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Unreal Engine 夏ノ音。ギャルと、オタクと、秘密の放課後。

D0v4hk1n

Active Member
Oct 4, 2017
811
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I love the concept of this game. Needs its own full release thread. Why doesn't it have one yet?

UE5 graphics crippled this game tho lmao
 
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kkicho

Member
Feb 9, 2022
473
993
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If a game isn’t fully translated into English, it can’t have its own thread, only a translation request thread. That’s how the F95Zone rules work
It doesn't have to be fully translated.- We have plenty of threads with, for example, the original JP UI
But yes. :coffee:
 
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Kinomoto0401

New Member
Jul 26, 2025
1
0
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no endless mode ? such sad
Just click continue after you cleared game and back to main page. The game will continue.
By the way it's bad for me that the time flows too fast and you can't stay too long during bath time. I wonder how to modify the time speed yet
 

Dawn2011

New Member
Jul 11, 2024
5
8
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how do you play the card game?

nvm Ik how to play now but my mouse is too slow
 
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unease-equal

New Member
Jan 15, 2020
4
22
38
The quality of this game surprised me so I decided to translate some of the dialogue to English. I just used AI to translate, so don't expect too much, but you should be able to follow along at least. Extract into the game folder and enjoy.

Edit: Translated the store and the achievements too.
 
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FlatIsJustice700

New Member
Dec 22, 2017
9
5
37
The quality of this game surprised me so I decided to translate some of the dialogue to English. I just used AI to translate, so don't expect too much, but you should be able to follow along at least. Extract into the game folder and enjoy.

Edit: Translated the store and the achievements too.
How did you translate, I was trying for a week using Fmodel to extract uassets and then using multiple methods to repak but couldn't achieve to get correct format aside from directly modifying an utf-8 wich is a hassle, would really appreciate if there is a easy way since y could try translating other UE games, u are a god for translating nevertheless, thank you
 
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Dell96kill

Active Member
Jun 9, 2018
646
848
268
The quality of this game surprised me so I decided to translate some of the dialogue to English. I just used AI to translate, so don't expect too much, but you should be able to follow along at least. Extract into the game folder and enjoy.

Edit: Translated the store and the achievements too.
praised the lord, it better then nothing thx for you work
 
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unease-equal

New Member
Jan 15, 2020
4
22
38
How did you translate, I was trying for a week using Fmodel to extract uassets and then using multiple methods to repak but couldn't achieve to get correct format aside from directly modifying an utf-8 wich is a hassle, would really appreciate if there is a easy way since y could try translating other UE games, u are a god for translating nevertheless, thank you
Sure, it was a bit annoying but here is my rough process:

1) Find the dialogue assets by just searching and filtering through FModel. I found that they were mostly in datatables like many Unreal games (prefixed with DT_).
2) Extract all the "DT_*" assets with retoc, using a command like:
Code:
./retoc.exe to-legacy --no-shaders --no-compres-shaders -f "DT_" "$GAME_PATH" output_dir
3) Open the files you want in UAssetGUI. For the dialogue lines, I found them in this file:
Code:
output_dir\GalHome\Content\0_GalHomeNew\Managers\StoryAdvManagerSubsystem\DT_StoryGalBeforeLife.uasset
4) Export the .uasset file to .json (in UAssetGUI)
5) Translate all the lines in the .json from JP -> EN. They're usually under "CultureInvariantString" keys with various levels of nesting. I just wrote a python script to do this.
6) Import your modified .json into UAssetGUI, then export it out to .uasset (there has to be a better way to do this tho...)
7) Create a final directory structure with all of your modified files that you want to include in the final pak mod. It's important that the structure is identical, so the previous file would go here (assuming your mod is in a directory called `mod_files`):
Code:
mod_files\GalHome\Content\0_GalHomeNew\Managers\StoryAdvManagerSubsystem\DT_StoryGalBeforeLife.uasset
8) Package everything up with retoc:
Code:
./retoc.exe to-zen mod_files "TranslationMod_P.utoc" --version UE5_2

Kind of a hassle but I usually follow a similar process for most of my UE mods. Hopefully that helps tho!
 

Djemojzs

New Member
Sep 29, 2025
7
5
3
Kind of a hassle but I usually follow a similar process for most of my UE mods. Hopefully that helps tho!
I've never expected a saint in a goon forum thread, but, thanks, man.


Game is good by the way.
Even though severely lacking in poses and gameplay,
the concept is awesome, sex is an interaction and not a view, and, the girl is really nice.

I'm not sure if it's worth the time, but it single-handedly added gyaru to the list of what I like, and made me search for more similar content, so...
+1
 
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FlatIsJustice700

New Member
Dec 22, 2017
9
5
37
Sure, it was a bit annoying but here is my rough process:

1) Find the dialogue assets by just searching and filtering through FModel. I found that they were mostly in datatables like many Unreal games (prefixed with DT_).
2) Extract all the "DT_*" assets with retoc, using a command like:
Code:
./retoc.exe to-legacy --no-shaders --no-compres-shaders -f "DT_" "$GAME_PATH" output_dir
3) Open the files you want in UAssetGUI. For the dialogue lines, I found them in this file:
Code:
output_dir\GalHome\Content\0_GalHomeNew\Managers\StoryAdvManagerSubsystem\DT_StoryGalBeforeLife.uasset
4) Export the .uasset file to .json (in UAssetGUI)
5) Translate all the lines in the .json from JP -> EN. They're usually under "CultureInvariantString" keys with various levels of nesting. I just wrote a python script to do this.
6) Import your modified .json into UAssetGUI, then export it out to .uasset (there has to be a better way to do this tho...)
7) Create a final directory structure with all of your modified files that you want to include in the final pak mod. It's important that the structure is identical, so the previous file would go here (assuming your mod is in a directory called `mod_files`):
Code:
mod_files\GalHome\Content\0_GalHomeNew\Managers\StoryAdvManagerSubsystem\DT_StoryGalBeforeLife.uasset
8) Package everything up with retoc:
Code:
./retoc.exe to-zen mod_files "TranslationMod_P.utoc" --version UE5_2

Kind of a hassle but I usually follow a similar process for most of my UE mods. Hopefully that helps tho!
I've been stuck trying to do step 6 since there are some files that require a Str_* named file in the same folder, when I do step 4 i can correctly export since it detects the Str_* file exists automatically when file is opened, but when trying to do step 6, it doesn't pop any error opening the file but when trying to save it cannot giving me the attached error as an image, I'm very close to automatically translating most files but get stuck in this step, I can translate directly when using UassetGUI without exporting the file inside the app but takes a lot of time, let me know if you have any kind of insight.
As extra info, the name map can be translated without this issue since this doesn't require the Str_ file to be exported/imported, the problem resides in table info.
 

okhayko

New Member
Sep 23, 2020
7
1
22
How did you translate, I was trying for a week using Fmodel to extract uassets and then using multiple methods to repak but couldn't achieve to get correct format aside from directly modifying an utf-8 wich is a hassle, would really appreciate if there is a easy way since y could try translating other UE games, u are a god for translating nevertheless, thank you
I’m currently translating this game into Vietnamese (my native language). The game’s text files are quite messy — there are nearly 100 of them, and some contain only 2–3 lines of text.


This game runs on UE5, so you’ll need its mapping (which can be dumped using Dumper7) and use Retoc to unpack the content from the .utoc file (files extracted with FModel won’t work). When repacking, you should also use Retoc. The game is built on Unreal Engine 5.2.1.


I’m currently stuck at the interaction part — I can’t figure out where they’ve hide the text.

 
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okhayko

New Member
Sep 23, 2020
7
1
22
I've been stuck trying to do step 6 since there are some files that require a Str_* named file in the same folder, when I do step 4 i can correctly export since it detects the Str_* file exists automatically when file is opened, but when trying to do step 6, it doesn't pop any error opening the file but when trying to save it cannot giving me the attached error as an image, I'm very close to automatically translating most files but get stuck in this step, I can translate directly when using UassetGUI without exporting the file inside the app but takes a lot of time, let me know if you have any kind of insight.
As extra info, the name map can be translated without this issue since this doesn't require the Str_ file to be exported/imported, the problem resides in table info.
I’ve never encountered the same issue as you when exporting files using UAssetGUI. Which version of UAssetGUI are you using?

And if you want to translate faster, I recommend creating an automatic translation tool using Gemini on Google AI Studio with Gemini API Key.

Here’s the tool I built to translate a bunch of JSON files using AI Studio.
All you need to do is put a Gemini API key into it, drop your file in, and click the translate button — that’s it!
My tool currently supports Input Chinese/Japanese and Ouput Vietnamese/English. I can share it with you if you’d like.

K83iysR.png K83PSGp.png
 

FlatIsJustice700

New Member
Dec 22, 2017
9
5
37
I’m currently translating this game into Vietnamese (my native language). The game’s text files are quite messy — there are nearly 100 of them, and some contain only 2–3 lines of text.


This game runs on UE5, so you’ll need its mapping (which can be dumped using Dumper7) and use Retoc to unpack the content from the .utoc file (files extracted with FModel won’t work). When repacking, you should also use Retoc. The game is built on Unreal Engine 5.2.1.


I’m currently stuck at the interaction part — I can’t figure out where they’ve hide the text.

All files that need translation for this game in particular start with "DT_", you can use this as reference
short answer: not really

long answer: This and this. I did look into this one because there was a tool pointed out that under normal circumstances could scrape text and then manually translate but doesn't catch even a quarter of this games text, not to mention some can't even be localized properly because of the dev hard-coding some of the text(dialogue choices). So it would involve doing the slow way anyways... at which point I gave up.

Saw this earlier and it does exactly what I describe in my 1st 2 links, but for chinese. And it seems to break some choices in game. Someone has more patience or free time than I.

If you want the scraped text translating here it is. But like I said, not much. Mainly some UI stuff, no dialogue.
View attachment 5182201
to
View attachment 5182202
Extract it into the GalHome\Content so it should look like GalHome\Content\Localization\Game\en\Game.locres
Even this isn't quick. It requires unpacking the game assets, extracting the text from said assets, translating the text, checking to make sure every line of translation isn't going to break the game, then packing the translation. So no, "chance of a quick MTL" not really a thing.

I could be wrong though, if someone wants to point me into a better direction. Localization is new to me yet.
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download de localization file, open it with Fmodel and see what file was modified, you can also ask any LLM to make a script to search Japanese words, make a list of them with a count of words and sort it, basically just export assets as json files with FModel, run the script and get a csv file. just get the relative path and this way you can search easily for this files