UniversalModLocalizer
A scoped Valheim mod localization system for exporting, importing, applying, and syncing translations for installed BepInEx mods.
About this mod Author’s original text
UniversalModLocalizer
Translate Valheim mods without editing their files. Export texts, translate them, import them back and keep every mod neatly separated.
English
UniversalModLocalizer is a translation tool for modded Valheim.
It was created to make translating mods easier without having to manually edit DLL files or modify the original files of each mod.
The mod scans installed BepInEx plugins, finds translatable content and exports it into simple JSON files that can be edited with any text editor or translation tool.
Each detected mod gets its own folder based on its BepInEx plugin GUID, so translations from different mods stay separated and are much easier to manage.
Once your translation is ready, place it in the corresponding import folder and reload it directly in-game.
Features
- Separate translation folders for every detected mod.
- Simple UTF-8 JSON translation files.
- Automatic detection of installed BepInEx plugins.
- Reads existing JSON, YAML/YML, CSV, TSV and TXT localization files.
- Standard scan with uml scan.
- Deeper visible-content scan with uml deep.
- Reload translations without restarting the game using uml reload.
- Runtime translation support for hardcoded UI text.
- Support for TMP_Text and Unity UI Text.
- Support for simple dynamic text templates and placeholders.
- Prefab scanning for items, creatures, building pieces, effects and other visible content.
- Server-to-client translation synchronization.
- Local cache for synchronized server translations.
- Protection for original Valheim localization tokens.
- More tolerant JSON loading for common formatting mistakes.
- Runtime translation caching for better performance.
- Does not modify mod DLLs, save files, worlds or original localization files.
Improved Runtime Performance
UniversalModLocalizer is designed to stay lightweight during normal gameplay.
More expensive ownership detection is mainly used when manually running uml scan or uml deep, while normal runtime UI translation uses a faster cached lookup system.
This significantly reduces the performance impact of runtime text translation, especially in heavily modded setups with many UI elements.
For unusual cases where multiple mods use the same hardcoded UI text with different translations, the optional:
EnableScopedRuntimeComponentLookup
setting can enable more precise owner-based matching.
It is disabled by default because the faster lookup method is recommended for normal gameplay.
Vanilla Translation Protection
Some mods reuse localization tokens that already belong to Valheim, for example:
$item_hammer
$item_club
$piece_fire
UniversalModLocalizer protects these tokens so Valheim can continue using its original localization instead of replacing it with an incorrect translation from a mod package.
Protected tokens are stored in:
BepInEx/config/UniversalModLocalizer/vanilla_tokens.txt
The list can also be edited manually if additional tokens need to be protected.
Commands
uml scan
Runs the standard translation scan and exports detected strings.
uml deep
Performs a deeper scan of visible modded content, including loaded UI elements and additional prefab data.
This mode can find strings that may not be detected during a normal scan.
uml reload
Reloads translation files from the import folders without requiring a full game restart.
uml status
Shows the currently selected language, loaded translations and configuration location.
uml language Polish
Changes the target translation language.
You can also use:
uml language Auto
to automatically use the language currently selected in Valheim.
uml runtime on
Enables collection of hardcoded runtime UI strings while browsing mod menus, HUD elements and other interfaces.
How to use
- Install UniversalModLocalizer using r2modman or manually place it inside:
BepInEx/plugins
- Start Valheim and enter a world.
- Open the console and run:
uml scan
or:
uml deep
- Exported files can be found under:
BepInEx/conf
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: