I used commas and quotation marks but I did not understand how the header list related to the body lines. Your original table didn't work, because the body of the table didn't match the header.
It's really that simple, I can't really think of any other way to explain it to you Again, it's a table with columns and rows, so naturally the body of the table must match the header, not only in sense of the meaning of individual entries, but also in number of entries.
The latter is done using commas which are there to let the game know that it's a new entry in the table.
Your new table is also wrong as it's contains a comma after english and the entry with the perkLightArmorRank1LongDesc key also ends with a comma. Why did you leave those commas there? It's unnecessary and doesn't match the vanilla format. I can't stress this enough. You may think that if it works, it doesn't need fixing, but then you will run into other issues if you ignore the way vanilla file is constructed and you will have no clue what went wrong again I'm looking at adding 5.
Update: Apparently it's required to have that first line that defines the table. Once I had that as the first line in mine it now works properly. It may be worth putting in your OP that you need that first line that defines the table else it doesn't function when pushed.
Hello i have been making a code adding a lot but for my Recipes it will have the picture of the custom item But will not give me the name of the ingredient EG below: If anyone is to help me figure this out I would greatly appreciate it. Does your mod or what you've done has a location file?
Hi there Gouki yes i have a localization file i just have no idea who to write it i have got my custom items with Desc and custom names for when hovering over them i just been trying to figure out how the code is written for a Recipes window.
Good that you have solved that problem. For the location here is an example:. It's already there in the rule number 1 with an example. I'm sorry, but I can't think of any better way how to explain it I am aware of the flexibility of the format of this file, but this was meant to be a short guide for beginners to teach the players how to format their first basic localization.
The reason why I'm encouraging them to stick with the vanilla format is simply that there's always an example in vanilla localization. Therefore adding something like this may be counter-productive. As you can see, some people find it difficult to even understand the vanilla format. If I added another option to the guide, they could be confused even more and make more mistakes.
This is an understatement of the vanilla format of localization. This is the same as if you said that you don't need a manual to assemble a chair from the parts, then you throw out some of the parts because you have no idea where they are supposed to go and as soon as you sit on it, it breaks. Going with the simple format is neither easier nor better. Just because it seems to work even if you throw out some part of it doesn't mean that it's better, it just means that you don't understand the purpose of the part that you just threw out and you still might need it later.
Besides, what might seem as easier to you may seem more confusing to others who don't really know what are they doing, because they are still learning their way through this. Some people prefer a simple solution that would allow them to quickly copy and paste the lines they already have at their disposal in vanilla file and make some changes to them to repurpose them for their mod rather than trying to write their own lines from scratch, not really knowing how to do it correctly.
Ultimately, people first need to learn the vanilla format to understand how it works and how to do some changes to it safely without breaking it and this little guide is for them. The knowledge how to simplify it comes along with it automatically, if they ever wanted to go that way. Just an FYI for those people who actually want to do localization for their modlets, and not just add English entries I found this online tool helpful.
It will translate English text into multiple languages at once:. I can't vouch for the quality of the translations. But, IMHO, something is usually better than nothing. After a glance at that site, I can kind of vouch for the quality, but not in a good way. Let's put it this way--in the interface, their translation of "Japanese" is "Japanese person" as opposed to "Japanese language.
Best possible outcome: unintentional hilarity. You forget that this best outcome is actually the best outcome possible. If you give the word "japanese" to a translation service and do not supply a context by hand then even a human translator could not do better. Asian companies have done this automatic translations of their product manuals for ages and it worked i.
Does anyone know what happens if you override a vanilla entry in localization. Let's say you wanted to insert a basic survival quest before that one, so that it is now 2 of 9. What happens if you supply this? Or does the game assume there is no localized text for that language, and display the English text? If anyone uses Google Sheets, it turns out that Google has included a function to translate cells automatically. Why does this matter?
Because, basically, Localization. Those can be imported and exported by pretty much any spreadsheet software, Google Sheets included. If you copy a formula to another cell, the reference to the original cell "F2" gets updated. You can easily copy a formula to other cells by double-clicking on the little square icon in the bottom right corner when you select a cell with a formula in it.
If you're translating from another language, put in that language code instead of "en" - and make sure you also put that formula into the place where the English version goes. So, you can set up a template with those formulas entered for every language that 7D2D supports. Copy that template, add the relevant information into your spreadsheet the key, the English original text, etc.
Then rename that file to Localization. Bingo bango - you now have a modlet that has all the translations for all your text, not just English. I've already used this and it's stupid simple. You do sometimes get errors - I suspect Google is throttling the translation services - but reloading the spreadsheet fixes them in my experience.
Microsoft also has translation services, so there's probably some similar functionality for Excel, but I don't use Excel. Anyone with this link should be able to view it, but not modify it and if I'm wrong You need to be a member in order to leave a comment.
Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Existing user? Before you report a bug! Share More sharing options Followers 2. Recommended Posts. Posted September 5, Hello everyone, recently I was trying to help another modder who wanted to learn how to write his custom Localization. Although the original idea was to give him a quick answer, it turned out to be a little tutorial I thought someone else may find useful, so here it is for everyone: Think of the content of Localization.
Following these three simple rules will help you to write your own basic localizations from scratch: 1. That's what the rule number 2 is all about: Writing long texts that have to include commas such as item descriptions would normally break the Localization. To avoid that issue, the whole entry must be written inside double quotation marks like in the following example: "This is one entry in Localization. All thanks to being written inside double quotation marks!
In game this text will look like this: This will be shown on the first line. Store Page. Global Achievements. Hi, I am running a server but for some reason it seems he is often crashing over the night in real. Any idea where i can find the log of the problem? I copied the game folder to another location and run the server from that folder. But i don't see any error log. Any help? KR, MysticFist. Showing 1 - 2 of 2 comments. Pretty sure this is covered in the Pinned thread.
If you're running a dedicated server, the log location can vary some though. Usually you set it in the startup string. Wall-O-Text posts are typically ignored. Ok i found it.
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