This is what was already written in another place by FOE, but I write it again here to inform widely.
To all the MOD authors:
When making a MOD, we the translators beg you to bear the following thing in mind.
Unlike other games like Titan Quest, localization of this game is performed by the very unique method. Even if it translates the text in the MOD, it does not work at all. It is because localization is performed only by letting Grim Dawn\localization"community_xx.zip" pass. As for localization, the text in MOD is disregarded completely.
Naturally, in order to put the text of MOD in the community_xx.zip, there must not be any text of the same name. When making MOD from this reason, we want you to build in the text of that MOD name from it. (When MOD has some texts, MOD’s name text need at least one of them.)
In case of the method of adding the text of MOD to the existing text, we have to remake a whole file of localization for every MOD, and it is a big task. This is troublesome also for the users of translation. If MOD is built in the text of the MOD name, required work is only translating it and putting into community_xx.zip.
And one more:
When making MOD, please don’t change the existing conversation of NPC or the quest-log, If change is added to the existing conversation or the quest-log, a localization file will cause severe confusion. Please build the new quest using new NPC.
For Translator — the summary of the translation method
As mentioned above, even if the text of MOD is translated, a game is not localized only by it. In order to make it display appropriately, the translated text must be put in a localization file.
When there are some texts in MOD, they are able to be brought together in one.
Since conversation and quest are woven in in the script, it is not easy to extract a text from there. If a text is extracted, I will upload it here.
Uuh…wait what. You want to include translations for all mods inside a community localization?
As far as I know, mods get loaded after the localization which would make the mods overwrite the translated files by the original ones anyway, or are localization files loaded after mod files?
Because if localizations get loaded before mod files, this pretty much makes no sense.
Edit: If localization files get loaded after mod files and overwrite the original mod files, this post may be worth a sticky…
The MOD which made a change to other MOD like DAIL may not coexist. So, I think that the localization file must be completely replaced in the case of DAIL.
Most of MOD’s texts except it may coexist. But on the occasion of actual use, each user will add a text required for himself to the ZIP.
In this game, localization is performed by the very special method as mentioned above.
When localization is chosen by a main menu, only the translation text of localization folder is read into a program, and the main texts and MOD’s texts are completely ignored (Tag not found). And so, the concept of being overwritten does not exist.
For this reason, the text name becomes important.
For example, when there are several MODs, the same name’s text of each MOD cannot exist together within localization ZIP. Moreover, if each text is packed into one text, the thing of the same ID will be read only the first thing.
If MOD is built in the text of the name of MOD, respectively, the text of MOD can coexist in the ZIP.
This seems more like a bug or something… mod translations should go in a mod folder, not in a collective community translation… but from what I understand it’s the only way? -_-
Unfortunately, there’s just this way if we’re aiming for a per language consistency. (That is, someone downloads a xlanguagex.zip and then plays the whole shebang in x language. Vanilla, Crucible, mods, etc.)
Of course there is the other option. One could make a zip per mod. But then the player would have to download said zip just to play the mod. For example, I want to play Grim Quest, I change my language to Grim Quest-EN/FR/DE etc and then play the mod. Bothersome.
I don’t know how languages worked back in TQ, and if the game had the ability to use the right *.arc depending on the global language setting.
(For example, I have FR set in game. Someone makes a mod in English, but translates it to french too, so they have modtext_en.arc and modtext_fr.arc. I download the mod and since I’ve chosen FR in-game it pulls the text from the modtext_fr.arc. I don’t know, sounds complicated either way to me:D)
This is the specification of GD though regrettable. In TQ, all the texts were contained in text_en.arc, and when translating them, localization was completed. However, the text of conversation or quest came to be contained in another file in GD. They are Conversations.arc and Quests.arc. But, since these are not pure text files, extraction of a text is not easy. Moreover, even if it is able to edit the text in Conversations/Quests.arc, since a font does not suit, garbled characters will arise.
Therefor, localization of this game is performed through the translation file in the folder of a localization speciality. And the text which is in an MOD folder by such a reason does not work at all about localization.
If MOD is built in the text of the own name, the translation text can exist together within ZIP. We translate the text of MOD and only offer it. And the users of MOD can localize by adding the text to translation ZIP for themselves.
For all the translators, I attached the conversation texts required for translation of CrucibleLT.
When you use CrucibleLT, translate these texts and put into a localisation ZIP.
EDIT: I exchanged for the text of the v0.4 on October 9.