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MadCow94

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Jun 18, 2021
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I know that I'm new to modding Stellaris and I'm pretty needy, but...

I simply cannot make localisation work and I'm not comfortable publishing my mods fully while I have broken (or incorrect) text for the tweaks I've made.

Could someone please check these two files (the campaigns.txt is only relevant for the zro at the end) and tell me why I'm failing?
 

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I know that I'm new to modding Stellaris and I'm pretty needy, but...

I simply cannot make localisation work and I'm not comfortable publishing my mods fully while I have broken (or incorrect) text for the tweaks I've made.

Could someone please check these two files (the campaigns.txt is only relevant for the zro at the end) and tell me why I'm failing?
Please check the following:

1) download the free notepad++ text editor then open the localization files using notepad++. You should see a menu the top. Look at the encoding option. It should show a black dot next to UTF-8-BOM. If it shows anything else then choose the convert to UTF-8-BOM on the lower part of the tab then save. This adds a hidden code to the file that you can not see but is needed. Localization files must be saved with BOM or they will not work and maybe your text editor is doing it wrong. Note only localization files use BOM.

2) you have something typed wrong or in the wrong spot:

Make sure your localization folder is spelled localisation with an s and not a z. Make sure it the same as Paradox folder spelling.

Make sure the name of the file has _l_english.yml which is a lower case L and in the file the first line l_english: is also a lower case L.
 
It's definitely saved as UTF-8 BOM. I use UltraEdit for all of my text editing. I'm glad though that you didn't find anything "obvious", because I can't see anything obvious either and it's making my brain hurt.
It is not that complicated. There are only a few things that can go wrong. Yes Ultra Edit is good but all editors can have bad default settings.

Ultra Edit saved the files as .yml and not .txt correct?

At this point the only way to help you is to have you zip up your whole mod including the .mod file and upload to someplace like mediafire and then post a download link here. We need to see the actual files and the actual folder names.
 
So, even though they were in UTF8-BOM I decided to do an old trick from my ANSI vs DOS days and opened an existing localisation file, deleting everything, and putting my text in, and saving it as my filename.

Suddenly my localisation works, which means it was probably garbled data in the file format. Man, there are so many reasons I decided not to pursue programming as a career lol.
 
So, even though they were in UTF8-BOM I decided to do an old trick from my ANSI vs DOS days and opened an existing localisation file, deleting everything, and putting my text in, and saving it as my filename.

Suddenly my localisation works, which means it was probably garbled data in the file format. Man, there are so many reasons I decided not to pursue programming as a career lol.
Glad you got it to work.

FYI please be aware there is one more item for modding localization. You know how to make new localization. There is a different process to change existing localization. To change existing game localisation you create a new "replace" folder in the localisation folder and put your localization there. This replace folder is only used to replace existing localisation.
 
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Glad you got it to work.

FYI please be aware there is one more item for modding localization. You know how to make new localization. There is a different process to change existing localization. To change existing game localisation you create a new "replace" folder in the localisation folder and put your localization there. This replace folder is only used to replace existing localisation.
That's very good information, and since my "mastery" of localisation means I'll (soon) be going through and updating the text to match what I've changed, that is pretty important to know.