Is it possible to make a mod in a different language from the game’s current language display its original text instead of showing “Tag Not Found”?

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I’m playing Grim Dawn in Korean. I discovered the Lightweight mode and found the Non-Lightweight mode more appealing, so I wanted to play with that instead.

I understand that this mode is in English. What I assumed was that the default NPCs, items, and description texts untouched by the mod would appear in Korean (as per my game language), while the texts and items added by the mod would appear in English.

However, things didn’t go as I expected. While the unmodified NPCs and items still display in Korean, the new texts added by the mod appear as “Tag Not Found.”

I’m not looking to translate the mod. What I want is for the new content added by the mod to show in English, not as “Tag Not Found.”

In short, I want the base game to display in Korean (my game language), and for any mod-added text to at least display in its original English rather than showing “Tag Not Found.”

Is there a way to make the mod content appear in English instead of “Tag Not Found” when the game is set to Korean?

Summary: I want to play the game in Korean, but I want the texts added by the English mod to be shown in their original English form instead of “Tag Not Found.”

I wrote this question using ChatGPT. Please excuse any awkward phrasing.

This problem is easy to solve, you just need to rename MOD\resources\Text_EN.arc to Text_KO.arc to achieve the goal.

Thank you for your response! The ‘Tag Not Found’ issue has been resolved.

The final remaining issue is that all the dialogue choices for the Dog NPC added by this mod appear incorrectly.

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(English)

2
(Korean)

These choices are all meant to represent the word ‘Yes’ in Korean.

I checked and confirmed that the related text is inside the Conversations.arc file.

I opened the Conversations.arc file as a text file and manually edited the relevant texts, but then the game failed to launch.

I tried changing the text to Korean and also to other English text, but the game wouldn’t run if the text was different from the original.

Is there any known solution for this issue?

Conversations.arc is a resource pack that cannot be edited as a text file. Instead, you need to unpack its contents *.cnv first, then use a tool (Quests and Conversations Extraction Tool GUI) to extract the *.txt files. Translate them and then compress them to Text_KO.arc.

So, to summarize, is it like this?

  1. Unpack Conversation.arc to get the .cnv files.
  2. Convert the .cnv files to .txt to modify the text.
  3. Convert the .txt files back to .cnv files.
  4. Do we compress these .cnv files into Text_KO.arc instead of Conversation.arc?

So, does this mean that we should also unpack the existing Text_KO.arc and merge the .cnv files obtained from Conversation.arc into Text_KO.arc before compressing?

No, just merge and compress the translated .txt into Text_KO.arc. If you know how to use the relevant tools, you don’t need to unzip Text_KO.arc and merge.

Thank you so much! After merging all the extracted .txt files from Conversations.arc into Text_KO.arc, the Dog NPC dialogues are now displaying correctly in Korean! Everything is working perfectly now. I truly appreciate your help!