There has been some improvements to the mod’s code thanks to @affqprow.
This is the latest version of the modified kag.tag_ext.js: kag.tag_ext.txt (54.8 KB)
What’s changed:
Script playback will be stopped when you paused the game (enters config screen).
It converts script name from */* into *-*. This means mod creators no longer have to change the game’s data folder.
Now reads scripts under \scripts\otutome_sakuya folder instead of \scripts\game. This is just for better organisation as to avoid conflicts with other games.
Thanks for scripting! I have a question about the game: Does it have any interactivity? Is there any difference to the experience than having a scripted video recording of the game?
I’d say no since the versions are different and the English one also has a couple new scenes from what I recall.
No idea how much code change would be involved or if it’d be possible to just copy the translation files and keep the new scenes unscripted.
Actually, after taking a look, I could patch the 1.2 version to support the funscript (you literally just move the file over and repack it). https://pixeldrain.com/u/CFCkV5fv
I didn’t actually get to test it but I suppose it’ll be fine (the scripts load fine).
When you get to the epilogue it tries to load scripts 11-* which obviously don’t exist (funscript player doesn’t crash so probably won’t cause issues?), someone would need to make those.
Took me a while to make it work since I couldn’t find where app.asar was. Okay, its in the “resources” folder of the game file. Just replace the app.asar there with the one you downloaded.
It still technically works as is on the 1.2 english version of the game but some of the images and videos from that version will be missing or altered. And you will lose the English translation.
The repacked version from @erfrefer doesn’t seems to work for me. It seems that not the right scripts are called.
Something can probably be done so I’ll give it a try next week and post anything I find.