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.
- Remove keys nothing references any more (meeting_murakami/growl,
opt_home, opt_alley) in en/ru.
- An empty select "" carries no key=: drop meeting_murakami/after_wolf/
choose_enter from the scenario and from scenarios_en.
- locale/scenarios_ru.properties: Russian scenario strings get their own
file next to scenarios_en.
The resource atlas showed murakami taking characters, quests and battle resources from characters_base, quests_base and turn_battle_base without declaring them, which made the result depend on load order.