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Octopath Traveler 0

Featured Replies

  • Localization

I extracted the localization texts with fmodel from: Octopath_Traveler0_DEMO\Octopath_Traveler0\Content\Paks\pakchunk0-Windows.pak
The localization files are located in: Octopath_Traveler0\Content\Local\DataBase\GameText\Localize\EN-US
An example is the pair of files inside EN-US\SystemText: GameTextUI.uasset and GameTextUI.uexp


With fmodel I can clearly see the contents in JSON format, but I cannot extract, modify, and recompile them.
I tried using UE4TextExtractor, but there are no .locres inside.
I also tried UAssetGUI, which does not extract the dialogue text.


I have the usmap files and the UE version is 5.4.
Attached you can also find the Russian mod, in case it may be helpful.

English localization.zip Russian Localization.rar

Mappings.rar

Edited by Unlock777

  • Supporter
47 minutes ago, Unlock777 said:

Please, help me

Please, help us: there's an AES key required to decrypt the pak file.

12 minutes ago, shak-otay said:

Kérjük, segítsen nekünk: AES-kulcs szükséges a pak fájl visszafejtéséhez.

here you go :  0x09D01B34E843AC6BE08BD854B3CEDA0C4CA52281C08B02BF827F3ADA77173BCA

  • Supporter

Thanks! Works.

But, when I click on DataBase/Gametext/.../SystemText/GameTextCharacter.uasset I get ParserExceptions.

Maybe another Octopath commit is required? (Latest as of Nov, 19th)

16 minutes ago, shak-otay said:

Thanks! Works.

But, when I click on DataBase/Gametext/.../SystemText/GameTextCharacter.uasset I get ParserExceptions.

Maybe another Octopath commit is required? (Latest as of Nov, 19th)

I haven't found a solution for this yet.

  • Author
  • Localization
1 hour ago, shak-otay said:

Here's a tool, but it's supposed to have 10 threats plus I dunno which UE version it was made for.

(You might test it in a VM.)

This tool is for Octopath Traveler 1 (using Unreal Engine 4).
Octopath Traveler 0 use UE 5.4.

aes-key:
0x09D01B34E843AC6BE08BD854B3CEDA0C4CA52281C08B02BF827F3ADA77173BCA
aes-key base64:
CdAbNOhDrGvgi9hUs87aDEylIoHAiwK/gn862ncXO8o=

In fmodel, you also need to use usmap, which you will find attached.

Edited by Unlock777

  • Supporter
On 11/30/2025 at 7:34 PM, Unlock777 said:

With fmodel I can clearly see the contents in JSON format, but I cannot extract, modify, and recompile them.

Can you give a screenshot?

I used UAssetGUI with tojson paramter and converted some Base64 data from the created json file:

Quote

*You can carry this data over to the full game.m_id z)m_gametextOut of Timem_id z+m_gametext /The adventure will continue in the full game...m_id z,m_gametext NBut you are still free to roam the world for the remainder of the three hours!m_id z-m_gametext :Help Wishvale's restoration or embark on other adventures!m_id z.m_gametext Thank you for playing!m_id z/m_gametext`Three hours of play time have passed, which brings us to
the end of this demo. But not the end of your adventure—
you can carry your saved data over to the full game to
pick up where you left off!
 

 

  • Author
  • Localization
2 hours ago, shak-otay said:

Can you give a screenshot?

I used UAssetGUI with tojson paramter and converted some Base64 data from the created json file:

 

I am attaching the fmodel json file.

With uassetgui, what procedure did you follow to obtain that result? Maybe I'm missing something, as this is the first time I've used uassetgui.
Edit: Ah ok, thanks, with .\UAssetGUI tojson GameTextUI.uasset GameTextUI.json VER_UE5_4 Mappings.usmap I can get the base64 code, but it is unreadable:

����������m_DataList�d��m_id��m_gametext��No data.�������������m_id�m_gametext��Held�������������m_id �m_gametext��None�������������m_id!

GameTextUI_fmodel.rar

Edited by Unlock777

  • Supporter
6 hours ago, Unlock777 said:

I am attaching the fmodel json file.

 

Thanks. How did you get the json file from fmodel? (which contains the converted Base64 data already)

Edited by shak-otay

  • Author
  • Localization
5 hours ago, shak-otay said:

Thanks. How did you get the json file from fmodel? (which contains the converted Base64 data already)

I think you've already set up the aes-key and the correct version of Octopath Traveler 0 (5.4) on fmodel.

You need to add the usmap file, which I attached.

To do this, go to Settings->Mapping File Path and select the game's usmap file.

Then, in Fmodel, navigate to the correct folder (e.g., Content/Local/DataBase/GameText/Localize/EN-US/SystemText/GameTextUI.uasset) and export the file to .json, with right-click and then Save properties (.json).

Edited by Unlock777

  • Supporter

Thanks, I get a header like you but then numbers only (with GAME_UE5_4):

Quote

{
  "Type": "BinaryAsset",
  "Name": "GameTextUI",
  "Class": "UScriptClass'BinaryAsset'",
  "Flags": "RF_Public | RF_Standalone | RF_Transactional | RF_WasLoaded | RF_LoadCompleted",
  "Properties": {
    "BinaryData": [
      129,
      170,
      109,

       ...

       ...

 

  • Author
  • Localization
1 hour ago, shak-otay said:

Thanks, I get a header like you but then numbers only (with GAME_UE5_4):

 

I created the .pak file with only GameTextUI.uasset and uexp, because the entire pak was too large to upload here.
This pak works, tested.

pakchunk0-Windows_P.rar

  • Supporter

Thanks! (But what is the difference to the 1.11 GB pak form the Demo which I use? edit: there's none, same issue :classic_sad: )

(I'm using fmodel 4.4.4.0 with "Aion2 and OctopathTraveler 0 support")

 

Edited by shak-otay

  • Author
  • Localization
1 hour ago, shak-otay said:

Thanks! (But what is the difference to the 1.11 GB pak form the Demo which I use? edit: there's none, same issue :classic_sad: )

(I'm using fmodel 4.4.4.0 with "Aion2 and OctopathTraveler 0 support")

 

Same version. Are you sure you’re using the correct AES-key version?
0x09D01B34E843AC6BE08BD854B3CEDA0C4CA52281C08B02BF827F3ADA77173BCA

  • Supporter

Of course, the pak wouldn't be extracted without it ([ERR] An encrypted archive has been found)

Thanks for your efforts, guess I need to dig deeper. (Got the project compiled and debugged it a little bit but my knowledge is too poor...)

(Need another working game (pak). Checked fortenite, but found locres only, which seems to be displayed properly, though.)

Edited by shak-otay

  • Supporter
  • Featured
On 11/30/2025 at 7:34 PM, Unlock777 said:

I extracted the localization texts with fmodel from: Octopath_Traveler0_DEMO\Octopath_Traveler0\Content\Paks\pakchunk0-Windows.pak
The localization files are located in: Octopath_Traveler0\Content\Local\DataBase\GameText\Localize\EN-US
An example is the pair of files inside EN-US\SystemText: GameTextUI.uasset and GameTextUI.uexp


With fmodel I can clearly see the contents in JSON format, but I cannot extract, modify, and recompile them.
I tried using UE4TextExtractor, but there are no .locres inside.
I also tried UAssetGUI, which does not extract the dialogue text.


I have the usmap files and the UE version is 5.4.
Attached you can also find the Russian mod, in case it may be helpful.

English localization.zip 24.34 kB · 6 downloads Russian Localization.rar 26.44 kB · 5 downloads

Mappings.rar 602.02 kB · 6 downloads

 

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