Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Oct 2020
emery Offline OP
stranger
OP Offline
stranger
Joined: Oct 2020
To let you guys know, when modding the with localization files like English.pak or others, each file is a packed xml with a Content and Content UID.

An example of this format looks like this:

Quote
<contentList date="21/12/2022 19:12">
<content contentuid="h000011feg0be5g4f09g978eg030b3e2e62c6" version="1">Replace Spell</content>
<content contentuid="h00010f77gdae2g459eg9e30g36892aea6b2d" version="1">| <LSTag Tooltip="MovementSpeed">Movement Speed</LSTag>: [1]/[2] |</content>
<content contentuid="h00011aceg6d1bg4430g8e5cg8672138c6d82" version="1">And if you ain't who you say you are, I reckon you're fair game.</content>
<content contentuid="h00013177g4e41g48eeg8870gbc50ca95a9a8" version="2">*The goblin seems unsure whether to bow to you or attack.*</content>
<content contentuid="h00029923gc0f1g4386g83d9gf4f5cb4228c2" version="1">So why send one after you now? To remind you of that night?</content>
<content contentuid="h00033791g53deg4d9bg9f12g85b31e1f5236" version="1">I will continue to serve Shar, of course. My path brings me to Baldur's Gate. Perhaps our paths will continue to intertwine, if the Dark Lady wills it. </content>
<content contentuid="h0003edd4g9ae0g4246gbf0dg0c404ffc6585" version="1">*You drink and drink and drink. Until, without even a whimper, it's all over.*</content>

This seems very logical and easy for computers since it has its UID or Unique IDs, but for us humans Its not that easy. I say that because in this mix we have, skills, spells, subtitles, names, descriptions, tooltips, etc.

My request is a mapping of UIDs that could help us identify what are all their types and how short them by type. if someone from community or even Larian could help with this I would really appreciated it.

My goal with this request is to improve some translations and give the players more options when translating their game like, UI, Spells, Skills, Subtitles etc.

Best,
emery

Joined: Aug 2017
Location: Australia
L
addict
Offline
addict
L
Joined: Aug 2017
Location: Australia
You can change the localisation, put it into a pak and load it into the game.
So ifs its a target_spell, use multitool to search the name and description reference, and this will lead (eventually) to the english.xml.
It will take a bit of time depending on how many changes you wish to make.

Good luck with it.

Joined: Jun 2022
Location: outback nsw
veteran
Offline
veteran
Joined: Jun 2022
Location: outback nsw
the English.pak is a special case because its designed to be swapped out without messing up muliplayer and English is assumed if not stated

so for example if i want to play with spanish subtitles my game folder will have an extra 'laguage' sub folder called spanish [in this case] sitting in the manu as well as the default english one... i see text in spanish but the game can still play against anyone else because everyone still has the english pak to work from

if you make a mod that replaces any system file instead of just sitting on top like the pak files then the result will kill peoples ability to muliplayer


Luke Skywalker: I don't, I don't believe it.
Yoda: That is why you failed.
Joined: Oct 2020
emery Offline OP
stranger
OP Offline
stranger
Joined: Oct 2020
Hello guys !


Thank you for the tips, but the intention is creating a new custom pack. The english.pak is just an exemple.

I understand that I can manually search every UI, but lets face it. EA has more than 87K lines hehehe Imagine the final game, without type tags it will takes ages only to hunt the right one.


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5