I18N

版本 v1.1.1·更新於 2026-06-24

A Hollow Knight: Silksong mod that automatically loads localized text for other mods.

模組介紹 作者原文

Silksong.I18N

A Hollow Knight: Silksong mod that automatically loads localized text for other mods.

Translate a Mod (for Users)

To translate a mod, you need to find that mod's translations folder. The translations folder should

be in another folder with the mod's name in BepInEx/plugins. If the mod uses I18N, it will have a

languages, Languages, or LANGUAGES folder next to its.dll file. That folder should contain

one or more.json files named for the languages they define: en.json, fr.json, and so on. The

capitalization doesn't matter.

The allowed languages are: en.json (English), fr.json (French), de.json (German), zh.json

(Simplified Chinese), es.json (Spanish), ko.json (Korean), ja.json (Japanese), it.json

(Italian), pt.json (Brazillian Portugese), and ru.json (Russian). You cannot currently translate

a mod into a language that is not one of these unless another mod provides support.

To add your language to a mod, first you need to create your translation file. Copy one of the mod's.json language files (whichever has the most lines) and rename it to your language's two-letter

code. If you wanted to translate an English mod to Brazillian Portugese, you would copy the mod's

en.json file and rename it to pt.json.

Then, open the new translation file in your text editor (Notepad on Windows) and translate all of

the text after the colons (:) on each line of the file. Do not edit the text before the

colons (:)! The text before the colons is how the mod knows which line is which.

For example, in the following translation file:

{

"TRANSLATION_KEY": "Localized text!",

"CUSTOM_TOOL_NAME": "Super Cool Tool",

"CUSTOM_TOOL_DESC": "The name of this tool rhymes. How amusing.",

"SOME_DIALOGUE": "Hi! I’m an NPC…And I’m Hornet.Yay!"

}

You should edit Localized text!, Super Cool Tool, The name of this tool rhymes. How amusing.,

and Hi! I’m an NPC…And I’m Hornet.Yay! by replacing the text with its translation

into your language. You should not edit TRANSLATION_KEY, CUSTOM_TOOL_NAME,

CUSTOM_TOOL_DESC, SOME_DIALOGUE, or any of the colons (:), straight quotation marks ("),

commas at the ends of lines (,), or the curly brackets ({ and }).

To use your translation in-game, change the game's language (in the main menu) to your language.

Usage (for Mod Developers)

If your mod requires localized text to function, add this as a dependency by adding the following

attribute to your mod's BaseUnityPlugin class:

[BepInDependency("org.silksong-modding.i18n")]

Additionally, if you're going to publish your mod, you need to add this as a

dependency in your mod's manifest. To do that, add the following like to your.toml file after the [package.dependencies] definition:

silksong_modding-I18N = "1.0.2"

Alternatively, if you don't have a.toml file, you can add this as a dependency by

adding "silksong_modding-I18N-1.0.2" to the dependencies array in your

manifest.json file.

This mod does not need to be added to your project as a reference.

Set a Default Language

You should set a default language for your mod to use if the game's current language isn't supported

or is missing translations. The default language should be whichever language is the best supported

by your mod.

You can set your mod's default language directly from C# code by adding the

System.Resources.NeutralResourcesLanguage attribute to your mod's assembly. To set your mod's

default language to English, you could add the following attribute to your mod's source code:

[assembly: System.Resources.NeutralResourcesLanguage("EN")]

Anywhere in the C# code will work, but the recommended location is Properties/AssemblyInfo.cs.

Alternatively, you can define the NeutralLanguage property in your mod's project file. To set your

mod's default language to English, you could add the following to your project file:

EN

Format Strings and Default Language

In some cases, it may be desirable to define a language string of the f

安裝與使用 安裝:BepInEx 外掛

  1. 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
  2. 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
  3. 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
  4. 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。

帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack_Silksong

檔案與校驗

檔案名稱
I18N-1.1.1.zip
檔案大小
24.4 KiB
SHA-256
b189681dda159edd8d8cabd5a71bc39ef165efea6f120f8b150a7f5898ce9e20
入庫時間
2026-10-06 19:07