Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






The localization.exe is inside the game folder DarkestDungeon/_windows/localization.exe you have to make a localization.bat inside the localization folder of the mod pointing to the localization.exe. This is what mine looks like: START ../../../../Library/steamapps/common/DarkestDungeon/_windows/localization.exe >>error_try.txt -prefix head_start
../ goes back one folder so you may need a lot of those depending on where you are keeping the mod files. If you do it write it will generate a loc2 for every language you speciffied on the xml if you do it wrong the execution will just fail. All launguages not listed on the xml will show up as id entry in pink instead of the actual name.
<?xml version="1.0" encoding="UTF-8"?>
<root>
<language id="english">
<entry id="hero_name_paracelsus"><![CDATA[Paracelsus]]></entry>
<entry id="hero_name_junia"><![CDATA[Junia]]></entry>
</language>
<language id="french">
<entry id="hero_name_paracelsus"><![CDATA[Paracelsus]]></entry>
<entry id="hero_name_junia"><![CDATA[Junia]]></entry>
</language>
</root>
Did you do anything special when putting down heroes names into file? Whenever I try to make my own version hero 3 and 4 always have weird pink font instead of game font.
The non-skin/cosmetic related mods I'm using are Unlimited Inventory Stacks, your 50/50 Affliction Chance mod, Level Restriction Removal, Three Trinkets, Better Trinkets, The Marauder, and The Dutchess. I tried it with Unlimited Inventory Stacks at the very top with Head Star just beneath it and the other way around and the problem was still there.
Side note I also noticed was that I had 99 food while in the Old Road so it may be something to do with Unlimited Inventory Stacks so I am fixing to test that.
in the description its says buildings will be open in the first week so will it work with those?
Also, you may need to look DarkestDungeon\shared\quirk\quirk_library.json on the game folder to look up the actual quirk names as quite a few of them have different names than what is displayed ingame, you need those to names to actually use on the mod file to change quirks.
As for the buildings... I took a look at No rising costs with rising level mod files and it only alters estate.json files for all game modes and dlcs while Head Start alters files like [bulding_ name].building.json for all the buildings on the mod description and stage_coach.upgrades.json that is problably why they work together.
As stated at the compatibility section of the mod description it's not compatible with mods the alter the buildings. Also because I altered the persisted save used to start a new game and the reward for completing the old road mods that mess with the same stuff or completely remove the old road are not compatible also you only get them on new games. Hardcore overhaul mods like Pitch Black Dungeon are also not compatible as they alter way too much stuff.
If your problem is none of those let me know what mods you are using. I'll also take a look at the mod files once I get some free time I have been busy so don't know if any new builds came out for the game because if that is the case my mod might be broken for now.
I have been thinking for a while now that it was a bad idea to add building edits to this mod so I'm thinking of maybe spliting it into two mods since I plan to edit more buildings. Plus with a mod only editing the tutorial and maybe the 1st quest it could be disabled as soon as those are finished, and another mod just for the building edits since I plan on making more edits to them anyway.