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Trails Beyond the Horizon (NIS America, English Language release)


amorrow28

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Posted
41 minutes ago, omgopolis said:

 

I think the problem is that the KaiUDW folder has a lot of sub folders and the structure is not something that the p3a_archive.exe works with.

 

The folder I've been feeding into the p3a_archive.exe only has a single "asset" folder inside of it, and that asset folder contains common and dx11 folders.

 

So for the KaiUDW files, I had to go through each character UDW folder and pull out the relevant asset/common and asset/dx11 folders (and the "Extra" folders don't have the asset/dx11 files, so those need to come from the Main folder)

You absolute magician it worked. Now I just have to repeat this for everyone. It is a tiny bit tedious but worth it. Thank you very much it really helped

Screenshot 2026-03-05 201533.png

Posted (edited)

image.png.cf695fdbbc040d674768c5d040ab50e6.png


The bunny costumes are nice and all, but they can become even better by getting rid of those thights (most are actually fishnets but just roll with it) and letting them sexy V-cuts run free!
 

UnTight Bunnies.rar
 


Just drop those two folders into Beyond's main folder and you'll be good to go. Want some previews? Here's an album full of them!
 

Screen beyond the Horizon - Bunny Edition.rar

 

Want more screens? Check out my Daybreak 1 and Daybreak 2 albums!

Edited by nahmahn
Posted
51 minutes ago, nahmahn said:

image.png.cf695fdbbc040d674768c5d040ab50e6.png


The bunny costumes are nice and all, but they can become even better by getting rid of those thights (most are actually fishnets but just roll with it) and letting them sexy V-cuts run free!
 

UnTight Bunnies.rar 7 MB · 1 download
 


Just drop those two folders into Beyond's main folder and you'll be good to go. Want some previews? Here's an album full of them!
 

Screen beyond the Horizon - Bunny Edition.rar 245.09 MB · 1 download

 

Want more screens? Check out my Daybreak 1 and Daybreak 2 albums!

 

Now this is how the bunny suits should have been. Only way to make it better is to get rid of the parts covering some of their chests!

Posted

I wonder if there's a way to hide the weapons on the equip screens?

 

Also I did a minor text edit. I just wish I had an an earlier save, particularly after clearing the final Grim Garten area but before talking with Renne or Quatre afterwards. (or maybe I can just mod the script some more instead?)

Posted

Actually, on the subject of script editing, does anyone know what controls the facial expression used by dialogue? Specifically when talking to NPCs. (Not cutscenes. Regular NPC dialogue.)

 

Like if I wanted to keep Renne happy for example when speaking to her, what would I need to change? (I know almost nothing about coding or scripting)

Posted (edited)

Updated version 1.5 available here:

https://www.loverslab.com/topic/260898-trails-beyond-the-horizon-nis-america-english-language-release/page/22/#findComment-7343525

 

Hi everyone,

 

First time modder here but I think this forum will enjoy my work. I call it Sexy Revamp and its mainly mods based on the work of @lakovic, @amorrow28 and @fakecheng linked on the home page. It includes remakes of playable character outfits as well as mostly faithful mods to a lot of NPCs. Non-spoiler picture for a preview.

 

image.thumb.jpeg.9e2b70790829eed8333d90eea4f07db6.jpeg

 

Its all NSFW and currently works by replacing existing files so if something doesnt work, you probably need mods from the previous creators which are all listed in the front page.  I used @lakovic's json for this so youll probably need it too in your table making. Also since the mods folder for the game loads by alphabetical order, I think it needs to go after anything that would override it if you want to use it. Im not savy on making this mod its own thing and Im pressed for time so if someone wants to clean it up it would be most welcome. Otherwise ff theres a particular change you dont like you can unpack the p3a, remove files from the model or image folder, then repack it. Comparing files against the list of models by @fakecheng again on the home page should make this fairly easy.

 

Its still a work in progress but I wanted to get it out before most people move on. I plan to make another release in a month or so but well see. Along with this comes a "supporting their favorites" for guys. Its various male characters wearing the xipha mod by @FateM on certain outfits. I also started playing with idle animations but I only got as far as Renne and Rixia with something I liked and made sense.

 

image.jpeg.04b84aab1448e3247c7325c493307d6c.jpeg

 

Feel free to let me know of any oddities you find along the way but I wont do an update for at least a few weeks since Ill be out of town.

If I missed any mods that deserve credit please let me know and Ill update. Also Im still going through the game so no spoilers! Thanks again to the original creators and the makers of the modding tutorials. Enjoy!

 

Folders I use for reference if it helps

image.png.e0eafca6c01e9e534a496c1f85df3966.png

sexyrevamp.7z

Edited by SuperKam1
Posted
On 3/6/2026 at 7:16 AM, nahmahn said:

image.png.cf695fdbbc040d674768c5d040ab50e6.png


The bunny costumes are nice and all, but they can become even better by getting rid of those thights (most are actually fishnets but just roll with it) and letting them sexy V-cuts run free!
 

UnTight Bunnies.rar 7 MB · 3 downloads
 


Just drop those two folders into Beyond's main folder and you'll be good to go. Want some previews? Here's an album full of them!
 

Screen beyond the Horizon - Bunny Edition.rar 245.09 MB · 3 downloads

 

Want more screens? Check out my Daybreak 1 and Daybreak 2 albums!

hmm mine still remained with tights ... 😕

Posted (edited)

Hi, I have a question about the NIS version.

Does the NIS release include subtitles for the short battle voice interactions (for example lines like “I’m going in”, “Leave it to me”, or similar combat chatter between characters)?

In my version I can hear these voice lines during battle, but no subtitles appear. I’m not sure if this is intended behavior, a missing feature in the localization, or possibly an issue with my game.

Has anyone else noticed this, or can confirm whether the NIS version is supposed to have subtitles for these battle voice interactions?

Spoiler

02ECD4A902E304C599E0E0E81B07DCB3.thumb.png.3afb344122dda41aa72662b9ec075ea1.png84BA0337AB13C595E4CA8967E970C78F.png.5dc23da99308dcbc4b0242dae9536e62.png

 

Edited by lakovic
Posted
2 hours ago, lakovic said:

Hi, I have a question about the NIS version.

Does the NIS release include subtitles for the short battle voice interactions (for example lines like “I’m going in”, “Leave it to me”, or similar combat chatter between characters)?

In my version I can hear these voice lines during battle, but no subtitles appear. I’m not sure if this is intended behavior, a missing feature in the localization, or possibly an issue with my game.

Has anyone else noticed this, or can confirm whether the NIS version is supposed to have subtitles for these battle voice interactions?

  Reveal hidden contents

02ECD4A902E304C599E0E0E81B07DCB3.thumb.png.3afb344122dda41aa72662b9ec075ea1.png84BA0337AB13C595E4CA8967E970C78F.png.5dc23da99308dcbc4b0242dae9536e62.png

 

 

To my understanding, this is a feature added by CLE actually, not even the original Falcom version has it.  CLE has been improving over time!

Posted (edited)

It seems this feature is exclusive to the CLE version. A friend of mine in China asked me about this issue, and I was wondering whether it might be possible to fix it through a script or something similar.

You might wonder why Chinese players are so interested in using the NIS version. According to them, they believe the NIS version is better optimized and more compatible with lower-end computers. He also mentioned that, compared to CLE, the NIS version appears to look a bit sharper in terms of graphics.
😄

Edited by lakovic
Posted (edited)
1 hour ago, lakovic said:

It seems this feature is exclusive to the CLE version. A friend of mine in China asked me about this issue, and I was wondering whether it might be possible to fix it through a script or something similar.

You might wonder why Chinese players are so interested in using the NIS version. According to them, they believe the NIS version is better optimized and more compatible with lower-end computers. He also mentioned that, compared to CLE, the NIS version appears to look a bit sharper in terms of graphics.
😄

That is more or less the work of PH3, who are responsible for most of those optimizations.

 

It's the only good thing about the port.  The NISA version of Kai so far has been crashing on me several times.  Not to mention the English translation effort seemed to got even worse.  Compared to the previous game (Daybreak 2).  There's a huge amount of net lingo and meme talk being put in the dialogue.  People who speak more formal, or in regular slang like Aaron, now talk like they're terminally online.

 

I mean, "vibemaxxing"?  I never heard such a thing even in social media before.

 

That's a thing NISA is doing with Ulrica, by the way.

 

Here's a sample of what's in store for you with the NISA version, if you ever decide to check it out:

 

EveryoneisNISAsVersionofNadiaNowEvenShizuna.jpg.cbd812b8b3de0b33668bb3cb23c0bbaa.jpg

 LOL, even Shizuna isn't safe 🤣

 

I've found a P3A version of the Kai translation patch that works with Horizon.  I've been using it ever since.  The only problem is so many mods for the game--ones with the same tbl files as inside said patch--conflict with it.  I can't even use any DLC mods here without them breaking it😭

Edited by GDKing
Posted
1 hour ago, lakovic said:

It seems this feature is exclusive to the CLE version. A friend of mine in China asked me about this issue, and I was wondering whether it might be possible to fix it through a script or something similar.

You might wonder why Chinese players are so interested in using the NIS version. According to them, they believe the NIS version is better optimized and more compatible with lower-end computers. He also mentioned that, compared to CLE, the NIS version appears to look a bit sharper in terms of graphics.
😄


Yes, I think @fakecheng and I also chatted about a Chinese language patch for Horizon. I don’t know if anyone ever tried though. I really appreciate the TAA implementation for Horizon though, the graphics are much improved with it. I do not know what Falcom did to Kai, but both CLE and NISA (without TAA) look like mud.

 

1 hour ago, GDKing said:

That is more or less the work of PH3, who are responsible for most of those optimizations.

 

It's the only good thing about the port.  The NISA version of Kai so far has been crashing on me several times.  Not to mention the English translation effort seemed to got even worse.  Compared to the previous game (Daybreak 2).  There's a huge amount of net lingo and meme talk being put in the dialogue.  People who speak more formal, or in regular slang like Aaron, now talk like they're terminally online.

 

I mean, "vibemaxxing"?  I never heard such a thing even in social media before.

 

That's a thing NISA is doing with Ulrica, by the way.

 

Here's a sample of what's in store for you with the NISA version, if you ever decide to check it out:

 

EveryoneisNISAsVersionofNadiaNowEvenShizuna.jpg.cbd812b8b3de0b33668bb3cb23c0bbaa.jpg

 LOL, even Shizuna isn't safe 🤣

 

I've found a P3A version of the Kai translation patch that works with Horizon.  I've been using it ever since.  The only problem is so many mods for the game--ones with the same tbl files as inside said patch--conflict with it.  I can't even use any DLC mods here without them breaking it😭

 

I would not expect any DLC mods to work with such a patch since the patch is probably based on the CLE release. All mods would have to be remade. It is not very hard to do if you know how to make mods though.

 

Come to think of it, it might even be easier than that. Try renaming the a copy of the English patch p3a to script_eng.p3a and use that to make the zzz_combined_tables.p3a, it might work, who knows. (Do NOT replace your actual script_eng.p3a with it, this is just to make the combined tables!)

Posted
57 minutes ago, amorrow28 said:

Come to think of it, it might even be easier than that. Try renaming the a copy of the English patch p3a to script_eng.p3a and use that to make the zzz_combined_tables.p3a, it might work, who knows. (Do NOT replace your actual script_eng.p3a with it, this is just to make the combined tables!)

Yes, that might work.  I'll work on it later.

Posted
11 hours ago, Druzamm said:

hmm mine still remained with tights ... 😕


Did you check the DLC tab in your inventory? The mod doesn't replace the original costumes, it functions like actual DLC that you get from the store page. 😄

Posted
1 hour ago, nahmahn said:


Did you check the DLC tab in your inventory? The mod doesn't replace the original costumes, it functions like actual DLC that you get from the store page. 😄

Yes I did, and did find them in the costume list as "freedom bunny" something... But are identical to the originals. To be fair i do have other mods installed like lakovic paid mode, the doa ones as well and others ... So not sure if i need to recompile the mdl files and the images and then recompile the p3a files ...

Posted
8 hours ago, GDKing said:

That is more or less the work of PH3, who are responsible for most of those optimizations.

 

It's the only good thing about the port.  The NISA version of Kai so far has been crashing on me several times.  Not to mention the English translation effort seemed to got even worse.  Compared to the previous game (Daybreak 2).  There's a huge amount of net lingo and meme talk being put in the dialogue.  People who speak more formal, or in regular slang like Aaron, now talk like they're terminally online.

 

I mean, "vibemaxxing"?  I never heard such a thing even in social media before.

 

That's a thing NISA is doing with Ulrica, by the way.

 

Here's a sample of what's in store for you with the NISA version, if you ever decide to check it out:

 

EveryoneisNISAsVersionofNadiaNowEvenShizuna.jpg.cbd812b8b3de0b33668bb3cb23c0bbaa.jpg

 LOL, even Shizuna isn't safe 🤣

 

I've found a P3A version of the Kai translation patch that works with Horizon.  I've been using it ever since.  The only problem is so many mods for the game--ones with the same tbl files as inside said patch--conflict with it.  I can't even use any DLC mods here without them breaking it😭

The translation is like THAT? Well fuck, thanks for posting that it has made the decision for me to no longer buy any of their games, I will be sticking to the MTL version in the future and when Kai 2 is announced I just have to hope someone MTL's that version as well. 

Posted (edited)

Since scripts and stuff have come up I thought I'd write a loose "getting started" guide on working with the scripts - both the progamming kind and the in-game text. Or rather, I was able to change some of the text and here's how I did it. Say you wanna make characters say lewd/naughty/dirty things, as I did, this is how you go about doing it.

 

(This should also work for Daybreak, II, and (Proud?) Nordics - all NISA/PH3versions - but for the purposes of this post let's assume Horizon.)

 

1. Download the Ingert tool here, under the Releases section (you just need ingert.exe). Put it in its own folder. Also grab p3a_tool.exe and script_eng.p3a from your game and stick it in that folder as well.

 

2. In your folder, run the following command to unpack script_eng.p3a:

p3a_tool.exe extract script_eng.p3a

 

3. This will output 2 folders: script_eng and table_eng. Inside script_eng are a bunch of more folders, which folder you need depends on what you wanna work with. For example, dialogue scripts are located in "scena". Copy or drag that folder out of script_eng and to the top of your folder.

 

4. Whatever folder you copied out of script_eng, drag and drop that onto ingert.exe. This will create (folder).ing, and all of the files inside are now editable.

 

5. When you're done editing what you need to, drag (folder).ing onto ingert.exe. This will recreate the files and folders in the structure as expected by the game. Then, move that folder back into script_eng, overwiting files if necessary.

 

6. Back in the Command Prompt, we need to archive the changes we made. The syntax is "p3a_tool archive (archive_filename) (file_or_folder_1) (file_or_folder_2)" etc. So:

 

p3a_tool archive script_eng.p3a script_eng table_eng

(If the files within an existing script_eng.p3a are unchanged, p3a_tool will ignore those.)

 

7. Place the script_eng.p3a file back into your game directory (I trust you made a backup first?). If you're playing the game while doing this, you'll need to close and restart it or else it'll crash on next load.

 

 

Now, as for my particular experiment with this. I would HIGHLY advise getting a screenshot/video of what you want to change, as it'll make finding the original text that much easier. I would also recommend trying this on regular NPC dialogue, not so much the actual cutscenes. And of course, save right before whenever the text normally comes up.

 

I wanted to change what Renne and Quatre say to each other when speaking to them after clearing the final sector of the Grim Garten. Obviously I won't spoil what the orignal text says, but I used it as search terms.

 

Anyways....inside that scena.ing folder unpacked above, is a lot of files, each containing a lot of scripts (most of which go over my head). I'm not sure which file the text I want to change is located in, so I opened ALL of them in something like Notepad++, and just told it to search all opened files for the original text.

 

Oh, and here's what a random one of these files looks like. (Note that this has spoilers!)

 

Spoiler

Screenshot_20260310_000337.thumb.png.e3b6e585afe81142a62e60ed3321db0a.png

 

Now, I'm not sure what numbers like "867@" mean before the written dialogue (or the similar patterns on almost every line. But what I HAVE worked out is that the values for "#E_0#M_0#B_0" determine the character's facial expression when that line is played. E controls the eyes, M controls the mouth, and...honestly I'm still not sure what B controls.

Edited by Tjoeb123
Posted
36 minutes ago, Tjoeb123 said:

Since scripts and stuff have come up I thought I'd write a loose "getting started" guide on working with the scripts - both the progamming kind and the in-game text. Or rather, I was able to change some of the text and here's how I did it. Say you wanna make characters say lewd/naughty/dirty things, as I did, this is how you go about doing it.

 

(This should also work for Daybreak, II, and (Proud?) Nordics, but for the purposes of this post I'm assuming Horizon.)

 

1. Download @amorrow28's Ingert tool here, under the Releases section (you just need ingert.exe). Put it in its own folder. Also grab p3a_tool.exe and script_eng.p3a from your game and stick it in that folder as well.

 

2. In your folder, run the following command to unpack script_eng.p3a:

p3a_tool.exe extract script_eng.p3a

 

3. This will output 2 folders: script_eng and table_eng. Inside script_eng are a bunch of more folders, which folder you need depends on what you wanna work with. For example, dialogue scripts are located in "scena". Copy or drag that folder out of script_eng and to the top of your folder.

 

4. Whatever folder you copied out of script_eng, drag and drop that onto ingert.exe. This will create (folder).ing, and all of the files inside are now editable.

 

5. When you're done editing what you need to, drag (folder).ing onto ingert.exe. This will recreate the files and folders in the structure as expected by the game. Then, move that folder back into script_eng, overwiting files if necessary.

 

6. Back in the Command Prompt, we need to archive the changes we made. The syntax is "p3a_tool archive (archive_filename) (file_or_folder_1) (file_or_folder_2)" etc. So:

p3a_tool archive script_eng.p3a script_eng table_eng

(If the files within an existing script_eng.p3a are unchanged, p3a_tool will ignore those.)

 

7. Place the script_eng.p3a file back into your game directory (I trust you made a backup first?). If you're playing the game while doing this, you'll need to close and restart it or else it'll crash on next load.

 

 

Now, as for my particular experiment with this. I would HIGHLY advise getting a screenshot/video of what you want to change, as it'll make finding the original text that much easier. I would also recommend trying this on regular NPC dialogue, not so much the actual cutscenes. And of course, save right before whenever the text normally comes up.

 

I wanted to change what Renne and Quatre say to each other when speaking to them after clearing the final sector of the Grim Garten. Obviously I won't spoil what the orignal text says, but I used it as search terms.

 

Anyways....inside that scena.ing folder unpacked above, is a lot of files, each containing a lot of scripts (most of which go over my head). I'm not sure which file the text I want to change is located in, so I opened ALL of them in something like Notepad++, and just told it to search all opened files for the original text.

 

Oh, and here's what a random one of these files looks like. (Note that this has spoilers!)

 

  Reveal hidden contents

Screenshot_20260310_000337.thumb.png.e3b6e585afe81142a62e60ed3321db0a.png

 

Now, I'm not sure what numbers like "867@" mean before the written dialogue (or the similar patterns on almost every line. But what I HAVE worked out is that the values for "#E_0#M_0#B_0" determine the character's facial expression when that line is played. E controls the eyes, M controls the mouth, and...honestly I'm still not sure what B controls.

 

Ingert is not my tool, but I'm glad you figured some things out!  The numbers at the start of each line are literally line numbers.  You can get rid of them and the script still works, but Falcom's compiler put them in so Ingert pulls them out.  If you want to learn more about script editing and using Ingert, I would join the Kiseki Modding Discord since the author is on there.

Posted
1 hour ago, amorrow28 said:

 

Ingert is not my tool, but I'm glad you figured some things out!  The numbers at the start of each line are literally line numbers.  You can get rid of them and the script still works, but Falcom's compiler put them in so Ingert pulls them out.  If you want to learn more about script editing and using Ingert, I would join the Kiseki Modding Discord since the author is on there.

Oh, I thought it was yours since you pointed it out a while back. I'll remove the mention then.

 

Like I said, I know very little about coding so a lot of the code flies over my head, but if modders or someone like me wants to make characters say sexy/lewd things (minor text edits; though I suppose with enough time/effort, one could do something like manually retranslate the text this way if they wanted), that's something they can do.

Posted
On 3/9/2026 at 5:05 PM, Druzamm said:

Yes I did, and did find them in the costume list as "freedom bunny" something... But are identical to the originals. To be fair i do have other mods installed like lakovic paid mode, the doa ones as well and others ... So not sure if i need to recompile the mdl files and the images and then recompile the p3a files ...


Hmm, did you also combine the tables like in this tutorial? If you did and is still having issues, then maybe the IDs from my mods are conflicting with Iakovic's or the other modders' work. I don't have his paid mod so I couldn't verify which IDs he used. 😅 Worse case scenario, you might need to alternate between mods by putting the others in a separate folder if you wanna play with the bunnies. 

Posted
1 hour ago, nahmahn said:


Hmm, did you also combine the tables like in this tutorial? If you did and is still having issues, then maybe the IDs from my mods are conflicting with Iakovic's or the other modders' work. I don't have his paid mod so I couldn't verify which IDs he used. 😅 Worse case scenario, you might need to alternate between mods by putting the others in a separate folder if you wanna play with the bunnies. 

That's what i thought haha. Cheers mate. :)

Posted
On 3/10/2026 at 12:11 AM, Tjoeb123 said:

Since scripts and stuff have come up I thought I'd write a loose "getting started" guide on working with the scripts - both the progamming kind and the in-game text. Or rather, I was able to change some of the text and here's how I did it. Say you wanna make characters say lewd/naughty/dirty things, as I did, this is how you go about doing it.

 

(This should also work for Daybreak, II, and (Proud?) Nordics - all NISA/PH3versions - but for the purposes of this post let's assume Horizon.)

 

1. Download the Ingert tool here, under the Releases section (you just need ingert.exe). Put it in its own folder. Also grab p3a_tool.exe and script_eng.p3a from your game and stick it in that folder as well.

 

2. In your folder, run the following command to unpack script_eng.p3a:

p3a_tool.exe extract script_eng.p3a

 

3. This will output 2 folders: script_eng and table_eng. Inside script_eng are a bunch of more folders, which folder you need depends on what you wanna work with. For example, dialogue scripts are located in "scena". Copy or drag that folder out of script_eng and to the top of your folder.

 

4. Whatever folder you copied out of script_eng, drag and drop that onto ingert.exe. This will create (folder).ing, and all of the files inside are now editable.

 

5. When you're done editing what you need to, drag (folder).ing onto ingert.exe. This will recreate the files and folders in the structure as expected by the game. Then, move that folder back into script_eng, overwiting files if necessary.

 

6. Back in the Command Prompt, we need to archive the changes we made. The syntax is "p3a_tool archive (archive_filename) (file_or_folder_1) (file_or_folder_2)" etc. So:

 

p3a_tool archive script_eng.p3a script_eng table_eng

(If the files within an existing script_eng.p3a are unchanged, p3a_tool will ignore those.)

 

7. Place the script_eng.p3a file back into your game directory (I trust you made a backup first?). If you're playing the game while doing this, you'll need to close and restart it or else it'll crash on next load.

 

 

Now, as for my particular experiment with this. I would HIGHLY advise getting a screenshot/video of what you want to change, as it'll make finding the original text that much easier. I would also recommend trying this on regular NPC dialogue, not so much the actual cutscenes. And of course, save right before whenever the text normally comes up.

 

I wanted to change what Renne and Quatre say to each other when speaking to them after clearing the final sector of the Grim Garten. Obviously I won't spoil what the orignal text says, but I used it as search terms.

 

Anyways....inside that scena.ing folder unpacked above, is a lot of files, each containing a lot of scripts (most of which go over my head). I'm not sure which file the text I want to change is located in, so I opened ALL of them in something like Notepad++, and just told it to search all opened files for the original text.

 

Oh, and here's what a random one of these files looks like. (Note that this has spoilers!)

 

  Reveal hidden contents

Screenshot_20260310_000337.thumb.png.e3b6e585afe81142a62e60ed3321db0a.png

 

Now, I'm not sure what numbers like "867@" mean before the written dialogue (or the similar patterns on almost every line. But what I HAVE worked out is that the values for "#E_0#M_0#B_0" determine the character's facial expression when that line is played. E controls the eyes, M controls the mouth, and...honestly I'm still not sure what B controls.

Aaand I later realized that there's more to controlling character expressions than that; Renne winking uses completely different values....
 

...but I'll admit that's probably better suited for the modding Discord. lol

Posted
On 3/9/2026 at 9:11 PM, Tjoeb123 said:

Since scripts and stuff have come up I thought I'd write a loose "getting started" guide on working with the scripts - both the progamming kind and the in-game text. Or rather, I was able to change some of the text and here's how I did it. Say you wanna make characters say lewd/naughty/dirty things, as I did, this is how you go about doing it.

 

(This should also work for Daybreak, II, and (Proud?) Nordics - all NISA/PH3versions - but for the purposes of this post let's assume Horizon.)

 

1. Download the Ingert tool here, under the Releases section (you just need ingert.exe). Put it in its own folder. Also grab p3a_tool.exe and script_eng.p3a from your game and stick it in that folder as well.

 

2. In your folder, run the following command to unpack script_eng.p3a:

p3a_tool.exe extract script_eng.p3a

 

3. This will output 2 folders: script_eng and table_eng. Inside script_eng are a bunch of more folders, which folder you need depends on what you wanna work with. For example, dialogue scripts are located in "scena". Copy or drag that folder out of script_eng and to the top of your folder.

 

4. Whatever folder you copied out of script_eng, drag and drop that onto ingert.exe. This will create (folder).ing, and all of the files inside are now editable.

 

5. When you're done editing what you need to, drag (folder).ing onto ingert.exe. This will recreate the files and folders in the structure as expected by the game. Then, move that folder back into script_eng, overwiting files if necessary.

 

6. Back in the Command Prompt, we need to archive the changes we made. The syntax is "p3a_tool archive (archive_filename) (file_or_folder_1) (file_or_folder_2)" etc. So:

 

p3a_tool archive script_eng.p3a script_eng table_eng

(If the files within an existing script_eng.p3a are unchanged, p3a_tool will ignore those.)

 

7. Place the script_eng.p3a file back into your game directory (I trust you made a backup first?). If you're playing the game while doing this, you'll need to close and restart it or else it'll crash on next load.

 

 

Now, as for my particular experiment with this. I would HIGHLY advise getting a screenshot/video of what you want to change, as it'll make finding the original text that much easier. I would also recommend trying this on regular NPC dialogue, not so much the actual cutscenes. And of course, save right before whenever the text normally comes up.

 

I wanted to change what Renne and Quatre say to each other when speaking to them after clearing the final sector of the Grim Garten. Obviously I won't spoil what the orignal text says, but I used it as search terms.

 

Anyways....inside that scena.ing folder unpacked above, is a lot of files, each containing a lot of scripts (most of which go over my head). I'm not sure which file the text I want to change is located in, so I opened ALL of them in something like Notepad++, and just told it to search all opened files for the original text.

 

Oh, and here's what a random one of these files looks like. (Note that this has spoilers!)

 

  Reveal hidden contents

Screenshot_20260310_000337.thumb.png.e3b6e585afe81142a62e60ed3321db0a.png

 

Now, I'm not sure what numbers like "867@" mean before the written dialogue (or the similar patterns on almost every line. But what I HAVE worked out is that the values for "#E_0#M_0#B_0" determine the character's facial expression when that line is played. E controls the eyes, M controls the mouth, and...honestly I'm still not sure what B controls.

Is B maybe blush effects?

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