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Thanks a lot for your very helpful answer!
I'm a big fan of your mods on the workshop and learned a lot about modding while using your mods and checking your content there. My biggest respect for your overall work for the community! :-)
I understood what you mean, that we can add custom stuff in our own localisation.csv file if we add custom content like new buildings. But we can't fix stuff of the original localisation.csv file within our own mods yet.
This would be definately great if the developers could include this feature for us modders.
I tried your hint and yes it definately works good for me after I created a \cfg folder within the root game folder and added my fixed "original" Localisation.csv there. Now I see all my fixes :-)
Basically I could release it on the workshop. And then create a tutorial how the players must manually copy/paste the \cfg folder and the Localisation.csv file to their root game folder. They would have to replace my updated file each time when a new patch comes out.
So I'll wait for a response of the developers with this.
Oh I'm so sorry! I made a mistake in the last post while reading another reply from cstoneburner and forgot to change the @ to your name here.
:-D my apologies for this mistake here. And thanks again for your helpful reply. Have a nice day!
Thanks in advance for any feedback of the developers.
First of all, let me explain how system works.
There are globally unique shortCode for all text in ForestVillage.
When game loads cfg/Localization.csv it loads shortCode as it is.
All mods also has it own localization.csv, but game implicitly add prefix with modId for them.
"title" goes "951529858:title"
"description" goes "951529858:description"
and so on.
But there also function loadLocalization with two parameters:
- path to custom localization file (relative to your mod folder)
- prefix for all shortCodes in file.
You can pass something like "951529857:" to localize someone's mod or empty string to override core texts.
Ok, let's put it together. You need 2 files in your mod. script.lua:
And custom.csv. Please make sure that it has UTF-8 format and last line is empty:
That is it! Also, notice that you can leave "en" column empty and override text only on your language.
Huge thanks for your very informative answer and all your useful special informations! :-)
Yes I'm using Notepad ++ and encoded all .lua or .csv files to UTF-8.
Can I ask you please to correct me here and/or confirm if I understood it correctly?
For example I'm using these file names and both are located directly in the mod folder:
sh_forest_village_german_translation_fixes.lua
sh_forest_village_german_translation_fixes.csv
Also the normal localization.csv is there too.
> Content of the file localization.csv:
"ID","shortCode","en","ru","de","pt-Br","fr","zh-CN","pl","it","es"
"1","title","Deutsche Textkorrektur","","Deutsche Textkorrektur","","","","","",""
"2","description","Deutsche Textkorrektur","","Deutsche Textkorrektur","","","","","",""
> Content of the file sh_forest_village_german_translation_fixes.lua:
require 'scripts/system/localization'
loadLocalization("sh_forest_village_german_translation_fixes.csv", "")
> Content of the file sh_forest_village_german_translation_fixes.csv:
"ID","shortCode","en","ru","de","pt-Br","fr","zh-CN","pl","it","es"
"1","prof_bakery","","","Bäcker","","","","","",""
"2","prof_carpenter_info","","","Tischler. Schnitzt einfache Werkzeuge. Schreinerei erforderlich.","","","","","",""
"3","MarketText","","","Erstelle mit einem Packesel aus den Karavanenställen einen Transportweg von einem Lagerhaus oder einer Scheune mit den Ressourcen zum Markt.","","","","","",""
BLANK LINE HERE
Could I also leave the ID number the same as the vanilla ID number?
I mean that I can easily check the updated vanilla localisation in further patches if the related entry still needs to be fixed or if it has been fixed by the developers already. Like this below:
"177","prof_bakery","","","Bäcker","","","","","",""
Or must the ID's always be "1", "2", "3" that it will work?
And I guess it is very important that I use all 11 columns and filling up the other languages with "" that these don't get touched?
Somehow I'm doing something wrong I guess :-(
I did all what is written above and both .lua and .csv are in UTF-8. Both files are directly in the mod folder located. I activated the mod and launched a save game.
The log.log file contains this error message:
Mod 964013477 failed to load: ...13477/sh_forest_village_german_translation_fixes.lua:12: attempt to call global 'loadLocalization' (a nil value)
The line 12 of this file contains this:
loadLocalization("sh_forest_village_german_translation_fixes.csv", "")
Thanks again in advance for your wisdom here :-)
ID doesn't matter at all.
"shortCode" and "en" columns are required. Others are optional.
Also you can leave "en" entries empty.
It seems you miss this line:
(however with the next update it will be unnecessary because it will be automatically required implicitly)
Absolutely you were right! I gave it a try and it was succesfull! Big thanks!
This is now the content of the *.lua file:
require 'scripts/system/localization'
fv.core.loadLocalization("sh_forest_village_german_translation_fixes.csv", "")
@Alprog
Great to know that the ID doesn't matter at all. I included now the same ID numbers as the original values use as it is then easier for me to compare my fixes with the upcoming patches.
Alright that's good to know that after the next update the line "require scripts/system/localization'" isn't needed anymore as you wrote.
"next update" sounds great by the way ;-)
By the way the German translator did a very good job on the translation!
I just found some minor misspellings and missing entries of several buttons of the UI.
Thanks a lot to both of you for helping me here so much! :-) It's very appreciated!
I will include you both of course in my credits after the release of the mod.