mrme

Well-Known Member
Nov 8, 2017
1,052
1,155
388
guys please i need help around here. my game version is 1.6 just in case. im stuck in this two quest, i tried to fight the village one, but i dont know how to beat it, i could only deal 1 damage and got grabbed. the cathedral door just has no hint. if i download the 1.7, will my save file got deleted and im gonna restart the whole thing?
thanks
Go right...
 

whitemage88

Newbie
Jul 25, 2020
50
29
85
Do we have any way to remove the UI entirely in the gallery scenes?
The developer's added "remove UI" only removes the UI for the gallery menu, but portrait and character HP/MP are still there.
 

Henry1887

Active Member
Aug 2, 2020
695
938
287
misakik1
Finally managed to make the drama translation replacing better. My code contains some hacky solutions, though it wont be a big problem if they fail.
(Fuck you IL2Cpp)

The template generation also works perfectly so making translations should be easy enough:
1752022501758.png
 

misakik1

Member
Jan 14, 2020
168
244
117
misakik1
Finally managed to make the drama translation replacing better. My code contains some hacky solutions, though it wont be a big problem if they fail.
(Fuck you IL2Cpp)

The template generation also works perfectly so making translations should be easy enough:
View attachment 5024499
I ran all the Event_XXX.json through a script I wrote, turns out there are only 14 named characters (including Haanja), I think it's better to separate them out instead of having to repeate them over and over again.
 

Henry1887

Active Member
Aug 2, 2020
695
938
287
I ran all the Event_XXX.json through a script I wrote, turns out there are only 14 named characters (including Haanja), I think it's better to separate them out instead of having to repeate them over and over again.
Alright ill adjust it a bit so u can define the actor names in a single list. gimme a sec
 

Henry1887

Active Member
Aug 2, 2020
695
938
287
I ran all the Event_XXX.json through a script I wrote, turns out there are only 14 named characters (including Haanja), I think it's better to separate them out instead of having to repeate them over and over again.
1752024108537.png

They are now defined outside of the events
 

kokoro1000

Member
Dec 21, 2018
118
173
62
misakik1
This version should now be mostly bug free hopefully:
plugin
I have few questions about this translation plugin:
1. This translation method will be working only with BepInEx by replacing text in game, or there will be some method to replace text in a file permanently?
2. Can we add more languages and make them selectable from the game options, or we have to replace text of the language that we wont be using?

Anyway, great work with making this plugin Henry1887. I'm waiting for misakik1 fixed english translation.
 
Last edited:

Dinghyy

New Member
Mar 13, 2025
2
0
1
OK i finished with "No_Veil" mod. (it includes unsencored)
What is done: Highway events, Swamps, Village, Town, Cathedral, Cave, Lair, Farm and Final-Boss.
I had to drastically change some sprites like Tree Boss/Ruffians/Swamps due to bugs or empty sprite files.
View attachment 4811705


I also added more emotional face expressions to some events cuz it was bothering me that MC dont even flinch while in labor pains or getting ravaged mercilessly...
View attachment 4811727 View attachment 4811736
What i didnt do (lack skills in photoshop): Turned to Gold(Midas) and Turned to Stone(petrification), so if someone wants to help you are welcome.
If you find bugs in sprites tell me, i will update.

BaasB Gameil you can change Mod links to this:

DOWNLOAD LINK:
No_Veil+Transparent_Clothes (new link)

I highly recommend to play this game with for suspense mood and darker enviroment
Bonus avatar picture if someone wants to use))
How to use it pls?
 

misakik1

Member
Jan 14, 2020
168
244
117
misakik1
This version should now be mostly bug free hopefully:
plugin
I have the plugin activated and can export a translation template, but was unable to actually activate translation. The tab key does nothing, and "current override language" remains empty.

I have few questions about this translation plugin:
1. This translation method will be working only with BepInEx by replacing text in game, or there will be some method to replace text in a file permanently?
2. Can we add more languages and make them selectable from the game options, or we have to replace text of the language that we wont be using?

Anyway, great work with making this plugin Henry1887. I'm waiting for misakik1 fixed english translation.
I have some scripts written to automate most of the things required to create a mod without needing to install BepInEx. Since I had trouble installing BepInEx before (stupid Cloudflare CDN...) I'm intending to also release a version that directly replaces the resource files so it can be used without BepInEx.

However, my scripts rely on the game not changing the encryption method, as I have no idea how to crack it. I'm only able to do it because Henry1887 has provided all the information needed. If the developer doesn't change the encryption, I should be able to use the scripts on the soon-to-come update as well.

The built-in translation isn't good enough (to me) but also not that terrible, you can play through the game just fine. I'll try to release the translation soon, but don't expect it to be dropped very soon... I need to wait for the new update and then play through the entire game before I can even start translating. I do have some notes written down about how to translate some terms, but it's far from complete.
 
  • Like
Reactions: kokoro1000

Henry1887

Active Member
Aug 2, 2020
695
938
287
I have the plugin activated and can export a translation template, but was unable to actually activate translation. The tab key does nothing, and "current override language" remains empty.


I have some scripts written to automate most of the things required to create a mod without needing to install BepInEx. Since I had trouble installing BepInEx before (stupid Cloudflare CDN...) I'm intending to also release a version that directly replaces the resource files so it can be used without BepInEx.

However, my scripts rely on the game not changing the encryption method, as I have no idea how to crack it. I'm only able to do it because Henry1887 has provided all the information needed. If the developer doesn't change the encryption, I should be able to use the scripts on the soon-to-come update as well.

The built-in translation isn't good enough (to me) but also not that terrible, you can play through the game just fine. I'll try to release the translation soon, but don't expect it to be dropped very soon... I need to wait for the new update and then play through the entire game before I can even start translating. I do have some notes written down about how to translate some terms, but it's far from complete.
For my plugin to see a new Language you need to create a Folder inside the Language mods folder like "BetterEnglish", then you can copy the template into that folder and rename it to "mod.json". Now you can modify the Json however you want. When you now go in game you just need to hit Tab to switch to that Translation. If that still doesn't work could you show me your BepInEx Logs?
 

Henry1887

Active Member
Aug 2, 2020
695
938
287
I have few questions about this translation plugin:
1. This translation method will be working only with BepInEx by replacing text in game, or there will be some method to replace text in a file permanently?
2. Can we add more languages and make them selectable from the game options, or we have to replace text of the language that we wont be using?

Anyway, great work with making this plugin Henry1887. I'm waiting for misakik1 fixed english translation.
1. This Method currently doesn't permanently modify any game files, it dynamically applies the translations at runtime. So you can switch it on and off in game and can have multiple custom languages. This won't really be replicable without BepInEx. The only way I would see this working is with an external program that permanently modified the games text based off of a provided Json file, but this would require me to somehow be able to modify an AssetBundle which I don't know if there's a library for that.
2. You can add however many custom languages you want to the Language mods folder, you can switch between them in game with Tab as long as the GUI is Visible(you can hide it). I considered adding the language switching directly into the games options but I don't really know where to start to implement that.
 
  • Like
Reactions: kokoro1000

Henry1887

Active Member
Aug 2, 2020
695
938
287
I have the plugin activated and can export a translation template, but was unable to actually activate translation. The tab key does nothing, and "current override language" remains empty.


I have some scripts written to automate most of the things required to create a mod without needing to install BepInEx. Since I had trouble installing BepInEx before (stupid Cloudflare CDN...) I'm intending to also release a version that directly replaces the resource files so it can be used without BepInEx.

However, my scripts rely on the game not changing the encryption method, as I have no idea how to crack it. I'm only able to do it because Henry1887 has provided all the information needed. If the developer doesn't change the encryption, I should be able to use the scripts on the soon-to-come update as well.

The built-in translation isn't good enough (to me) but also not that terrible, you can play through the game just fine. I'll try to release the translation soon, but don't expect it to be dropped very soon... I need to wait for the new update and then play through the entire game before I can even start translating. I do have some notes written down about how to translate some terms, but it's far from complete.
Oh and the developer definetly won't change the encryption method. The decryption key is still exactly the same as in the previous game.
 

misakik1

Member
Jan 14, 2020
168
244
117
you need to create a Folder inside the Language mods folder like "BetterEnglish", then you can copy the template into that folder and rename it to "mod.json"
Yup, now it works, can you add a "reload" function so I don't have to restart the game every time to see the changes?
I considered adding the language switching directly into the games options but I don't really know where to start to implement that.
How about just replace the built-in languages, I don't think anyone who needs a translation would need the built-in ones anyway.
 

Henry1887

Active Member
Aug 2, 2020
695
938
287
Yup, now it works, can you add a "reload" function so I don't have to restart the game every time to see the changes?

How about just replace the built-in languages, I don't think anyone who needs a translation would need the built-in ones anyway.
Right I'll add a reload function later. Though the Drama events will only be reloadable by quitting to the title menu and loading back in, just a limitation by how the game has implemented it.

The language switching would still be through my GUI though and it's already sort of in a way replacing the built in languages.
 
4.70 star(s) 122 Votes