• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Doctor Arheo

Corporal
51 Badges
Nov 28, 2011
31
8
  • Crusader Kings II
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Stellaris: Apocalypse
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Divine Wind
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • Arsenal of Democracy
  • Hearts of Iron III
  • Heir to the Throne
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Prison Architect
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Rome: Vae Victis
  • Victoria 2
  • Supreme Ruler 2020
  • Europa Universalis III Complete
I'm event modding.

Simple events work, complex events work, and simple pop-ups work.

What does not work, is localisation. I've done plenty of modding on other clausewitz engine games, and, whilst REALLY awkward, sometimes, localising things has ended up working.

In Stellaris, this is not the case. With the simplest pop-up event imaginable, the game refuses to read a custom localisation file. The filename is correct, the file formatting has been checked SO many times, and the marker for what the key should be in game, is matched in the file.

Is stellaris simply not reading custom localisation files?
 
  • 1
Reactions:
It does read custom localisations, mine is working, though it wasn't before and I can't remember exactly what I changed. Mine is pretty simple and looks like this:
l_english:
edict_poncy_edict:0 "Poncy Edict"
edict_poncy_edict_desc:1 "This edict is blatantly OP.\n\n"
With spaces before the 2 edict lines of course.
 
  • 1
Reactions:
No dice, sadly. Everything works fine and dandy when overwriting a file that exists in the main game folders, but obviously this produces problems when the game is updated, and when using more than one mod. A dev response wouldn't go amiss, if anyone reads this!
 
  • 1
Reactions:
No dice, sadly. Everything works fine and dandy when overwriting a file that exists in the main game folders, but obviously this produces problems when the game is updated, and when using more than one mod. A dev response wouldn't go amiss, if anyone reads this!
I am having the same problem with the Extra Traits mod and add to my mod.
 
I had the exact same problem and it was driving me insane for a good hour or two.

I found a way to make it work. Instead of creating a new .txt file and renaming it to a .yml and saving it, I simply copied the localisation file (not the contents; the file itself) of a working Stellaris mod, opened it, removed the existing text and copy-pasted my own stuff and saved it and...it worked.

I had no clue why, but while writing this right now, I think I know why. By default, it seems text-files are encoded in ANSI, buy .yml localisation files probably need to be UFT-8.
If you are using Notepad++, at the top (right of "Search" and "View"), there is a drop-down menu called encoding: Change it to UFT-8 and save it. I think that should solve it.

TLDR Change Encoding to UFT-8
 
  • 2
Reactions:
No dice, sadly. Everything works fine and dandy when overwriting a file that exists in the main game folders, but obviously this produces problems when the game is updated, and when using more than one mod. A dev response wouldn't go amiss, if anyone reads this!

It works perfectly fine for me to add localization in a new file in my mod. So there must be something wrong on your end, probably with your localization file. As already pointed out the ile needs to be in UTF-8. Easiest is to just copy a vanilla file, change the name and then replace the contents of it with your own.

If you still can't get it to work, upload a zip file here containing a minimum mod with the problem (i.e. containing only the localization file and something to test it with, like an event).
 
  • 2
  • 1
Reactions:
It works perfectly fine for me to add localization in a new file in my mod. So there must be something wrong on your end, probably with your localization file. As already pointed out the ile needs to be in UTF-8. Easiest is to just copy a vanilla file, change the name and then replace the contents of it with your own.

If you still can't get it to work, upload a zip file here containing a minimum mod with the problem (i.e. containing only the localization file and something to test it with, like an event).
Is there a specific program you're supposed to use when saving the files? Because even making minimal changes causes my localization to break using both Textedit (the word processor that comes with OSX) and TextWrangler (a code editor which the localization files prefer to open with). I have the same problem with EU4 localization, and it really makes me pine for EU3's localization files.

EDIT: I found out later the problem was from a typo in the name of the mod's localization folder name.
 
Last edited:
Is there a specific program you're supposed to use when saving the files? Because even making minimal changes causes my localization to break using both Textedit (the word processor that comes with OSX) and TextWrangler (a code editor which the localization files prefer to open with). I have the same problem with EU4 localization, and it really makes me pine for EU3's localization files.
Notepad++ has never let me down for that.

My localisation mod files work perfectly, so I know it can be done. Are you sure you're in the right .yml format? That one used to get me when I started modding.
 
Notepad++ has never let me down for that.

My localisation mod files work perfectly, so I know it can be done. Are you sure you're in the right .yml format? That one used to get me when I started modding.
The problem is there isn't a version of notepad++ for Mac; I use Textwrangler because it has most of the same functionality... except for properly saving .yml localization files apparently.

EDIT: Crisis Averted. It turned out the problem was actually a spelling error in a folder name.
 
Last edited:
  • 1
Reactions:
It works perfectly fine for me to add localization in a new file in my mod. So there must be something wrong on your end, probably with your localization file. As already pointed out the ile needs to be in UTF-8. Easiest is to just copy a vanilla file, change the name and then replace the contents of it with your own.

If you still can't get it to work, upload a zip file here containing a minimum mod with the problem (i.e. containing only the localization file and something to test it with, like an event).

That really helped me! I was so frustrated and at loss as to why my localisations didn't work. Changing encoding to UTF-8 fixed that. Thank you! In future, may I suggest adding some readme in /mods folder to make this note for those who may not be familiar with this?
 
I'll stress something that's been pointed out earlier.

UTF-8 doesn't cut it: encoding needs to be UTF-8 with BOM.
 
I'll stress something that's been pointed out earlier.

UTF-8 doesn't cut it: encoding needs to be UTF-8 with BOM.

In Notepad2, it's also UTF-8 with signature. Might be another name for UTF-8 with BOM. Most people used Notepad++, though, so it's probably labeled as latter.
 
We are having issues overwriting localisation - has anyone been successful with overrides?
no probs here, if you use one of the following methods:
- if you only want to ADD new strings with your mod: use a filename of your choice ending with _l_english.yml and put it in your mod-localisationfolder
- if you want to CHANGE some single strings from vanilla: create a new folder "replace" inside the localisationfolder of your mod, create there a file with name like in first point and put only the strings to change in this file.
- if you want to CHANGE a lot of strings from one vanillafile: copy the whole vanillafile into your mod-localisation-folder (not in replace-subfolder!) and change what you want inside. the game will pick only your file instead of the same-name vanilla one.
 
  • 1
Reactions:
no probs here, if you use one of the following methods:
- if you only want to ADD new strings with your mod: use a filename of your choice ending with _l_english.yml and put it in your mod-localisationfolder
- if you want to CHANGE some single strings from vanilla: create a new folder "replace" inside the localisationfolder of your mod, create there a file with name like in first point and put only the strings to change in this file.
- if you want to CHANGE a lot of strings from one vanillafile: copy the whole vanillafile into your mod-localisation-folder (not in replace-subfolder!) and change what you want inside. the game will pick only your file instead of the same-name vanilla one.

I stand corrected my colleague didn't realise he called it ERM English.