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Artannon

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Apr 15, 2016
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I have a custom event that is working as expected in every regard except localization.

When the event triggers, I noticed that there was a typo in the name. Here is my old localisation file--


l_english:

custom_country.54.name:0 "Woookie Secured"
custom_country.54.desc:0 "Test Event Something Something Wookie"

No big deal, I'll fix it.

Here is my new localisation file --

l_english:

custom_country.54.name:0 "Wookie Secured"
custom_country.54.desc:0 "Test Event Something Something Wookie"

However, when I trigger the event in game, it still says "Woookie" instead of "Wookie". I'm assuming there's some sort of caching going on? How do I shake things loose?
 
Here's an example from the pre-scripted countries file...

Code:
    # Empire name
    name="yaanari_kingdom"

and from the localization file...

Code:
# Empire name and description

EMPIRE_DESIGN_yaanari_kingdom:0 "Yaanari Kingdom"
EMPIRE_DESIGN_yaanari_kingdom_desc:0 "blablabla.\n"

Now you could totally write Yanaari Kingdom in the empire name field, but it would mean that the localization string isn't used. Instead you use yaanari_kingdom to reference the EMPIRE_DESIGN_yaanari_kingdom:0 and there you write the proper empire name, as that is the localized string.

There may be other cases throughout the files where you need to be mindful of such instances. I hope that helps. If not post your mod and I'm sure someone can have a look.