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Forest Village Modding LiF:FVM
STEAM GROUP
Forest Village Modding LiF:FVM
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5 December, 2016
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[SOLVED] German Translation - How to create a mod to expand, change and fix the translation?
Hello Modders and developers,

first of all I'm very excited about this game and it's awesome! Huge thanks to all developers of this game! Thanks also to the translator for his big work!

Also a big thanks to all modders who published already very nice mods!

I saw in the cfg.pak file is the Localisation.csv within the directory \cfg

I saw some errors in the German translation for example:

"177","prof_bakery","Baker","Пекарь","Bäker","Padeiro","Boulanger","面包师","Piekarz","Panettiere","Panadero"

It should be "Bäcker".

I want to add some additional texts where the German texts are missing.

For example:

"1135","MarketText","To trade at the market deliver selected resources to the market by pack mule from caravan stables.","Чтобы совершить сделку, доставьте указанные ресурсы на рынок с помощью вьючного мула из стойл караванов.",,,,,,,

How can I fix this within a mod?

Must the first columns with the numbers be exactly the one which I want to fix like in this case "177" and "1135" that it gets overwritten?

Or can it be also for example "1" and "2"?

Where should I post the fixes that the developers do see them and can integrate it into the game?

I saw these threads here:

http://lifeisfeudal.com/forum/german-translation-t20561/

http://lifeisfeudal.com/Discussions/categories/forestvillage

Or should I send the fixes to this e-mail: support@forest-village-game.com

Thanks a lot for any advice!
Last edited by Swiss Halberdier; 23 Dec, 2017 @ 5:03am
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Showing 1-15 of 19 comments
dominuskevin 3 Jul, 2017 @ 6:19am 
@Swiss Halberdier - Just a quick note until you hear from the devs. We can't do anything with game .csv. Localization .csv inside mods we can correct but not the ones installed for the game. That will have to come from them. As an experiment you can change yours by fixing the .csv in question then create a cfg folder in the main game folder. Place the repaired .csv file there.
Last edited by dominuskevin; 3 Jul, 2017 @ 6:20am
Swiss Halberdier 3 Jul, 2017 @ 6:53am 
@dominuskevin
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.
Last edited by Swiss Halberdier; 6 Jul, 2017 @ 2:28am
dominuskevin 3 Jul, 2017 @ 6:59am 
You hurt me feelings :>)) If I had any. Maybe see who posted that reply again. Have a nice day. Off to play.
Swiss Halberdier 3 Jul, 2017 @ 7:22am 
@dominuskevin
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.
dominuskevin 3 Jul, 2017 @ 7:29am 
Got a laugh to start my day. :>)
Swiss Halberdier 3 Jul, 2017 @ 7:42am 
@dominuskevin
:-D my apologies for this mistake here. And thanks again for your helpful reply. Have a nice day!
Last edited by Swiss Halberdier; 4 Jul, 2017 @ 5:59pm
Swiss Halberdier 4 Jul, 2017 @ 2:19am 
This would be definately great if the developers could include this feature for us modders that we can change or update the original localisation with a normal mod.

Thanks in advance for any feedback of the developers.
Last edited by Swiss Halberdier; 4 Jul, 2017 @ 2:20am
Alprog 4 Jul, 2017 @ 9:06am 
Yes, you can change any texts in game via mods!

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:

require 'scripts/system/localization' loadLocalization("custom.csv", "")

And custom.csv. Please make sure that it has UTF-8 format and last line is empty:

"ID","shortCode","en","ru" "1","btnLivingHouses","","Жилые дома!!!"

That is it! Also, notice that you can leave "en" column empty and override text only on your language.
Swiss Halberdier 4 Jul, 2017 @ 12:26pm 
@Alprog

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?
Last edited by Swiss Halberdier; 4 Jul, 2017 @ 4:31pm
Swiss Halberdier 4 Jul, 2017 @ 4:14pm 
@Alprog

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 :-)
Last edited by Swiss Halberdier; 6 Jul, 2017 @ 2:30am
dominuskevin 4 Jul, 2017 @ 4:55pm 
@Swiss Halberdier - off hand maybe try fv.core.loadLocalization("sh_forest_village_german_translation_fixes.csv", "") Worth a try.
Alprog 4 Jul, 2017 @ 5:04pm 
@Swiss Halberdier
ID doesn't matter at all.

"shortCode" and "en" columns are required. Others are optional.
Also you can leave "en" entries empty.
Last edited by Alprog; 4 Jul, 2017 @ 5:04pm
Alprog 4 Jul, 2017 @ 5:08pm 
@dominuskevin

It seems you miss this line:

require 'scripts/system/localization'

(however with the next update it will be unnecessary because it will be automatically required implicitly)
Last edited by Alprog; 4 Jul, 2017 @ 5:09pm
dominuskevin 4 Jul, 2017 @ 5:15pm 
Okay. I thought he already had that and was having an issue with a global call for loadLocalization. Thanks.
Swiss Halberdier 4 Jul, 2017 @ 6:01pm 
@dominuskevin

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.
Last edited by Swiss Halberdier; 6 Jul, 2017 @ 2:32am
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