Sparking Zero Text Editing Guide
By OmaQueRico.
What You Need
- FModel
- UnrealLocres
- UnrealPak
- Sig Bypass or Unverum (Manual vs. Mod Loader / Unverum Recommended)
Step #1: Export Localization File
I assume you are familiar with FModel. If not, follow this guide for basic knowledge.
First, locate in FModel the locres file you want to edit, in my case I’ll be editing the game one (in spanish), which is located in:
SparkingZERO/Content/Localization/Game/es/Game.locres
Depending on the language it may be on different pak files (e.g. the spanish ‘es’ it’s on pakchunk9 I think, while latam spanish ‘es-419’ it’s on pakchunk5), so I recommend loading all paks in FModel for a faster search of the file:
Now that you located the file, right click it and ‘export raw data’ (it says .uasset but it’ll be a .locres file).
If you check the console, you can see that the file is exported, and if you click on the name it’ll open the output folder.
Later you’ll pack the file using the same folder structure as the game (this is important), which is already generated by FModel, but I recommend replicating it in a new folder just in case you have more exports. So create a new one only with the files you’ll be modifying for the mod, like this:
(Modfolder is my new folder, and inside that, it follows the same structure as the output, starting with SparkingZERO/…/es/Game.locres).
Step #2: Edit Data
Now you’ll use UnrealLocres to export the locres file into a csv, and start editing. To do that, just open a cmd console (you can open one directly in the .locres folder from the file explorer by replacing the path with ‘cmd’).
For easier usage, you can copy the UnrealLocres.exe to this folder, and run the following command (It may vary in the file paths depending on where you have the console open or the different files located):
UnrealLocres.exe export <filename>.locres
In this case, the command is:
UnrealLocres.exe export Game.locres
This will generate a csv in the same folder.
Now you start editing. You can do it by opening the csv directly with notepad (or any editor) or you can import it in excel. I’ll be doing both to show you.
The csv structure is ‘key,source,target’. What that means is, if you want to edit a text, you don’t do it directly (on source), you have to write it separately next to it (on target).
For example, if you have ‘ST_UI_TITLE/ST_UI_TITLE_0010,Aceptar,’ and want to change ‘Aceptar’ for ‘New Aceptar’ you have to write it like: ‘ST_UI_TITLE/ST_UI_TITLE_0010,Aceptar, New Aceptar’, leaving the source text intact.
Notepad
In my case I’ll be changing the texts ST_UI_TITLE/ST_UI_TITLE_0007 and ST_UI_TITLE/ST_UI_TITLE_0008, that are the ones that show in the main menu to start the game or exit it.
I want to change ‘Iniciar partida’ with ‘Jugar’ and ‘Salir del juego’ with just ‘Salir’, so my csv file should look like:
As you can see, I put a ‘,’ in one and not in the other, this is because it’s irrelevant if you put it or not, It’ll work both ways.
Excel
To do it in excel (Google Spreadsheets in my case) simply import the csv. It should look like this:
As you see, the first row is the structure, the same with the notepad, so if we want to edit a text, you need to add the new text in the C column, like this:
Once you are done, download it as a csv. You can check that the result is the same as the one edited manually (except for the extra ‘,’ in my case).
Now that you have the csv file edited, you need to import it to the locres file. This is as easy as running the following command (It may vary in the file paths depending on where you have the console open or the different files located):
UnrealLocres.exe import <filename>.locres <filename>.csv
In this case, the command is:
UnrealLocres.exe import Game.locres Game.csv
This will generate a new file called <filename>.locres.new (Game.locres.new in my case), so now your folder should look like this:
Finally, you need to remove the files ‘<filename>.csv’, ‘<filename>.locres’ (Game.csv and Game.locres in my case) and ‘UnrealLocres.exe’ (if you copied it here before). Next, rename ‘<filename>.locres.new’ to ‘<filename>.locres’ (Game.locres.new to Game.locres in my case) and that’s it for the editing part.
Step #3: Repack
In order to pack your files, go to the Unreal_Pak folder and simply drag your new folder into the file ‘UnrealPak-With-Compression.bat’ and this will generate a pak file (for simplicity, you can move/copy your folder to the Unreal_Pak one, and drag it to the file from there).
Now you have the pak file (modfolder.pak in my case) ready to be added as a mod. I use Unverum for adding mods, so for me it is as simple as adding this file in a new folder and adding it to game it with Unverum.
And there you go, texts changed!
Hey, could you share a guide on switching supers and ultimates between characters? I noticed someone added Kaioken to Vegito Blue and another person used Revenge Death Ball with a Vegeta Ultra Ego mod.