The mod holding the main game's own scenes and story follows the <game>_game
naming rule; further parts stay <game>_<part>, reusable content is <theme>_pack.
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.
- An empty select "" carries no key=: the prompt keys go from the
scenarios and from the locale files.
- Scenario option strings live only in scenarios_<lang>.properties; the
duplicates in en/ru.properties are removed.
- English names/info for the map zones (mapzone/home, town_entry).
- locale/scenarios_ru.properties: Russian scenario strings get their own
file next to scenarios_en.
Findings of the resource atlas: engine and shell mods took these
resources from the content mod without depending on it.
- Main menu music (Serpent's Lament + the mainmenu playlist) -> base_menu.
- Battle win/defeat sounds -> turn_battle_base; UI sounds close_click and
skip -> interface; card selection effect -> card_battle.
- Journal notification texts (ui/journal/new, updated) -> quests_base;
settings screen texts (settings/*) -> base_menu.
- depends now declares characters_base, items_base and quests_base, whose
resources the content uses.