some values to 1 or 999 depending on the stat and you're done. It's like 5-10 minutes of work tops with most of the time being downloading the software.
You know there are people that type google into google to get to google right?
 
  • Haha
Reactions: forgottenreaver7

beppemistero

Member
Jan 24, 2019
276
260
175
search one of my comments in this thread with the search function, there I layed out instructions and the links for the programs in github, but use 64-bit version of Bepinex
JSK games are 32bit, so you need the 32bit version of BepInEx. The 64bit one won't work.

This. Also, for this game I had to use the 64 bits Bepinex, 32 one didn't work.
Wich is very weird. With me it worked with the 32bit version, usually the 64bit version doesn't work with 32bit exes.

Is there a guide for this on this site?
Download both BepInEx and the Autotranslator plugin from Github (search on Google for them). Once downloaded drop the BepInEx folder (either 32 or 64bit based on if the game is 32 or 64bit) in the game's folder, launch the game so that BepInEx creates all it's other subfolders folders, and then drop the autotranslator folders in the BepInEx folder of the game.
Easy peasy.
 
  • Like
Reactions: heavyartillery88

lemywinks

Member
Apr 22, 2021
139
94
119
JSK games are 32bit, so you need the 32bit version of BepInEx. The 64bit one won't work.
Yeah I have always used the 32 bit version of Bepinex for all previous Unity JSK games, but this time it didn't work, no idea why. I tried with the 64 version and then it worked fine. I used the Ryugames download of the game
 
  • Like
Reactions: beppemistero

NormalG

Newbie
Jan 17, 2023
39
17
131
Are the download links up to date? Because I see a lot of people talking about games that arent inside the files.
 

LEO974

Newbie
Dec 5, 2017
21
11
120
Hi, can someone upload all JSK games together in one torrent or link please ? The new games are not in the links
 

lemywinks

Member
Apr 22, 2021
139
94
119
Are the download links up to date? Because I see a lot of people talking about games that arent inside the files.
latest game link is between the last 10-20 posts. The others may be posted somewhere. I myself posted an upload of game 19 not to long ago. Sadly most links containing all games (the Repository) have been shut down. I have a copy of it till game 28 i think, but my internet isn't good enough to upload +4 gigs of data.
 
  • Like
Reactions: NormalG

Tovarishch69

Member
Feb 10, 2019
191
153
208
I remember having a mod for Magical Girl Buster Reinforcements that changed the gameplay... can't find it here or in the repository. Does anyone have a clue regarding that?
 

derakino999

Well-Known Member
Sep 30, 2017
1,643
974
257
Guys.
Stop using reypatcher.
It messes with important game files and these can be the results.
Bepinex+AutoTranslator plugin will do the job without the hassle.
it was probably caused because i closed the game before it even booted to the title screen when i first patched it or something, i've never had any issues with reipatcher itself ever in any game except with night of revenge BUT that was because i tried to mix bepinex plugins alongisde it

and it's universal, so installing it is very easy unlike bepinex where you need a specific version more often than not
if you find a prepatched game with bepinex it's great, or if someone tells you which bepinex to fucking install, otherwise it's trial and error
reipatcher is literally extract, run, and done
 

NormalG

Newbie
Jan 17, 2023
39
17
131
latest game link is between the last 10-20 posts. The others may be posted somewhere. I myself posted an upload of game 19 not to long ago. Sadly most links containing all games (the Repository) have been shut down. I have a copy of it till game 28 i think, but my internet isn't good enough to upload +4 gigs of data.
I will search for them. Thanks
 
Feb 8, 2022
117
130
78
Being able to name yourself in the new game is unironically my favorite thing JSK has ever included! He needs to get his dick sucked for that
 

Icevail

Well-Known Member
Nov 2, 2020
1,156
2,067
428
It is, the autotranslator finds the lines again as "new" if you change your name in the settings to another.
 
Sep 10, 2021
46
159
157
Until you realize changing the name resets all translations with that variable as part of it.
View attachment 5208086
Why not make a mod for applying custom player name to translations?

I see 2 solutions:
1. More proper one would be apply name replace (by changing special tags like %%player_name%% to text that is in custom name field) after translations are applied. Game then will always use name tags as a name for text and later after translation, mod will replace these tags. I think BepInEx XUnity.AutoTranslator uses Harmony for patching so in theory mods that apply patches to same place should not conflict with each other, so as long as another mod does name replace after translation it should be quite simple in theory, could even look at AutoTranslator source code which metchods it patches.
2. Quick one would be to store a seperate copy of translation file that has name tags, when game initializes take that copy and replace all name tags with custom name, then save it to translation file that AutoTranslator will use.
 
Last edited:
Aug 22, 2017
57
48
89
Same, i didn't understand.
I've always struggling with BepInEx, sometime it work fine first time, sometime it's slow as fuck and most of the time it didn't work until multiple trial and error.
Like here i don't understand why we need doorstop_config.ini. I could be fine if i didn't understand why but since i've copy these three and it didn't work, i'm eager to understand. I bet it's for uncensor stuff but it's just a guess.

EDIT: i find out why! it's because some of my folder names use Japanese kana/kanji -.- . How the fuck i'm supposed to know that! I guess it's one way to learn.
Thanks so much for this! I thought I was losing my mind trying to get the bepinex plugin to work when I dont remember ever having this much trouble in the past, turns out its been so long that I forgot you have to rename the install folder to get rid of the Japanese characters.

Reading your post jogged my memory and was the missing puzzle piece :)

Hopefully this helps other people as well
 

Icevail

Well-Known Member
Nov 2, 2020
1,156
2,067
428
Why not make a mod for applying custom player name to translations?
Because you can just change the name from the translation side instead of the original, so the autotranslator doesn't find those lines again as new.

こんにちはお兄さん。\n今日は学校が早く終わったので来ちゃいました。=Hi, Oniisan. The school finished earlier today, so I came to drop by.

Just change the Oniisan part with a text editor's 'replace all command' all across the translation file and you're done.
The way I've written the affected dialogues supports this easier method.
No need to waste time in making a plugin for a simple 2 sec task.
In that sense, we've always had the ability to change our name in JSK's unity games.
It's also possible in the flash games, but takes 5-10 minutes (Or longer, depending on the rig, and how the translated texts are written) to do across the entirety of the game.

Shall I teach you.png

On other notes, I think I can continue the translation around wednesday or thursday. :unsure:
Provided nothing catastrophic happens.

Maybe I should remake it as a brainrot slang version instead to really throw you folks off the groove.
" Nahh ong you jus bussd in my coochie no cap oniisan frfr!?" or " ain’t no way u jus dumpd in my kitty ong fr oniisan deadass!?"
"Lmao, no cap fr"


8a5b9e946f0af475e011b06d48659614.gif
 
Last edited:

Josba

Newbie
Mar 30, 2019
56
357
145
Why not make a mod for applying custom player name to translations?

I see 2 solutions:
1. More proper one would be apply name replace (by changing special tags like %%player_name%% to text that is in custom name field) after translations are applied. Game then will always use name tags as a name for text and later after translation, mod will replace these tags. I think BepInEx XUnity.AutoTranslator uses Harmony for patching so in theory mods that apply patches to same place should not conflict with each other, so as long as another mod does name replace after translation it should be quite simple in theory, could even look at AutoTranslator source code which metchods it patches.
2. Quick one would be to store a seperate copy of translation file that has name tags, when game initializes take that copy and replace all name tags with custom name, then save it to translation file that AutoTranslator will use.
Or 3.
 
4.90 star(s) 17 Votes