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I'm playing with the "Mind Weaver class" mod but some friends don't understand English, I would like to make a translation so that they, and other people who don't speak English, but do speak Spanish, can enjoy the mod. Is there a way to do the translation? I can't think of any, and I've seen translations of the same mod into French and German.

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Is the mod from the ingame mod manager or you can find that one in nexus too? Theres a folder called Localization, there is where you can add the right folder for the language and the loca file with the translation, you can check the wiki for more info about mods and unpack a mod from nexus that do what you wanna do, so you can check the files. Otherwise the other option would be ask te modder if he would willing to patch the mod with your translation.

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where are the translate mods of the mods?
Some have been released for weeks and are apparently stuck in console test mode, well, fate if you ban too much.

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how long does it take for mods to be checked... now it's been over 15 days and no word on what's going on?

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The mods were submitted on October 13th by the creator but nothing is happening... what could that be? Are they overwhelmed to check or what's going on?

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Hello @Wolfenring! Please bear in mind that bumping threads is against the forum rules, you can review those here: https://forums.larian.com/ubbthreads.php?ubb=boardrules&v=1

Some more information about how mods are selected and tested for curation can be found here: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=952343#Post952343

Quote
Hey all, just wanted to take this opportunity to clarify how the process of getting mods on console works!

1. Only mods submitted to mod.io through the BG3 Toolkit can be selected for curation!
(please remember to remain respectful of mod authors who either aren't able to or don't have the time to make their existing mods compatible for console)

2. There are certain aspects of a mod that are not supported on console platforms. I'll list them below, but you can also check them out in our Modding Guidelines! -> https://mod.io/g/baldursgate3/r/modding-guidelines
- Mods that add/modify/remove shaders
- Mods that increase the amount of nudity or violence already present in the game
- Mods that fail our internal testing
-Mods that interfere with Booting the game or Managing Mods
- Mods that crash the game
- Mods that include unsupported file formats (.exe, .dll)

3. A mod author who wants to have their mod available on console will have to select the platforms when uploading the mod (in the Files section). Once the platforms are selected, the Community Team (hi!) regularly go through these mods and sends them over for internal testing. We also keep an eye on popular mods on mod.io so we can get these requested faster.

4. Should a mod pass testing, it’ll then be prepared for release on console and Mac! This is a manual process and mods will typically go live in batches as they are tested and approved, so make sure to keep an eye out on the mod browser for new mods. These mod batches can have different testing time frames depending on the number of mods being tested and how long they take to test

(If a mod doesn’t meet the guidelines or fails testing but only needs a small change to be made available for other platforms, we’ll do our best to notify the mod author so they can make any changes)

We will continue to release mods regularly on console, hope this makes the process of selection and approval a bit more clear!

Mods submitted for console are not reviewed on a first come first serve basis, and not all mods marked for console platforms will be selected for console curation. A specific timeframe is not shared as different mods take different time to test. More information on the process can be found in the guidelines over here: https://mod.io/g/baldursgate3/r/modding-guidelines


As for the original question of the thread, we have some guides available on how to Localize mods here! https://baldursgate3.game/mods#/r/adding-localisation

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Originally Posted by Salo
Hello @Wolfenring! Please bear in mind that bumping threads is against the forum rules, you can review those here: https://forums.larian.com/ubbthreads.php?ubb=boardrules&v=1

Some more information about how mods are selected and tested for curation can be found here: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=952343#Post952343

Quote
Hey all, just wanted to take this opportunity to clarify how the process of getting mods on console works!

1. Only mods submitted to mod.io through the BG3 Toolkit can be selected for curation!
(please remember to remain respectful of mod authors who either aren't able to or don't have the time to make their existing mods compatible for console)

2. There are certain aspects of a mod that are not supported on console platforms. I'll list them below, but you can also check them out in our Modding Guidelines! -> https://mod.io/g/baldursgate3/r/modding-guidelines
- Mods that add/modify/remove shaders
- Mods that increase the amount of nudity or violence already present in the game
- Mods that fail our internal testing
-Mods that interfere with Booting the game or Managing Mods
- Mods that crash the game
- Mods that include unsupported file formats (.exe, .dll)

3. A mod author who wants to have their mod available on console will have to select the platforms when uploading the mod (in the Files section). Once the platforms are selected, the Community Team (hi!) regularly go through these mods and sends them over for internal testing. We also keep an eye on popular mods on mod.io so we can get these requested faster.

4. Should a mod pass testing, it’ll then be prepared for release on console and Mac! This is a manual process and mods will typically go live in batches as they are tested and approved, so make sure to keep an eye out on the mod browser for new mods. These mod batches can have different testing time frames depending on the number of mods being tested and how long they take to test

(If a mod doesn’t meet the guidelines or fails testing but only needs a small change to be made available for other platforms, we’ll do our best to notify the mod author so they can make any changes)

We will continue to release mods regularly on console, hope this makes the process of selection and approval a bit more clear!

Mods submitted for console are not reviewed on a first come first serve basis, and not all mods marked for console platforms will be selected for console curation. A specific timeframe is not shared as different mods take different time to test. More information on the process can be found in the guidelines over here: https://mod.io/g/baldursgate3/r/modding-guidelines


As for the original question of the thread, we have some guides available on how to Localize mods here! https://baldursgate3.game/mods#/r/adding-localisation

I would like to know if there are future plans to move to a more easygoing approvalprocedure because now we have approved mids who are outdated and bugged but the updatz is not tet approves. We have to wait now for bew mods and updtes of approved mods so we just cant use some mods becuqe of this proces.

Im geateful for the mods but is this even sustainable in the longterm? We have over 2.3k mods on mods.io who most are pending approval for consoles, will we have to wait for years bow to play them based on the pacing of the approval?

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This is taking far too long, but I've always said it won't work. This stupid checking destroys all mod support.


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