Great project!!!! I would like to know if there is a possibility of helping with the translation. English is not my mother language, but I would love to do some work within this incredible project. I myself have one in parallel, which is to port the translation of Dragon Quest Heroes to Switch, but until I progress with that, I would REALLY like to help with the translation of Dragon Quest X.
I'm really glad to hear the enthusiasm. We might be able to figure something out depending on what you might be interested in working on.
Ofc we could always use more playtesters/etc. So if you're interested in streaming or showcasing the translation, that's always very welcome and requires very little knowledge -- just play the game and show it off to other DQ fans who might be interested in the 10th entry of the series.
This is where we upload a lot of files that are then processed for Unreal Engine and packaged into the final product that you're able to download here.
I would also ask that you get in touch with us by posting in the Discord linked at the bottom of the mod description. That's where our team primarily communicates and collaborates.
What you can do, is hit the "download' button. Go through and revise the file as best you can. And then send it to us in the Discord linked in the mod description.
We have a more "advanced" process we could put you through after that, but let's see how you can handle a simple task to start with.
Thank you for allowing me to help. I will work all day at night on whatever is necessary. I don't have much experience in programming (if I need it) but any activity you want to give me, I accept and I promise that I will do my best to learn quickly. The time zone in my country (Brazil) is UTC+3, I will be online every day after 7pm. I will contact you via discord
Does anybody know if I save data on my CFW Switch, Can I transfer the save data to the cloud without triggering a ban to my Nintendo account if I want to play that save data on my non-CFW Switch? Thanks in advance!
I'm going to say yes it should be fine as long as you aren't using an English name or doing anything else unusual on your cfw switch that would make the save different.
Of course, anytime you mod a system all bets are off and anything is possible so please proceed with caution.
I think an English name is only an issue for transferring to DQX Online*, shouldn't have anything to do with NSO's cloud save service, assuming that's what you're talking about.
*Even then, this is only because DQX Online's MMO service specifically doesn't allow English names. Nothing to do with Offline or the saves.
Hey man very glad to see that this is actively being worked on, keep up the good work.
Few questions. The story translation goes up to the DLC (I imagine V1 and V2 are already mostly fully translated from the bar in the mod description but figured I would ask)? Also side-quest and job quest wise what would you say are the most notable things still missing / to be translated (I would imagine you guys are doing the translations for the quests from first to last so, mostly asking up to what side-quest / whatever you'd say things start to be more and more noticeable)? Thanks.
1. Yes. Pretty much the entirety of the main quests / story from v1 are translated and quite a large portion of v2 is as well.
2. The vast majority of side quests will have some translation, but it's more likely to be MTL, so a bit rougher than the main quests / story which are almost entirely hand-translation.
With job quests, it's hard to say exactly as there really isn't any definitive "order" to them -- the "starter" / "basic" vocations (such as warrior, mage, etc) are mostly finished to my knowledge, but a lot of the "advanced" vocations that have to be unlocked (such as paladin, armamentalist, etc) are still being worked on.
Edit, 4/5/24: It looks like you probably downloaded the wrong version. As I can see that you downloaded the PC version shortly before making this comment and then downloaded the Switch version (which is the same as what you had originally) -- so I can only assume that's what your issue was.
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You're the first to report it.... are you playing on Switch, Steam or emulator (yuzu, ryujinx) ?
I see you downloaded both versions, so I can't tell from that. Knowing how you're playing will give us a starting point as to figuring out what the issue is on your end.
Also make sure you copied all relevant files to your paks directory and mention what version of the game you're running as well (see the bottom right of the title screen)
Thanks for this, I have a question though. Does each new update include all the content from previous updates? or, do I need all the updates to be complete? I ask because I had been using only the 0.1.7 update and when I replaced those files with the ones from the new 0.2.1 update there were some translations missing when I started a new game. I added the 0.1.7 files back and the missing translations were restored. Thanks again for all your hard work on this project.
OK, thanks that is good to know. I did notice that the english dialog file is a smaller size in the 0.2.1 release (9,311 KB) compared to the 0.1.7 release (10,528 KB), could that explain the missing translations that I noticed when selecting the players race at the beginning of a new game?
Turns out there were some dialogue files missing when v0.2.1 was packed, which affected a number of early game areas such as Julet, Glen Castle, the area where you select your character's race, etc.
My dev PC has been out of commission for about a month or so now (motherboard failure), so i'm actually working on everything with my old hard drive mounted to a temp setup. It's a bit of a pain as I have to copy over a lot of different files between the one PC I have for testing and the other PC I have mounted for prepping and packing -- it's real easy to goof and forget something in the process.
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The size of the dialogue files are a somewhat interesting case. v0.1.7 only had 609 dialogue files included, whereas v0.2.1 had 613 (4 additional files total), but was actually missing around 18 or so from the previous version. v0.2.2 has 631 files, yet it is still smaller in size than v0.1.7 in terms of data.
Part of this is because the raw etp files tend to actually get smaller when the Japanese (UTF-16) is replaced with English (ANSI). Typically each English character is only 1 byte in length, whereas each Japanese character is 2 bytes*. So, generally speaking, the individual files get smaller as more is translated from the files themselves, but of course the package will get bigger as new dialogue files are added. Then, as those new files are translated further, they get smaller again. So, you will see the size fluctuate over time.
*(Sometimes English lines are still longer than an equivalent Japanese line, so this isn't a hard-and-fast rule).
Great! Thanks for the quick fix and the detailed explanation. I will test out the new version soon. Keep up the good work, I and many others really appreciate all your work on this outstanding project!
Edit: 0.2.2 restored the missing translations from 0.2.1 that I saw in the game. Thanks again!
Heh, I wish. Dragon Quest X Offline is available for PS4, PS5, Switch, and PC
The PS3 is not nearly powerful enough to emulate any of those systems. Nor does UE4 support the PS3's hardware, so the game couldn't even run natively.
The PS4, Switch, or PC are all relatively accessible platforms and I would recommend any of them. However, PC is going to be the easiest for modding and will provide the highest fidelity experience.
We try to support as many platforms / ways to play as possible with the translation. (But the PS3 is not a viable option, sadly)
107 comments
Ofc we could always use more playtesters/etc. So if you're interested in streaming or showcasing the translation, that's always very welcome and requires very little knowledge -- just play the game and show it off to other DQ fans who might be interested in the 10th entry of the series.
A good place to start for someone specifically interested in translating might be to look at the "testing" branch of the github to familiarize yourself with the files --> https://github.com/KodywithaK/dqx-offline-localization/tree/testing
This is where we upload a lot of files that are then processed for Unreal Engine and packaged into the final product that you're able to download here.
I would also ask that you get in touch with us by posting in the Discord linked at the bottom of the mod description. That's where our team primarily communicates and collaborates.
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Here's one file that's been very (very) roughly translated into English that i've been meaning to revise for some time. Might be a relatively simple task as a starter --> https://github.com/KodywithaK/dqx-offline-localization/blob/testing/FINAL/pakchunk0-Switch_P/Holiday/Content/StringTables/GAME/System/System_Content/STT_Tips_Content.csv
What you can do, is hit the "download' button. Go through and revise the file as best you can. And then send it to us in the Discord linked in the mod description.
We have a more "advanced" process we could put you through after that, but let's see how you can handle a simple task to start with.
Muito amor à comunidade brasileira (Much love to the Brazilian community)
Of course, anytime you mod a system all bets are off and anything is possible so please proceed with caution.
I think an English name is only an issue for transferring to DQX Online*, shouldn't have anything to do with NSO's cloud save service, assuming that's what you're talking about.
*Even then, this is only because DQX Online's MMO service specifically doesn't allow English names. Nothing to do with Offline or the saves.
Few questions. The story translation goes up to the DLC (I imagine V1 and V2 are already mostly fully translated from the bar in the mod description but figured I would ask)? Also side-quest and job quest wise what would you say are the most notable things still missing / to be translated (I would imagine you guys are doing the translations for the quests from first to last so, mostly asking up to what side-quest / whatever you'd say things start to be more and more noticeable)? Thanks.
2. The vast majority of side quests will have some translation, but it's more likely to be MTL, so a bit rougher than the main quests / story which are almost entirely hand-translation.
With job quests, it's hard to say exactly as there really isn't any definitive "order" to them -- the "starter" / "basic" vocations (such as warrior, mage, etc) are mostly finished to my knowledge, but a lot of the "advanced" vocations that have to be unlocked (such as paladin, armamentalist, etc) are still being worked on.
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If you really want the most details as far as what's being worked on / etc. You can look at the changelog on GitHub here -- https://github.com/KodywithaK/dqx-offline-localization/commits/testing
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You're the first to report it.... are you playing on Switch, Steam or emulator (yuzu, ryujinx) ?
I see you downloaded both versions, so I can't tell from that. Knowing how you're playing will give us a starting point as to figuring out what the issue is on your end.
Also make sure you copied all relevant files to your paks directory and mention what version of the game you're running as well (see the bottom right of the title screen)
On that note i have found another crash on the 0.2.3 version, would you prefer me to report it here or on Discord ?
If need be, i'll create a bug report here based on what we find.
When you update, make sure you remove the files from all previous versions and make sure you have all the files included with the latest release.
Outside of that, please be specific about what was missing. You can contact us here or on Discord (linked on the "Description" tab)
Edit: Looks like the dialogue files were mixed up or something. Looking into it now...
Edit 2: v0.2.2 is up and should have this fixed.
Turns out there were some dialogue files missing when v0.2.1 was packed, which affected a number of early game areas such as Julet, Glen Castle, the area where you select your character's race, etc.
My dev PC has been out of commission for about a month or so now (motherboard failure), so i'm actually working on everything with my old hard drive mounted to a temp setup. It's a bit of a pain as I have to copy over a lot of different files between the one PC I have for testing and the other PC I have mounted for prepping and packing -- it's real easy to goof and forget something in the process.
------------------
The size of the dialogue files are a somewhat interesting case. v0.1.7 only had 609 dialogue files included, whereas v0.2.1 had 613 (4 additional files total), but was actually missing around 18 or so from the previous version. v0.2.2 has 631 files, yet it is still smaller in size than v0.1.7 in terms of data.
Part of this is because the raw etp files tend to actually get smaller when the Japanese (UTF-16) is replaced with English (ANSI). Typically each English character is only 1 byte in length, whereas each Japanese character is 2 bytes*. So, generally speaking, the individual files get smaller as more is translated from the files themselves, but of course the package will get bigger as new dialogue files are added. Then, as those new files are translated further, they get smaller again. So, you will see the size fluctuate over time.
*(Sometimes English lines are still longer than an equivalent Japanese line, so this isn't a hard-and-fast rule).
Edit: 0.2.2 restored the missing translations from 0.2.1 that I saw in the game. Thanks again!
The translation is a lot of repetitive, grinding work. Just a simple "thanks" every once in awhile goes a long way for us
The PS3 is not nearly powerful enough to emulate any of those systems. Nor does UE4 support the PS3's hardware, so the game couldn't even run natively.
The PS4, Switch, or PC are all relatively accessible platforms and I would recommend any of them. However, PC is going to be the easiest for modding and will provide the highest fidelity experience.
We try to support as many platforms / ways to play as possible with the translation. (But the PS3 is not a viable option, sadly)