Skip to content

Instantly share code, notes, and snippets.

@WillyMartin
Forked from enenra/tutorial_localization.md
Created March 15, 2020 19:31
Show Gist options
  • Save WillyMartin/ea8bc4972928b64ddd86be10d5987190 to your computer and use it in GitHub Desktop.
Save WillyMartin/ea8bc4972928b64ddd86be10d5987190 to your computer and use it in GitHub Desktop.
Tutorial: Using SE's Localization Features in Mods

Tutorial: Using SE's Localization Features in Mods

This tutorial covers the setup of localization files for your mods, which will enable you to move all your text out of your SBC definitions. This is good practice but more importantly also allows you to include translations of your mod within the mod itself - without a need to create and maintain a second mod.



Required Tools

Setup

Download SISK's LoadLocalization script and the empty MyTexts.resx file. Place them as follows:

[YOURMOD]\Data\Scripts\SISK\LoadLocalization.cs
[YOURMOD]\Data\Localization\MyTexts.resx

The script will automatically load all localization files (== RESX files) present in the Localization-folder of your mod.

Next, open MyTexts.resx and you should see something like this:

Within your SBCs, place any string into the field you'd like to show text in, then add that same string to the Name-column in the MyTexts.resx-file. Place the text you want to show ingame into the Value-column. This is pretty much it.

Translations

In order to include translations in your mod, simply include correctly named MyTexts-files for the respective language in your mod:

Ensure that the Name-column always stays the same, but replace the strings within the Value-column with the translation of the string in the respective language. When a player selects a certain language ingame, the correct translations should immediately be used.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment