ycbalabala

Member
May 29, 2022
100
198
Uh, so I just used WolfSave, took my 1.43 TL Phi v3 (with FFFox) save I had at day 167, changed the game name inside the save file, and I can just... load it into Kagura's version. Play around, H, hot springs and all. Imouto even raped me in my sleep (because of course she did, the horny gremlin).
That cannot possibly be right, can it?
 

Imouto_prpr

Member
May 5, 2024
471
1,038
Uh, so I just used WolfSave, took my 1.43 TL Phi v3 (with FFFox) save I had at day 167, changed the game name inside the save file, and I can just... load it into Kagura's version. Play around, H, hot springs and all. Imouto even raped me in my sleep (because of course she did, the horny gremlin).
That cannot possibly be right, can it?
Yep, that's probably it. All you have to do to make the game open saves from the other version is change the game's name in the editor, after all. The only reason it's a pain is because of how the engine encrypts everything, so if WolfSave has resolved that, then yeah that seems about right.
 

ycbalabala

Member
May 29, 2022
100
198
if WolfSave has resolved that, then yeah that seems about right.
It looks like they did just that , by... just brute-forcing the thing. And it seems to work, as I can take my Kagura save back to the original version by doing the reverse.
What the heck, I don't even have anything to do! Except maybe a script that downloads WolfSave for you and edits $.Header.Game Name.value.
For reference and if other people want to try it (and convert their Kagura save), the original Game Name value is "妹!せいかつ ~ファンタジー~" (that space in the middle is an , not a normal space) and Kagura's Game Name value is "Living with Sister: Monochrome Fantasy".
 

Imouto_prpr

Member
May 5, 2024
471
1,038
It looks like they did just that , by... just brute-forcing the thing. And it seems to work, as I can take my Kagura save back to the original version by doing the reverse.
What the heck, I don't even have anything to do! Except maybe a script that downloads WolfSave for you and edits $.Header.Game Name.value.
For reference and if other people want to try it (and convert their Kagura save), the original Game Name value is "妹!せいかつ ~ファンタジー~" (that space in the middle is an , not a normal space) and Kagura's Game Name value is "Living with Sister: Monochrome Fantasy".
Will definitely be cool for any Steam people who haven't seen the forums here before who might be looking to hop into the DLC.
 

Imouto_prpr

Member
May 5, 2024
471
1,038
HOL THE FUCK UP. There is a DLC? but is actually just more like a recent update adding some stuff
It is a legitimate DLC but for the purposes of a Fan TL which is just piracy anyway yeah it's effectively an update. A rather big one, though. Mods that just change visual assets will still replace the same stuff, but translations and anything else that touches the game code has to be rebuilt on the DLC version.

That said my TL version is out already and Shades is fairly well along on his. Just pray for Nick and his FFFox Mod cuz that's gonna be a hell of a time implementing.
 

Shadesishere

Well-Known Member
Modder
Dec 5, 2020
1,581
12,174
Uhh, I'd appreciate if you could report what happens when you get to the Kuma Bear subjugation request. I'm sure you've seen in the script there's a whole event with the Acorn Brigade (or something similar) and it gets referenced in the follow up scenes, but in my current test the event itself never happened. I don't know if Inusuku hasn't actually implemented it yet or if somehow something is wrong with my game/save.
Almost forgot to tell you about this, but the event triggered no problem for me, the 3 weirdos/animal activists right?
Untitled.jpg
 

shmurfer

Well-Known Member
Dec 29, 2019
1,245
1,069
Okay... open question for everyone :

How badly do we want save cross-compatibility with the Kagura/Steam version?
I might know how to do it, but theres a downside : lose previous translation save compatibility, so you would have to start from scratch or transfer in a Kagura/Steam save.
It's probably a significant struggle to make something that will convert saves, I have tried a bit of hex editing nonsense in the past but definitely did not get anything to take. Certainly welcome to try, though. Maybe BlueFireNick has looked into it some? He's spent more time in Wolf Editor than probably anyone else here.

Hopefully though between my version and Shades's there won't really be much need to play the Kagura version in the future? Between the two different translation styles already on offer I don't know how much value they will be able to add to the script. And anything cosmetic, well...
Ideal option would be a third party converter. Even I could try to make a quick and dirty one if I knew a bit more of the file format.
 

Imouto_prpr

Member
May 5, 2024
471
1,038
Almost forgot to tell you about this, but the event triggered no problem for me, the 3 weirdos/animal activists right?
View attachment 3755191
Oh super weird, I skipped to it as fast as I could on another save but still didn't trigger. Moved the save data to a raw JP version and... still no event? Maybe it's actually the save files and not the game itself that are doing something weird for me (I think my save data is all from technically an FFFox build, wonder if that somehow has some flag set that's breaking it).
 
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BlueFireNick

Well-Known Member
Modder
Apr 14, 2019
1,048
2,885
Oh super weird, I skipped to it as fast as I could on another save but still didn't trigger. Moved the save data to a raw JP version and... still no event? Maybe it's actually the save files and not the game itself that are doing something weird for me (I think my save data is all from technically an FFFox build, wonder if that somehow has some flag set that's breaking it).
Thankfully, I added a few hundred variables and threw mine at the very end of the list, so despite all of Inusuku's new variables, none of mine overlapped. The commonevents overlapped some, but coded my mod so that it always called by name, rather than number, so I could freely move the events further down the list to prevent mix ups.
 

gaiar31

Member
Oct 12, 2018
367
169
Okay... open question for everyone :

How badly do we want save cross-compatibility with the Kagura/Steam version?
I might know how to do it, but theres a downside : lose previous translation save compatibility, so you would have to start from scratch or transfer in a Kagura/Steam save.
Don't do it....
 

Imouto_prpr

Member
May 5, 2024
471
1,038
Thankfully, I added a few hundred variables and threw mine at the very end of the list, so despite all of Inusuku's new variables, none of mine overlapped. The commonevents overlapped some, but coded my mod so that it always called by name, rather than number, so I could freely move the events further down the list to prevent mix ups.
Strange, no idea why I can't get the event to show up. I could understand my version being bugged somehow, but for it to not show up on the raw Japanese version I'm really not understanding. Guess I'll see what happens with this new save file eventually. Also, it's just that event; every other part of the story played out without issue.
 
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Ivriktwo

Member
Oct 14, 2021
315
223
Okay... open question for everyone :

How badly do we want save cross-compatibility with the Kagura/Steam version?
I might know how to do it, but theres a downside : lose previous translation save compatibility, so you would have to start from scratch or transfer in a Kagura/Steam save.
Personally. i wouldn´t mind starting all over again. the game is that good
 

Mommysbuttslut

Forum Fanatic
Feb 19, 2021
4,032
9,817
Okay... open question for everyone :

How badly do we want save cross-compatibility with the Kagura/Steam version?
I might know how to do it, but theres a downside : lose previous translation save compatibility, so you would have to start from scratch or transfer in a Kagura/Steam save.
Burn the Kagura/Steam version and any trace of it, complete garbage compared to your version. If the people using that one want save compatibility then as far as I'm concerned they can wait the 6 months to 3 years for Kagura to get off their asses and do it themselves. I'm pretty sure the Kagura/Steam version sold as well as it did largely because of your efforts on the original translation building up hype for western markets. Don't underestimate your own version's popularity or over estimate the official version's, pretty sure most of us are here because of the work you did and not the work Kagura did.
 

cheeseburger

Newbie
Jun 4, 2017
26
26
Okay... open question for everyone :

How badly do we want save cross-compatibility with the Kagura/Steam version?
I might know how to do it, but theres a downside : lose previous translation save compatibility, so you would have to start from scratch or transfer in a Kagura/Steam save.
personally? i don't care that much because I bought a copy from DL-site and refuse to give a penny to company like Kagura. But sure, a cross-compatibility save could help. Doesnt matter much tho IMO because everyday ppl gonna still ask for SAVE in this thread XD.
 

Imouto_prpr

Member
May 5, 2024
471
1,038
Thankfully, I added a few hundred variables and threw mine at the very end of the list, so despite all of Inusuku's new variables, none of mine overlapped. The commonevents overlapped some, but coded my mod so that it always called by name, rather than number, so I could freely move the events further down the list to prevent mix ups.
Oh hey, I found the problem that was making CommonEvent 448 have issues, and it is a save compatibility issue with old FFFox saves. It looks like this script has a jump command to skip the story event part that checks the value of local variable CSelf11. However, this script was used by FFFox Mod for some animation stuff and had set CSelf11 to a random number between 1-10. This must end up getting saved, and since it's higher than 0 (which is what the jump command checks for), the base game ends up skipping the event. Looks like it's meant to allow the kuma bear fight to happen without the event on repeat encounters (is that even a thing?) as it sets the variable to 1 for the next time if it evaluates to 0.

Since there is some overlap in possible variable values (CSelf11 could be 1 either from the FFFox Mod RNG or from having had the script run before) I decided for now to instead check the value of CSelf20, which in the version of FFFox Mod I'm looking at is set to 288, and if it finds a value that looks like the FFFox Mod number it zeros itself as well as CSelf11 before continuing with the normal check for the jump command. In testing this does indeed cause the event to actually play on my save files imported from an FFFox Mod version, hopefully without breaking anything else. I don't know if the jump behavior is actually needed anywhere but this way it should stay intact if it is?
 
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