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3、Some mods even require localization within specific scripts, making it nearly impossible to create a standalone localization patch—examples include “Fury of the Scorned - A Tanking Overhaul Chinese” and “Unique Loot Drops Chinese.”
I apologize, but I currently don’t know how to compile the XML language file for your mod. As a temporary measure, I’ve reverted your mod—along with others that haven’t received author approval—to the second form mentioned above, even though it may not work properly.
1、Localizing directly using existing XML language files in the mod seems different from Baldur’s Gate 3. In Divinity: Original Sin 2, it appears the author must first manually compile a complete version (in any language). After that, creating a localized XML patch should work—similar to what I did with “Grenadier Chinese.”
Here's the link to the official wiki: https://docs.larian.game/The_Divinity_Engine_2
And here's the link to the page about localization: https://docs.larian.game/Modding:_Localization
I pretty much use Google to find stuff (e.g. "divinity engine localization"), but you can navigate the wiki just as well (it's English though). We can work together on this if you want, so feel free to add me if any further concern comes up!
Now, I am hoping to use the official editor for this work, as it might allow me to set up separate language files for the mods. Unfortunately, I am not very proficient with this editor, and I cannot find relevant content or tutorials in my own language. May I ask where I could find usage tutorials for the Divinity: Original Sin 2 official editor?