![]() Deviation from this format can break the localisation file and cause all following lines to be ignored.Having a backslash followed by anything else will break the localisation. Double quotes within the text work fine (old game versions require them to be written as \"). Newlines must be written as \n and backslashes must be written as \\. For vanilla fonts, that's the CP-1252/ANSI set of characters. It can use almost any UTF8 character, but only characters that are contained within the font that the UI element uses can be displayed properly. Has no meaning, is used by eu4 devs to remember the 'version' of this text. a decision called test_decision will automatically use test_decision_title for the localisation of its title and test_decision_desc for the description). event titles, descriptions, option names) the key is specified in the other game files, in other cases it is derived from the code object name (e.g. ![]() This localisation key is used by the game to find where the text is supposed to be used. A localisation key which may only contain the following characters: A-Z, a-z, 0-9, '_', '.', '-'.All other lines must have the following format:.Empty lines are ignored (including whitespace and comments).You can use # inside quotes, in your text. As in other files, # outside of quotes denotes a line comment - everything after it in that line is not read by eu4 as long as it doesn't contain a double quote (").The first line of the file must be l_english: (replace "english" with other languages as before).txt) should be encoded in CP-1252/ANSI and never with BOM. To ensure the correct encoding, copy a vanilla localization file or use an advanced editor like Notepad++ to set it using the Convert to … option within the encoding menu. If a localisation file is encoded as a single-byte encoding such as ISO 8859-1, the game will fail to read the file and display the localisation key. The file must be encoded as UTF-8 with a byte order mark (UTF-8-BOM).When localising for languages other than English, replace english with that language ( french, etc.). The filename must end with _l_english.yml, for example mymod_l_english.yml.To replace existing localisations from vanilla or other mods, place your edited localisations into "localisation/replace".Localisation files can be placed in both the "localisation" and "localization" folder.The following rules apply to all localisation files: Hre_province_restored:0 "Territory restored to the Empire" MENU_MESSAGES_DISABLE_ALL:0 "Disable all" 7 Importing/exporting text to translate itĮU4 uses a format similar to YAML.
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