Chinese Localized Translation

v0.1.2·Updated 2026-09-04

A Chinese localization module

About this mod Machine translation

Chinese localization module

A Chinese localization module

How to use

  • If you have installed other Chinese modules before, please remove other Chinese modules first to avoid problems. If you have not installed the module yet, you need to install the BepInEx module loader in the standard installation method first.
  • Install the GameTranslator front-end (I refer to it as GT module). If you install it manually, please directly drag and drop the BepInEx folder in the GT module compressed package to the root directory where the BepInEx folder is located after you install the BepInEx module loader.
  • If you cannot find the GT module, please go to Github to download:
  • Download this module and copy the installation method of GT module
  • Start the game and you should be able to see the Chinese version.

advanced user

You can add your own translation text and translation maps in cfg at will. The translation experience is closer to AutoTranslator, so you can know what kind of mode it is after trying it a few times.

I will not deal with the production of textures such as the opening texture. That is not where my hook should work. I am unlikely to try to replace the textures of in-game objects in the future, so I reserved the public switch in the GT module. I only need to open it myself and replace it like AutoTranslator.

another version

Under some special circumstances, I may put the newly made compressed package on Github, which may contain some of my latest ideas:

Changes regarding the game’s support for mods

When you install the GT mod, your game will be marked as a Modded client due to the use of the BepInEx module loader.

If you have a multiplayer module (MoreCompany), you must encounter Modded (module) clients/hosts, and the option to filter the MOD lobby will not be displayed when filtering the lobby.

Regarding the re-release of Chinese localization modules

Forking this Chinese localization module requires you to clearly divide your credit. When redistributing, you must retain the following list of all contributions, and the description must not damage the labor results of any contributors.

This Chinese localization module was originally inspired by XoFKon's Chinese module, and switched to SweetFox's GT module midway for branch research and improvement.

This Chinese localization module is only allowed for non-commercial use. I have never sold a Chinese localization module!

The redistribution authorization will be automatically terminated due to violation of the above requirements. The core should be based on the MIT license, but this time I expressed it in my own language.

Have your own ideas?

Starting from August 24, 2026, the following things will definitely happen to the adopted contribution content (PR). In fact, it is just a benchmark CLA.

Copyright for the contributed content is granted to the project maintainer, which will be used for future updates and compliant redistribution branches

Contributors retain the right to authorize, and contributors can decide whether their IDs are included in the contribution list (the contribution list is always updated after the module is updated)

Contributions must comply with the credit allocation and non-commercial use restrictions in the redistribution requirements.

Contributed content must be original (this usually happens with stickers). Even if AI generates content for you, the responsible party for this content belongs to the contributor (it is not enough to label AI generated)

If you think this is risky for you, you can put your translation content in your own integration package

anecdote

I know that it is too exaggerated to impose so many exaggerated regulations on a single Chinese module, but trust belongs to both parties. In order to avoid future disputes, I must have a more trustworthy solution.

If the contributed translation content contains anything related to cheating that can obviously interfere with other normal players, such as cheating modules that mod …

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackCoolLKK_Group-GameTranslator

File & checksum

Filename
Chinese_Localized_Translation-0.1.2.zip
File size
86.8 MiB