![]() What I want to say is that there is no good way to expand on existing languages in mods, not that there's no chinese language in the game yet(they will add it eventually, I think).Īlso, does the game actually work if you extract the. You don't have to name your localization a standard short name of that language, just as you wish. I can do A-B test without exiting the game, just switch to another one in Options. There is no opportunity between when the language localizations are added, and when the language is loaded, so there's no way to add additional localization for an existing language through the current mod system. The current DoLoad function under a do things in this order: first, mods are loaded and a are called. However, if I call it directly inside the a file, it doesn't actually do anything because the language doesn't exist yet. If I call it under the mod's OnLoad function, it's too late, because the language is already loaded. However, the problem lies on when to call Content.AddPOFileToLocalization. ![]() ![]() I want to localize a mod that I have into "japanese"(It's chinese but japanese is an existing language), and have a po file for my mod. Currently, there is no good way to add additional localization for existing languages in mods.
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