Morphjne Modpack
Modpack for me
About this mod Author’s original text
Morphjne Modpack
Modpack for me.
Credits
The bundled Korean translations were written against the English originals.
EpicLoot ships with no Korean translation, so the Japanese translation from
EpicLoot_Japanese by jp
was used as the base: translated into Korean, then proofread line by line against
the English source. Thanks to jp for that translation.
For the Therzie mods, the translations were rebuilt from the English originals.
The existing community Korean files were missing most of their keys (Warfare had
65 of 397, Wizardry 30 of 340) and carried mistranslations, so they were kept only
as a reference for wording that already read well.
Translation files only load when the game language is set to Korean, so they have
no effect for players using any other language.
Known behaviour
Magic items you already owned before installing the translation may keep their
English names. EpicLoot builds a magic item's name once — at the moment the item
is enchanted — and stores the result on the item itself. Only the prefix and the
suffix are stored as tokens and get localized every time they are drawn; the base
item name and the connecting word are baked in as plain text right then.
So an item enchanted before the translation was applied shows up as something like
식인 까마귀의 Hellblade Cleavers of 차단 — affixes in Korean, base name still in
English. Items crafted or enchanted afterwards display correctly. This is how
EpicLoot works rather than a problem with the translation files: the very same
item shows its Korean name (지옥날 쌍도끼) at the crafting station, where the name
is translated on the spot instead of being read from stored data.
Portal pins missing from the map. TargetPortal refreshes its pins from a
coroutine started in Minimap.Start, and that coroutine reads
Player.m_localPlayer — which is still null while the world is loading. On a
heavy modpack the player can take several seconds to spawn, the coroutine throws
a NullReferenceException before that happens, and Unity kills the coroutine for
good. No pins are drawn from then on, and portals may connect to stale targets.
Open the map and press P twice to toggle the portal icons off and on; that
calls the pin refresh directly and everything comes back. Interacting with a
portal does the same. This is a timing bug in TargetPortal 1.2.3 (the current
release), not something the modpack config can fix, and it can recur on any
login.
Two mods cannot be translated at all. SeaAnimals and Blacksmithing never call a
localization system: their strings are baked into the asset bundle or written straight
into the code, so there is no token for a translation file to override. SeaAnimals item
names (Maritime Saddle, Orca, Dolphin) and the orange First craft bonus available line
Blacksmithing adds to the crafting panel stay in English no matter what the modpack ships.
Nothing is broken — there is simply nothing to translate against.
Change Log
1.1.0
Add QoL and content mods, update EpicLoot to 0.13 and extend the Korean localization to its new Shardstone content, fix Korean text not rendering in mod UIs, rebuild the Therzie translations, resolve config conflicts between overlapping mods.
Added
- Foglands by Azumatt
- MyPitsDontLeak by Azumatt
- KoreanFontFallback by Morphjne — some UIs use decorative fonts with no Hangul glyphs, so Korean text was drawn as blank space (EpicLoot's enchanting table tabs, for example). Registers the game's built-in NotoSansKR as a fallback font; no effect on other languages.
- ConditionalConfigSync by shudnal — dependency of MyLittleUI
- Firefly by shudnal
- MyLittleUI by shudnal
- BottleShips by sighsorry
- Trolling Fishing by sighsorry
- AutoRemoveDeathPin by yudi7ll
- Zen ModLib by ZenDragon — dependency of ZenMods
- ZenBossStone by ZenDragon
- ZenHoverItem by ZenDragon
- ZenPlayer by ZenDragon
- ZenRedecorate by ZenDragon
- ZenSign by ZenDragon
- ZenWorldSettings by ZenDragon
Updated
- AzuCraftyBoxes by Azumatt 1.8.14 → 1.8.15
- AzuExtendedPlayerInventory
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: