TETRISOID Posted February 19, 2018 Share Posted February 19, 2018 (edited) I want to create rule/hint to those who creating mods and uses localization for it. First : there is "GameData.pak \ Libs \ Localization \ localization.xml" file where you need to add "<entry>zzz_mods.xml</entry>". Second : When you will create your mod, you just place translation in this file : "Localization / {your_language}_xml.pak / zzz_mods.xml" Benefits : Easy to take and translate to another language. No need to search difference in all database of this text. Edited February 19, 2018 by TETRISOID Link to comment Share on other sites More sharing options...
IGSpelly Posted February 19, 2018 Share Posted February 19, 2018 *want And, what mods need localization? Like texture mods, or changes to written text shown ingame? I am a noob so please be explicit. Link to comment Share on other sites More sharing options...
TETRISOID Posted February 19, 2018 Author Share Posted February 19, 2018 ...what mods need localization?... Right now there is few mods that use Localization (text and description).Mods like "Perkaholic" or "Unleveled Perks"But in future, i sure, there will be new categories for "quest mods" and "item mods".They will need to have they own description, and that description will lie at Localization folder.And for everyone to not just add their content to default files of description "text_ui_*.xml", i suggest to use one file.Or create lua-scrypt to read adition files from Localization / {your_language}_xml.pak / *.xml. Like it was used for mods files. Link to comment Share on other sites More sharing options...
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