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Yesterday I tried to make a mod to convert Balder's Gate 3 to Dutch. This was mostly successful. The game sees that the mod is installed and activated but somehow the game is not translated from English to Dutch. I have opend this issue also on Nexusmods because I'm recieving errormessages when I posting a Thread on this forum that contains more than X amounts of characters.

https://forums.nexusmods.com/topic/13505738-localization-mod-balders-gate-3/#comment-130485484

Can anyone help me with this? Is there something I'm doing wrong?

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Glad you managed to publish your query, but it may also be worth posting it in one of modding community help sections of Larian’s Discord. Modders tend to hang out there more than here.

I’m also going to just move this to the modding subforum, where it’s more likely to be seen by someone who can advise.


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The moderator found the problem with me not being able to create a Thread.

Here's my Thread.



Yesterday I tried to make a mod to convert Balder's Gate 3 to Dutch. This was mostly successful. The game sees that the mod is installed and activated but somehow the game is not translated from English to Dutch.

I did the following steps.

1) Converted the English texts in the file "English.loca.xml" to Dutch. This worked because the strings were not changed.

2) Then I created the "meta.lsx" file according to this site: https://bg3.wiki/wiki/Modding:Creating_meta.lsx

Code
 “<“?xml version="1.0" encoding="UTF-8"?”>”
<save>
   <version major="4" minor="0" revision="9" build="331"/>
   <region id="Config">
       <node id="root">
           <children>
               <node id="Dependencies"/>
               <node id="ModuleInfo">
                   <attribute id="Author" type="LSString" value="H84"/>
                   <attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
                   <attribute id="Description" type="LSString" value="Engels naar Nederlands"/>
                   <attribute id="Folder" type="LSString" value="BG3Nederlands"/>
                   <attribute id="LobbyLevelName" type="FixedString" value=""/>
                   <attribute id="MD5" type="LSString" value=""/>
                   <attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/>
                   <attribute id="MenuLevelName" type="FixedString" value=""/>
                   <attribute id="Name" type="LSString" value="BG3Nederlands"/>
                   <attribute id="NumPlayers" type="uint8" value="4"/>
                   <attribute id="PhotoBooth" type="FixedString" value=""/>
                   <attribute id="StartupLevelName" type="FixedString" value=""/>
                   <attribute id="Tags" type="LSString" value=""/>
                   <attribute id="Type" type="FixedString" value="Add-on"/>
                   <attribute id="UUID" type="FixedString" value="0f54f514-2788-4c9e-bf5a-eb65062d1f06"/>
                   <attribute id="Version64" type="int64" value="36028797018963968"/>
                   <children>
                       <node id="PublishVersion">
                           <attribute id="Version64" type="int64" value="36028797018963968"/>
                       </node>
                       <node id="TargetModes">
                           <children>
                               <node id="Target">
                                   <attribute id="Object" type="FixedString" value="Story"/>
                               </node>
                           </children>
                       </node>
                   </children>
               </node>
           </children>
       </node>
   </region>
</save>
3) Then I created the directory structure according to this site: https://bg3.wiki/wiki/Understanding_Mod_Folder_Structure

Code
- BG3Nederlands

     - Localization

            - English

                - Dutch.loca.xml

      - Mods

            - BG3Nederlands

                 - meta.lsx

4) I made this into a .pak file using the BG3 Modding Multitool and had it placed in the "Mods" folder.

5) Then I had the file uploaded and activated with the BG3MM. The mod is placed in %appdata%/local/....”/mods”

Somehow this does not work. Can anyone help me with this? Is there something I'm doing wrong?

Last edited by HSG1984; 07/01/25 03:38 PM.
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better chance to get help in the larian discord.

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HSG1984 Offline OP
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Originally Posted by The Red Queen
Glad you managed to publish your query, but it may also be worth posting it in one of modding community help sections of Larian’s Discord. Modders tend to hang out there more than here.

I’m also going to just move this to the modding subforum, where it’s more likely to be seen by someone who can advise.
I managed to play BG3 in Dutch, although I have to say it didn't go as I thought.

Normally you create a MOD, place it in the MOD folder and use your MOD manager to manage and activate it.

Now I made a backup of the "English.pak" file in /data/Localization,
Unpak English.pak
Translate English.loca.xml
then created a new "English.pak" file with the translated "English.loca.xml" file and overwrote the original "English.pak" .

I don't know whether it will have negative consequences later, for example if a new patch is launched, but it works fine.

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Originally Posted by HSG1984
Originally Posted by The Red Queen
Glad you managed to publish your query, but it may also be worth posting it in one of modding community help sections of Larian’s Discord. Modders tend to hang out there more than here.

I’m also going to just move this to the modding subforum, where it’s more likely to be seen by someone who can advise.
I managed to play BG3 in Dutch, although I have to say it didn't go as I thought.

Normally you create a MOD, place it in the MOD folder and use your MOD manager to manage and activate it.

Now I made a backup of the "English.pak" file in /data/Localization,
Unpak English.pak
Translate English.loca.xml
then created a new "English.pak" file with the translated "English.loca.xml" file and overwrote the original "English.pak" .

I don't know whether it will have negative consequences later, for example if a new patch is launched, but it works fine.

If you're on Steam, You could probably test this by launching a "verify files" and see if that overwrites the modded file with the original.

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HSG1984 Offline OP
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Originally Posted by ldo58
Originally Posted by HSG1984
Originally Posted by The Red Queen
Glad you managed to publish your query, but it may also be worth posting it in one of modding community help sections of Larian’s Discord. Modders tend to hang out there more than here.

I’m also going to just move this to the modding subforum, where it’s more likely to be seen by someone who can advise.
I managed to play BG3 in Dutch, although I have to say it didn't go as I thought.

Normally you create a MOD, place it in the MOD folder and use your MOD manager to manage and activate it.

Now I made a backup of the "English.pak" file in /data/Localization,
Unpak English.pak
Translate English.loca.xml
then created a new "English.pak" file with the translated "English.loca.xml" file and overwrote the original "English.pak" .

I don't know whether it will have negative consequences later, for example if a new patch is launched, but it works fine.

If you're on Steam, You could probably test this by launching a "verify files" and see if that overwrites the modded file with the original.

But that only works on Steam, right?

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It's an option in the Steam menu. I don't know if other game launchers have a similar function, or if the CD installed game has that possibility.

Last edited by ldo58; 11/01/25 05:39 PM.
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this has nothing to do with Steam or Gog, its a Larian issue because they made the software

[by their design] a language pack isn't a mod and so doesn't belong in the mods folder... it needs to be in the standard language loctation under its own heading so for example a Spanish language pack would be Spanish.pak and inside a folder named Spanish @Baldurs Gate 3\Data\Localization


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HSG1984 Offline OP
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Originally Posted by ldo58
It's an option in the Steam menu. I don't know if other game launchers have a similar function, or if the CD installed game has that possibility.
I don't know that either, but people are free to figure that out for themselves.

Originally Posted by Ussnorway
this has nothing to do with Steam or Gog, its a Larian issue because they made the software

[by their design] a language pack isn't a mod and so doesn't belong in the mods folder... it needs to be in the standard language loctation under its own heading so for example a Spanish language pack would be Spanish.pak and inside a folder named Spanish @Baldurs Gate 3\Data\Localization
True. I once tried it with the German language and then a separate directory was created under localization called "German". Unfortunately, it does not work if I create a directory called "Dutch" and put the file there instead as the game does not support my native language.


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