LocalizationExtension

版本 v1.1.3·更新於 2023-06-10

Allows modders to provide localization for their mods using the game's localization system, and also to localize other mods without changing them.

模組介紹 作者原文

LocalizationExtension

Allows modders to provide localization for their mods using the game's localization system.

If you are not a mod developer, you can most likely ignore this mod.

The only exception is if you are manually installing mods (instead of mod manager)

in which case download this mod and put it into your BepInEx plugins folder.

SideLoader compatibility

SideLoader already has its own localization table patcher, and it does not support different languages. My current workaround to

that is not perfect, you may have to restart the game after changing language.

Usage

General usage

Add this mod as dependency to your mod's manifest.

Example:

"dependencies": [

"BepInEx-BepInExPack_Outward-5.4.18",

"Faeryn-LocalizationExtension-1.1.3"

]

Add one or more language files to your mod's lang folder (you will have to create it).

The files should be in the following format: languagekey.ext, where

  • languagekey is one of the game's supported languages: English, French, German, Italian, Spanish, zeChinese, zeJapanese, zeKorean, zePolish, zePortuguese, zeRussian, zeTurkish
  • ext is the extension, currently only cfg is supported.

Example:

MyMod.zip

|- plugins

| |- MyMod.dll

| -- lang

| |- English.cfg

| |- Spanish.cfg

| -- French.cfg

|- icon.png

|- manifest.json

-- README.md

The contents of a cfg file is a list of key-value pairs separated by =. Keys are WITHOUT your mod's GUID. For example:

some.key=Some Value

some.key.with_parameter=Some Key With {1} Parameter {2}

Note: Parameter numbering starts from 1, not 0.

Empty lines and lines starting with # or; are ignored so you can also add comments.

The cfg format doesn't allow newlines (each line is a single entry), therefore if you want to add newlines, you will have to use \n, like so:

some.key.with_newline=This is the first line\nThis is the second line\n\nThird line is empty, this is the fourth

Then you can use the game's localization manager for texts in your mod, like so:

LocalizationManager.Instance.GetLoc($"{YourMod.GUID}.some.key");

Or with parameters:

LocalizationManager.Instance.GetLoc($"{YourMod.GUID}.some.key.with_parameter", "param1", "param2");

In case you don't provide a language file for each language, you should also add a file named default.txt into the lang folder

containing the name of your fallback language (which will be used for unsupported languages). Default is English if the file is missing.

Items and skills

For item and skill localization, the key should be in the following format:

/item/[itemID]/name

/item/[itemID]/description

Where [itemID] is the ID of the item or skill in question. Note that this will override the name and description specified in the SideLoader item definition.

Example:

/item/-1234567/name=Example Item

/item/-1234567/description=An item that serves as a good example

Enchantments

Enchantments added by SideLoader require the following key format:

/Enchantment_[enchantmentID]

/DESC_Enchantment_[enchantmentID]

Where [enchantmentID] is the ID of the enchantment in question. Note that this will override the name and description specified in the SideLoader enchantment definition.

Example:

/Enchantment_-1234567=Example Enchantment

/DESC_Enchantment_-1234567=This is an example enchantment

Status effects

Status effects added by SideLoader require the following key format:

/NAME_[StatusIdentifier]

/DESC_[StatusIdentifier]

Where [StatusIdentifier] is the StatusIdentifier of the status effect in question (defined in the TargetStatusIdentifier field). Note that this will override the name and description specified in the SideLoader status effect definition.

Example:

/NAME_ExampleStatusEffect=Example Status Effect

/DESC_ExampleStatusEffect=A good example

Overriding built-in localization entries

By default, general localization entries are prefixed by mod GUID. If you, for some reason, need to override existing entries,

then the / prefix can be used. For example:

/examplekey

This will ove

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_Outward

檔案與校驗

檔案名稱
LocalizationExtension-1.1.3.zip
檔案大小
37.6 KiB
SHA-256
bae4115f89362bd4402406b6fac1c57c45bb8dbd25668ffb687df2873ade3cec
入庫時間
2026-10-06 19:09