Yorza123 Posted June 29 Posted June 29 (edited) 4 hours ago, yahijo said: First off, you need to know Chinese, which I'm going to assume you do, or use machine translation, 1-What version of Darkest Dungeon are you using? The DD community is using mostly the developer's 64 bits version, which I'm also going to assume you do. 2-unzip the file I uploaded in the root folder of your mod, where icon of the mod and the project.txt file is. 3-your mod should have in the localization folder a .xml file that is named something like your mod "name_chinese(or other non-english language here).string_table.xml. This file is where the text of the mod goes, since you want to do and eng translation, you must open this xml file with (I recommend) notepad++ 4-now here comes the actual translation part, you manual or machine translate the chinese text to english and paste it over the chinese text, if you do it this way change the <language id="chinese"> line to <language id="english"> , or add it as a new language, is easier to overwrite, save your changes. close if you want the xml. 5-and now run the .bat file that is in your mod localization folder after extracting the zip I uploaded, if all went well the bat will generate there in the localization folder an english.loc2 finally rename this english.loc2 to the same as the original chinese.loc2 with same string of numbers but change the chinese part for english. example> 3168979292_chinese.loc2 to 3168979292_english.loc2, delete the original chinese.loc2 file if you get some sort of error when trying to run the .bat file, then simply use the same file from your own game folders as the ones in the zip ZZZ-Localization.exe.7z 5.19 MB · 1 download For 3) Where do I find the original mod. Like where does it go after I download it from Steam? How do you even get the original files from Steam? Is what I do right? Edited June 29 by Yorza123
yahijo Posted June 29 Posted June 29 12 minutes ago, Yorza123 said: For 3) Where do I find the original mod. Like where does it go after I download it from Steam? How do you even get the original files from Steam? Is what I do right? Not.. sure what you are asking? from the screenshot it looks like you may have confuse a step... You open your mod root folder, once there you extract the contents of the zip, thus adding the colours folder and localization folder to your mod's root folder. the screenshot makes it look like you extracted the zip and then added your mod's files, which may work, but... maybe not the folder is just something I use to quickly move the necessary files for localization to any mod I want, once I'm done I just delete the files not native to whatever mod I was working on. The process goes like this I unzip or jut got to the root folder of the mod I want to edit, the I unzip the localization folder I uploaded, then I actually do the editing, then run the .bat rename the created .loc2 files and delete the files added by the zip. Also, it say you missed a character there, so the game can't tell where to start reading anything from the xml file check to see if you missed or skipped some step, and something to keep in mind is that I am an ogg user so I don't use steam, I do all manually, maybe there is the inconsistency
Yorza123 Posted June 29 Posted June 29 23 minutes ago, yahijo said: Not.. sure what you are asking? from the screenshot it looks like you may have confuse a step... You open your mod root folder, once there you extract the contents of the zip, thus adding the colours folder and localization folder to your mod's root folder. the screenshot makes it look like you extracted the zip and then added your mod's files, which may work, but... maybe not the folder is just something I use to quickly move the necessary files for localization to any mod I want, once I'm done I just delete the files not native to whatever mod I was working on. The process goes like this I unzip or jut got to the root folder of the mod I want to edit, the I unzip the localization folder I uploaded, then I actually do the editing, then run the .bat rename the created .loc2 files and delete the files added by the zip. Also, it say you missed a character there, so the game can't tell where to start reading anything from the xml file check to see if you missed or skipped some step, and something to keep in mind is that I am an ogg user so I don't use steam, I do all manually, maybe there is the inconsistency Ok, I have extract it into my mod file. How do I create a .xml file? Is the picture above the correct way to do it?
yahijo Posted June 29 Posted June 29 23 minutes ago, yahijo said: Not.. sure what you are asking? from the screenshot it looks like you may have confuse a step... You open your mod root folder, once there you extract the contents of the zip, thus adding the colours folder and localization folder to your mod's root folder. the screenshot makes it look like you extracted the zip and then added your mod's files, which may work, but... maybe not the folder is just something I use to quickly move the necessary files for localization to any mod I want, once I'm done I just delete the files not native to whatever mod I was working on. The process goes like this I unzip or jut got to the root folder of the mod I want to edit, the I unzip the localization folder I uploaded, then I actually do the editing, then run the .bat rename the created .loc2 files and delete the files added by the zip. Also, it say you missed a character there, so the game can't tell where to start reading anything from the xml file check to see if you missed or skipped some step, and something to keep in mind is that I am an ogg user so I don't use steam, I do all manually, maybe there is the inconsistency Oh yeah, there is no .bat file anymore, just run the localization.exe Also, sorry I forgot to say this, place your mod in the mods folder of your game and then every step, I forgot to mention that the localization.exe needs to be in the game folders so it finds it can run, again sorry forgot not all know where all files go, specially steam users, where steam does the sorting of files automatically.
yahijo Posted June 29 Posted June 29 4 minutes ago, Yorza123 said: Ok, I have extract it into my mod file. How do I create a .xml file? Is the picture above the correct way to do it? your mod has already a localization folder, there is the xml file, the zip I uploaded has the required files to do the localization, but those files are already in your game, I just have them ready to put them in any mod I will work on
Yorza123 Posted June 29 Posted June 29 4 minutes ago, yahijo said: Oh yeah, there is no .bat file anymore, just run the localization.exe Also, sorry I forgot to say this, place your mod in the mods folder of your game and then every step, I forgot to mention that the localization.exe needs to be in the game folders so it finds it can run, again sorry forgot not all know where all files go, specially steam users, where steam does the sorting of files automatically. Sorry, can you check your dms. I have no idea what's going on XD
yahijo Posted June 29 Posted June 29 Just now, yahijo said: your mod has already a localization folder, there is the xml file, the zip I uploaded has the required files to do the localization, but those files are already in your game, I just have them ready to put them in any mod I will work on open the xml with notepad++, copy the chinese to a translator or do it yourself, then paste the result over the chinese text in the xml and replace the <language id="chinese"> line to <language id="english">
Yorza123 Posted June 29 Posted June 29 (edited) 4 hours ago, yahijo said: open the xml with notepad++, copy the chinese to a translator or do it yourself, then paste the result over the chinese text in the xml and replace the <language id="chinese"> line to <language id="english"> There is no .xml file though Edited June 29 by Yorza123
yahijo Posted June 29 Posted June 29 9 hours ago, Yorza123 said: There is no .xml file though ok, the xml file I was referring to, is from your mod, the mod you want to translate, when an artist creates a mod, if the mod has text then also creates a localization for that mod, so mods with text come with a localization folder and an xml file, that contains that mod text, along a .loc2 file that is what the game reads, so if you want to edit a mod text or translate it, you have to change the xml file then make the game create a new loc2 file based on the newly edited or translated xml, that is what the files in the zip are for, and again those files are already on your game, the zip just skips you the part where you go to the game folders copy every needed file to the localization folder of your mod so go to your mod folder there it should have already a localization folder there you will find among other files an xml file and a .loc2, make the changes that you want to the xml file, then when you are done with whatever changes you did, save and run the localization exe, which I think is little more than a shortcut the real work is done by the tool already in your game, it comes with it, and no need to run the game to make localization exe work, it works even if the game itself is not runninig
yahijo Posted June 29 Posted June 29 Just now, yahijo said: ok, the xml file I was referring to, is from your mod, the mod you want to translate, when an artist creates a mod, if the mod has text then also creates a localization for that mod, so mods with text come with a localization folder and an xml file, that contains that mod text, along a .loc2 file that is what the game reads, so if you want to edit a mod text or translate it, you have to change the xml file then make the game create a new loc2 file based on the newly edited or translated xml, that is what the files in the zip are for, and again those files are already on your game, the zip just skips you the part where you go to the game folders copy every needed file to the localization folder of your mod so go to your mod folder there it should have already a localization folder there you will find among other files an xml file and a .loc2, make the changes that you want to the xml file, then when you are done with whatever changes you did, save and run the localization exe, which I think is little more than a shortcut the real work is done by the tool already in your game, it comes with it, and no need to run the game to make localization exe work, it works even if the game itself is not runninig In the screenshots you can see the files for the entrenched class mod, in the first pic is the root folder where you can see the localization file, here is where the zip contents are extracted in the next pic is the insides of the localization folder, and there you can see the xml file and the loc2 file, that xml file is what anyone wanting to do a translation would have to open and edit, then in the third pic is the same localization folder of the entrenched class but with the files from the zip, run the localization exe and it will create a new loc2 file or files depending in the languages in the xml
ugxtxixt Posted June 29 Posted June 29 2026年6月26日下午10点10分,dark546658 说道: 有人选修过这门课吗?非常感谢。 「阿波尼亚」Aponia.7z 5
ugxtxixt Posted June 29 Posted June 29 On 2026/6/27 at PM12点51分, Tenroiki said: If this skin have the NSFW version or this the only version and if you have the NSFW can you send it i be grateful. ZIMIK arbalest nsfw skin, 111.zip 3
Prisoner 627 Posted June 29 Posted June 29 Alright pepsi pimps, here's the new horny mod EosYueZhu_0.55alpha.zip 14
Yorza123 Posted June 29 Posted June 29 2 hours ago, yahijo said: In the screenshots you can see the files for the entrenched class mod, in the first pic is the root folder where you can see the localization file, here is where the zip contents are extracted in the next pic is the insides of the localization folder, and there you can see the xml file and the loc2 file, that xml file is what anyone wanting to do a translation would have to open and edit, then in the third pic is the same localization folder of the entrenched class but with the files from the zip, run the localization exe and it will create a new loc2 file or files depending in the languages in the xml Ok so I just translate all these into English right? I assume the Green thingies are comments right, so I don't have to trasnlate that 1
Gorgon Freeman Posted June 29 Posted June 29 (edited) 54 minutes ago, Prisoner 627 said: Alright pepsi pimps, here's the new horny mod EosYueZhu_0.55alpha.zip Thanks, you sexy beast. Edited June 29 by Gorgon Freeman
yahijo Posted June 29 Posted June 29 22 minutes ago, Yorza123 said: Ok so I just translate all these into English right? I assume the Green thingies are comments right, so I don't have to trasnlate that ok, you are on the right track, as for the green parts those are titles, blacksmith, party names and other so also translate them
yahijo Posted June 29 Posted June 29 Alright, here is a question to modders and/or more experienced user in DD, is it possible to make it so the bonus recruits from events, either vanilla or modded heroes, to had them be higher resolve levels and/or make them had specific quirks. This idea comes from looking at the starting save script where it details that the two starting heroes are always Reynauld and Dismas, and it says what quirks they will have. Many times I have found myself outright ignoring those bonus recruitment events because the amount investment they require, they are useful at the start of a whole new run, or to start playing with a specific class quickly, which is what many classes mods come with from the start. If it could be done to make experienced, or pre-built heroes, it could make some great story telling to add to the mods, like a mod creator could create a new class and add events where the hero appears as an bonus recruit with manually chosen quirks, thus increasing the personality and/or the hero lore, may he/she/it comes with a locked negative quirk like zoo-phobia, which would tell a lot about the hero, it could also be that the hero comes with a negative quirk that can't be removed after beating an specific boss(thought this sounds very hard to program), or the hero comes with a unique positive quirk already locked, maybe something like -100% damage on beast(animal lover) but +20% on humans
Yorza123 Posted June 29 Posted June 29 1 hour ago, yahijo said: ok, you are on the right track, as for the green parts those are titles, blacksmith, party names and other so also translate them On a different question, is there any free software to open .ATLAS and .SKEL file. I tried to edit using the png, and alot of blobs started popping out so I reckon I have to meddle with the animation too.
Yorza123 Posted June 29 Posted June 29 2 hours ago, yahijo said: ok, you are on the right track, as for the green parts those are titles, blacksmith, party names and other so also translate them Also, how do I fix this? I don't think is a translation problem but a coding problem
Lazut4ik Posted June 29 Posted June 29 2 hours ago, yahijo said: Alright, here is a question to modders and/or more experienced user in DD, is it possible to make it so the bonus recruits from events, either vanilla or modded heroes, to had them be higher resolve levels and/or make them had specific quirks. This idea comes from looking at the starting save script where it details that the two starting heroes are always Reynauld and Dismas, and it says what quirks they will have. Many times I have found myself outright ignoring those bonus recruitment events because the amount investment they require, they are useful at the start of a whole new run, or to start playing with a specific class quickly, which is what many classes mods come with from the start. If it could be done to make experienced, or pre-built heroes, it could make some great story telling to add to the mods, like a mod creator could create a new class and add events where the hero appears as an bonus recruit with manually chosen quirks, thus increasing the personality and/or the hero lore, may he/she/it comes with a locked negative quirk like zoo-phobia, which would tell a lot about the hero, it could also be that the hero comes with a negative quirk that can't be removed after beating an specific boss(thought this sounds very hard to program), or the hero comes with a unique positive quirk already locked, maybe something like -100% damage on beast(animal lover) but +20% on humans The COM DLC features the "shard_hungry" event, which allows you to obtain an experienced character with the chosen traits. However, this only works with random characters. You can create a named character with the desired ailments and traits at the beginning of the game. https://steamcommunity.com/sharedfiles/filedetails/?id=1444048473
ugxtxixt Posted June 29 Posted June 29 3 hours ago, Prisoner 627 said: 好了,百事可乐的皮条客们,这是新的色情模组 EosYueZhu_0.55alpha.zip Thanks, you
Zileana Posted June 29 Posted June 29 4 hours ago, ugxtxixt said: ZIMIK arbalest nsfw skin, 111.zip 32.28 MB · 1 download Are the files in the zip supposed to be two .txt files and one .png file?
Therapy24 Posted June 29 Posted June 29 I'm trying to look for one skin or character named Zero Two from Darling in the Franxx, am I confusing and it does not exist?
yahijo Posted June 29 Posted June 29 1 hour ago, Yorza123 said: On a different question, is there any free software to open .ATLAS and .SKEL file. I tried to edit using the png, and alot of blobs started popping out so I reckon I have to meddle with the animation too. For that you would need the industry's standard "Spine" this program is used in skeletal animations, which is how the DD animations are done, an cheaper/maybe free albeit not that good, or even outdated would be "Dragon bones"
yahijo Posted June 29 Posted June 29 39 minutes ago, Yorza123 said: Also, how do I fix this? I don't think is a translation problem but a coding problem Is a missing translation issue, it may be that in the original mod that part was also missing thus you didn't knew to translate it, for that you would need to manually write that part, in English then make another loc2 with that change
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