Community Localizations (v1.0.6.0)

Create a Localization

Grim Dawn reads community localizations from the “/localization” subdirectory of the location the game is installed. This is usually similar to “Program Files\Steam\SteamApps\Common\Grim Dawn”. The game reads directly from a .zip file containing your localization files, which can be created using any standard .zip utility.

A community localization consists of a .zip file containing the localization texts along with a “language.def” file which tells the game the name of the localization as well as the font set to use.

example language.def:


language=French
fonts=FR
author=John Smith
version=v1.0.6.0

The name given in the language field is what shows up in in game options. Community localizations appear as “community_French” for example in the language selection box in game options.

Currently the following font sets are available:

“CS” - Czech
“DE” - German
“EL” - Greek
“ES” - Spanish
“FR” - French
“HU” - Hungarian
“IT” - Italian
“KO” - Korean
“NL” - Dutch
“PL” - Polish
“RU” - Russian
“ZH” - Chinese
“SK” - Slovak
“PT” - Portuguese
“BG” - Bulgarian
“JA” - Japanese
“VI” - Vietnamese
“TH” - Thai

If you are working on a localization and require a font set for a different language, please PM me the request along with a link to the unicode alphabet for your desired language.

Item Localization

Gender Support

If you want to make use of gender support, you need to edit tagItemNameOrder (it’s the first tag in “tags_items.txt”) to use ‘a’ instead of ‘s’ for the genderized parameters, and specify the index of the parameter which contains the item gender to use for the item.

for example (genderized prefix/quality/style/suffix, with gender chosen by name)


tagItemNameOrder={%_3a0}{%_3a1}{%_3a2}{%_s3}{%_3a4}

Gender codes would then be given to each tag representing an item name. The code present in the name is then used to pick from the genders supplied in other tags.

for example, a masculine singular object would be defined as follows:


tagSword=[ms]Sword

and a genderized suffix would be defined:


tagSuffixPower=[ms]Power[fs]etc[ns]etc

Recognized gender codes are:


[ms] Masculine Singular
[fs] Feminine Singular
[ns] Neuter Singular
[mp] Masculine Plural
[fp] Feminine Plural
[np] Neuter Plural

Reorder All Item Names

If you want to change the order in which item names are built for all items (from prefix/quality/style/name/suffix to some other order), you can change the parameter indexes around in tagItemNameOrder.

for example, name/quality/style/prefix/suffix (all items)


tagItemNameOrder={%_s3}{%_s1}{%_s2}{%_s0}{%_s4}

Recapitalize Item Names

If you want to recapitalize the item name string after it is created you can prepend ‘$’ to tagItemNameOrder. The string will be changed so that only the first letter is capitalized.


tagItemNameOrder=${%_s0}{%_s1}{%_s2}{%_s3}{%_s4}

“Godly Plate of the Whale” would become “Godly plate of the whale”.

If you want to mark a specific tag to prevent recapitalization you can prepend ‘$’ to the tag.


tagSuffixWhale=$the Whale

The item name would then become “Godly plate of the Whale”.

Individual Item Tag Reordering

If you require it, you can reorder only some tags, for example to move a certain prefix to the end of the item name, you can prepend reordering info to the tags.

The code is |X where X is from 1 to 9 indicating the new location relative to the locations of other tags.


tagPrefixToBecomeSuffix=|1Warrior's

Tags without reordering info set are considered to have ‘|0’. The tags making up the item name are then sorted in order of their indexes and the item name is created.

In this case, Warrior’s would be moved to the end of the string since all other tags aren’t reordered.

Conversation Localization

Gender of Target

You can change npc speech in conversations based on the gender of the target the npc is talking to (usually the player) using gender tags.

Hello [[ms]sir[fs]madam], how are you today?

Support for Scriptio Continua

If your language uses scriptio continua and you are encountering text wrapping issues in conversations, add the line “wordmode=false” to your language.def file.

Questions?

If you have game related issues with your translation you can post in this thread for help.

Thanks to the community localizers for their effort!

Attachment: community_english_1060_043018.zip
Attachment: 1010_1060.zip

Thank you for the pre release.

Thanks Rhis, I’m redy! :slight_smile:

Thanks Rhis! :slight_smile:

Hi Boys! Is there many changes/ New Lines?

The amount of text added and changed is not a great deal. Translation will soon be over. :wink:

I know there is a new note added. :wink:

I have several reports from players about dialogs not showing properly (i.e. some sentences are attributed to the wrong character), although we verified the number of lines in our translation. It’s not the end of the world, but I think it’s worth mentioning.

There’re always some errors in some files since I don’t know which version.

For translators:

As you may know, the conversation has changed slightly as AoM’s Cruisible Wave has increased to 170. However, some of the texts for translation in #1 are not reflected. So, I checked whether translations of each country that users can download now correspond to this. The result was as follows. Check the new and old texts attached.

npc_event_01, 02, 03
french, korean, vietnamese
All of these are old and should be corrected to the new conversations.

npc_event_03
chinese, czech, italian
Some numerical values remain old.

These are accurate:
german, japanese, polish, russian, spanish


BTW, translators who are translating both basic and expanded versions must keep the base version conversations outdated.

In the German base version these three conversations (npc_event_01, 02, 03) are for AoM, so you will need to replace them with old ones.

Thx for this info!

asdasddsasd

I don’t think it has been said (otherwise I apologise), but this thread has not been translated:
TagGDX1NPC_IllusionistS01

Is that a filename, or is it the missing line in “tagsgdx1_storyelements.txt?”
I saw every corner, but I could not find such a file or NPC. Where is that Illusionist?

Apparently there is a concern about how Localizations, aka Translations, will be handled by the XBox version.

Please see the quotes and related links below.

Thanks!

It’s a line.

As far as I have investigated, such a line does not exist in “tagsgdx1_storyelements.txt.”
Which text has that line? Also, where does the IllusionistS01 appear in the game?