Mod Localization (Via myText.[language].resx)

DranKof shared this bug 3 years ago

Problem: At present, making/changing myText.[LANGUAGE].resx files doesn't work. Furthermore, we need a solution that won't jeopardize unmodified game definitions as the game gets patched -- even if the game accepted changes to the language files, localizations done by any mod would likely cancel out the localizations in all other mods. Mods need to be able to localize their own mod's text without influencing each other or being outdated with core game file updates.

Proposition: Currently the game only loads core myText.[language].resx files at the very beginning, replacing whatever specific strings it's coded to replace early on in the process. It seems to ignore modded language resx files completely, I could be doing something wrong or mistaken. A change in the code could allow myText.[language].resx files to exist in every mod that do not mutually overwrite and cancel out one another, or core game data. The code would need it to go through and see what custom strings are declared, and then go back and find if there are any strings to replace after all the other data is loaded.

More info and samples of relevancy:

Replies (2)


Hello, Engineer!

Thank you for your feedback! Your topic has been added between considered issues.

We will address all reported issues during future development and we will attempt to fix your issue as soon as possible. We are currently close to a Major release, which is under heavy development and this takes up a lot of our time.

Please keep voting for the issue as it will help us to identify the most serious bugs.

We really appreciate your patience.

Kind Regards

Keen Software House: QA Department

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