Bay 12 Games Forum
Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Emilovich on March 01, 2020, 10:24:21 am
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The Language Overhaul
Steam Workshop page (https://steamcommunity.com/sharedfiles/filedetails/?id=3041526930)
Dwarf Fortress File Depot Page (https://dffd.bay12games.com/file.php?id=16855)
Say goodbye to Astesh Clasptreaties and all the other randomness of vanilla Dwarf Fortress naming schemes! This mod aims to make names less gibberish, more memorable and more distinct and epic-sounding. It does this through a complete rework of the game’s vocabulary and symbols as well as adding more distinct translations for the languages of the dwarves, elves and goblins (humans are still WIP).
New Vocabulary
This mod completely revamps the vocabulary of the game, meaning that it adds new words that are aimed to fit the fantasy setting and specific context in which they appear. This means that names will be more memorable and sound less like gibberish than in vanilla dwarf fortress. Instead of dwarves and settlements having random names like Clasptreaties, Girdergrove and Faceearths, they will now have names such as Goldenmark, Castlecrown and Magmabury.
I have also changed how words are used in epithets. Instead of vanilla’s ”the X of X” naming scheme, where most words could appear in both positions making for very random outcomes, this mod uses a ”X of Y” approach, where X tends to be an object or symbol, and Y tends to be a more abstract concept. This makes for more meaningful names. With this mod, you will encounter forgotten beasts with menacing epithets such as ”the Child of Night” or ”the Venom of Reckoning” and your dwarves will create great artifacts with names such as ”the March of Heroes” or ”the Defender of Creation”.
I have gone to great lengths to make names fit the context they appear in. Civilizations will have names that sound like states and kingdoms, taverns will have more typical tavern names and you will be able to easily determine whether you are looking at an Elven or Goblin entity just by looking at the name. For instance, an Elven kingdom will tend to have a poetic name such as Burniel Loril ”the Pact of Songs” while a Goblin civilization will have a menacing one such as Sultozh ”the Gruesome Empire”.
New Languages
The mod also revamps the game’s languages (or ”translations”) to make them more unique and recognizable. The new dwarven language is inspired by Old Norse, the language of Elves by Tolkien’s Elvish languages and goblin language by Tolkien’s black speech. Human language is a WIP and currently they are using dwarven language as a placeholder. This change aims to make the different cultures feel much more distinct.
Compatibility
This mod should be loaded before any mod that makes changes to entities.
The mod replaces the vocabulary of vanilla, so any mods that add new translations based on vanilla vocabulary (such as new races) will cause problems. Creating a language based on this mod is not difficult, but if you need help, feel free to throw me a message at the forum.
Feedback
Please leave any suggestions or bug reports in the comments!
If any of you encounter an awesome name in-game, feel free to send me a screenshot here or on the forums. Then I will add it to the screenshot section above!
Changelog
0.1 - first release - Dwarven personal and site names
0.2 - Human personal and site names
0.3 - Elven and Goblin personal and site names
0.4 - Civ and government names + more of the above
0.5 - Fixed bug with bad group names
0.6 - Bugfixes, added forgotten beast names and more
1.0 - First release for Steam! Vanilla vocabulary now completely replaced. Dwarven, Goblin and Elven languages are pretty much finished, Human is still WIP.
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This is actually brilliant. Many times I was planning to do something similar, but the closest I got to my dream of cool fantasy names is my latin language mod.
I haven't thought about simply making a special symbol for names... Bravo.
P.S. Your link is backwards ("this" in the link, and the link as the text).
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Thank you, and fixed! :D
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I love this. Somehow, despite playing DF for 8 years, me and Mebzuth Paddleorgans could never really be friends :P
Will certainly try this out in the future
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This is exactly what I've been looking for. Part of the reason I hate micromanaging dwarves is because their names aren't easy to remember, and I only nickname them when they've done something interesting. Does this mod affect other civs, or just Dwarves?
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Only dwarves so far, yeah :)
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That reminds me...
*uploads DF 47.xx compatible FINNISH language files*
One version with ÄÖ äö for ascii users, one version for graphics tile users with AO ao. Hyvää päivää!
http://dffd.bay12games.com/file.php?id=14884
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I've used your idea in my Dwemer Fortress mod (it's not plugging, the mod is 1 thread above :)) ), it works WONDERS. Finally I can have argonians and khajiit with appropriate names.
Thank you SO MUCH for the awesome idea.
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Well, the way I've done it now isnt perfect. I need to do something with the translations because the names keep showing up in epithets and other places
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Human settlement names are well underway! I'm very open for suggestions for what human first names should look like!
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http://www.infernaldreams.com/names/Europe/Medieval/England.htm
For the humans. :) Regular medieval human names.
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Also 13th century Scottish names:
https://heraldry.sca.org/names/Namesfrom13thCenturyScottishParliamentaryRecords.html
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Could you please upload it to Dffd too? Too often have I stumbled over mods with dead links after the owner stopped coming around. Wouldn't want this to get lost, since you seem to be the first person to make something like this.
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While I agree with the medieval English theme for humans, the problem with using actual medieval names is that you can't assign names based on whather a person is male or female, and meeting Queen Arnold just doesn't feel right. I'm contemplating giving them Old English occupational names such as Webbe (weaver) or Gethaca (Thatcher), or maybe animal names like Hraefn (Raven) and Eofor (Boar). Or perhaps some Old English-style names where the gender wouldn't be quite clear for most players (such as Beorhtgar, Elfbrand, Eadwig).
Anyways, the human settlement names are mostly ready. They will initially be named after fortifications, domestic animals and the bodies of water they're often located nearby, but more will come. Human language will be inspired by Old English and so far I've gotten names like Buccaburne (Buckbourne), Caerdenu (Fort Vale), Burhscield (Buroughshield) etc.
And I'll make sure to upload the next version on Dffd!
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What if used medieval English/Scottish/Gaelic first names, but reversed? Or syllables shuffled?
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I've added your mod to credits on my mod page. While I don't use your names, I use this idea and I'm in love with it. Should have done it sooner :).
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New update with Human names and some Elven WIP ones! See OP for details.
I went with a mix of gender neutral-sounding Old English-style names combined with Old English animal names for humans
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Another new update! Now all four races have new place names that actually sound like place names. Though the Goblin ones need a little work.
Next on the list is revamped civilization and government names!
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I've always been fascinated by DF language mods. Is there any way I can make my own and not have to edit every word by hand/make a language generator of my own?
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Probably. Though I'm not sure what you want to do - this mod changes both the vocabulary (which words appear and in what context) as well as translations. I don't use generators as my translations aren't random, though you can probably find one on the net. Then paste it into Excel and get it to spit out translations in the format used in the language_DWARF/GOBLIN/what have you file. Come to think of it, I think I saw some kind of language generator somewhere around here, I don't know if it's up to date though
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Update! Added civilization names.
Coming up: Forgotten beasts and gods.
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I am currently using this mod with DF Revised + Sver's Combat Reworked, and I really like this mod very much, please, keep on and deliver more awesomeness!
And adding a download link in the OP should definitely help spreading the awesomeness even further;)
Been lurking here for a while, but this one deserved a registration and a first message on forums.
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Oops, must have accidentally deleted the download link!
Good to hear someone is using it :D
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I just genned up a world to see all the names and it is beautiful.....I wish I could put this in my old world, but when I gen up a new one this is definitely being used.....
PTW
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First off, I absolutely love this mod. It adds a layer of lore and immersion that simply wasn't there due to the ridiculous names the game naturally comes up with.
I am however running into 1 small problem and I'm wondering if it's a known issue or if perhaps I messed up something the install.
After generating a number of worlds, I've found some Dwarven & Goblin governments with names like "The Copper 0" or most recently "The Blighted 0". I assume this is a result of the game trying to plug in one of the words from this mod, and for some reason isn't able to do some so it is using a 0 (zero) as a placeholder. This unfortunately kills the whole theme and I tend to just ditch the world when this occurs. So far, I've seen this with Dwarven governments, with a Goblin government and it has also occured when I was creating a squad in fort mode, if that is at all helpful.
Once again, really love the mod and hope to see more in the future.
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Indeed, the zeroes are not supposed to be there. I added the zeroes in order to pinpoint places where I've messed up with inflections. The translated name should still be correct in these cases though, so if you could report the translation, I'd be able to pinpoint the error real quick!
I hope to get back and work on this in a few days :)
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Good to know, I'll update this post later today with the translation for the most recent occurrence when I'm back on my home PC. I was able to start an adventure mode character in a Dwarven city that had dug too deep and was now a Goblin civ infested with clowns. They're all are friendly to my character and I was able to "rescue" 2 of the clowns from an approaching human army, so now we're roaming the world wreaking havoc. Their government has a '0' in its name but I kept the world since it's such a unique starting location.
Edit: I checked and I'm not 100% sure how to find the translation for the site's government via Adventure mode. I'll check legends when I retire this character, it may be listed there.
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sorry to necro but can you please include a version that has both the new dwarven first names and the old ones? theyre kind of iconic yknow
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yeah a thing ive noticed is a lot of civ names end up with the name "the [adjective] 0" or "the 0 [noun]" and its kind of ugly to look at. is there a way you could fix this too?
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Is this mod alive? Or forgotten?
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I noticed that some people where complaining about the fact that there were some "0"s in some of the generated names (Eg "The Iron 0").
I have a modded version of this mod that basically just removes all the lines that were left as placeholders....It will have less names than the author originally intended, but it is better than nothing....I am not going to post it here, because I don't have permission from the author to publish anything (it technically is his IP).
But if you want to modify his files yourself just do the following:
Search for the character zero (0). Remove all lines containing it. It is that simple.
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Hi everyone, haven't forgotten the mod, even fixed the issue, but then I got a concussion, which has so far lasted 5 months. I've been unable to upload the fix because I can't look at computer screens for more than a few minutes.
The problem is that civs and group are hardcoded to in some cases take the plural version of the word (50/50), even though it isn't supposed to. The workaround I'd do is replace the 0's in word entries used by civs and groups with the word preceding it (so "council;0" becomes "council;council". Hope that makes sense. If someone cares to make the fix and upload it, feel free to do so. There won't be an update from me in the next few months unfortunately, though I am getting better.
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Hi everyone, haven't forgotten the mod, even fixed the issue, but then I got a concussion, which has so far lasted 5 months. I've been unable to upload the fix because I can't look at computer screens for more than a few minutes.
The problem is that civs and group are hardcoded to in some cases take the plural version of the word (50/50), even though it isn't supposed to. The workaround I'd do is replace the 0's in word entries used by civs and groups with the word preceding it (so "council;0" becomes "council;council". Hope that makes sense. If someone cares to make the fix and upload it, feel free to do so. There won't be an update from me in the next few months unfortunately, though I am getting better.
its ok friend
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I can now look at screens again and I've uploaded a quick bugfix. Perhaps I should have called it v 0.41, but no, it's version 0.5 now
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Awesome that you've recovered, thanks so much for this great mod.
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Found a few inconsistencies in language_DWARF.txt:
- All the vanilla words are without special characters (eg "emar" instead of "emär") - easy to fix, just replace them (all those that are not [T_WORD:NEW ]) with entries from the vanilla language_DWARF.txt.
- Duplicates with messed up encoding: lines 2671-2686 contain duplicates of color names, which also happen to be wrongly encoded - just delete those.
- Messed up encoding: the words "VALE", "KNOT", "CAT", "ROSE" and "LADY" have messed up special characters (eg "·" instead of "ú"), the reason is wrong encoding (Win-1252 instead of OEM-US) - find&replace those.
- Last but not least: the translation for "BEET" is "n?pa" (with a question mark) - no idea what's that supposed to be there, so i replaced it with "bete" (Norwegian for "beet").
These changes don't require generating a new world, so if you have an ongoing fort/adventure you can safely overwrite the language_DWARF.txt in your /save/whateverregionxx folder as well.
You can fix those by yourself or ask me to send you the fixed version. I don't want to post it here since it's Emilovich's WIP.
Eagerly waiting for the next update. This mod is fantastic :)
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Found a few inconsistencies in language_DWARF.txt
Thanks for the feedback and praise, khripunoff! In particular, the encoding stuff you mentioned has been causing me headaches as I don't know all that much about it. I've set notepad++ to use ANSI encoding, but as you've pointed out for some words it doesn't work right. Any tips regarding how to get the right encoding would be greatly appreciated :)
And the next release will feature new forgotten beast names!
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DF uses https://en.wikipedia.org/wiki/Code_page_437 which has several names - I don't know what noteped++ might call it.
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Found a few inconsistencies in language_DWARF.txt
I've set notepad++ to use ANSI encoding, but as you've pointed out for some words it doesn't work right. Any tips regarding how to get the right encoding would be greatly appreciated :)
I use Notepad++ too. After you set the Encoding to ANSI, you need to set the Character set (in the same menu, below Encoding) to Western European->OEM US. This is the only correct Character set to use for Dwarf Fortress. If you notice strange symbols those are probably from wrong Character set (in our particular case it's Windows-1525 instead of OEM US) - replace those with the correct ones. If you are for any reason not sure what's the correct one, switch to Windows-1525 - they should be shown "correct" now. (if they are not, try another Character set, but usually it's Windows-1525 as in this case).
A useful feature in Notepad++ is Edit->Character panel - a nice side-panel with all the characters from the current Character set, handy for copy&paste "special" characters.
And the next release will feature new forgotten beast names!
Yay! Much excited! Any estimations as to when it's gonna happen? :)
P.S. BTW you might want to check your last update (v0.5). i think it still doesn't have the '0' issue fixed.
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DF uses https://en.wikipedia.org/wiki/Code_page_437 which has several names - I don't know what noteped++ might call it.
It's OEM US in Notepad++
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Went ahead and fixed the problems reported here (I hope). I'm uploading a new version with fixes and new, ominous forgotten beast naming. Say hello to Hellir Spiritwither the Venomous, Hvarf the Drowned and the rest of the circus! And as always, please report any bugs you encounter, though I think this is the most polished version yet. Thanks for the feedback and help with the character sets, which should finally be fixed now :)
The forgotten beast names are in Dwarf and the other languages are using a lot of Dwarven placeholder words. This is because I've decided to finish the Dwarven language first and then move on to the others afterwards.
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Holy Carp, 0.6 is alive! Downloading...
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A couple of issues with v0.6 :
- In all the LANGUAGE_*.txt files except for LANGUAGE_ELF.txt all instances of "ss" were accidently changed to "á". (double checked against 0.5 version and the vanilla files as well).
- language_DWARF.txt:
- [T_WORD:NEW TWILIGHT:r°kk] -- "°" was supposed to be "ø" but OEM US doesn't have such character, so you probably should use "o" like you did in the other files for placeholders.
- Also the "vanilla" words still have plain characters instead of special ones (eg "emar" instead of "emär") - just replace them with ones from the vanilla language_DWARF.txt.
- language_GOBLIN.txt (these are not new, also present in v0.5):
[T_WORD:NEW BERRY:kil√k] -- "√" should be "û"
[T_WORD:NEW OAK:bazg,] -- probably a typo
[T_WORD:NEW BADGER:m√r] -- "√" should be "û"
[T_WORD:NEW THE DEAD:uglûrz ] -- should be without space probably?
- language_ELF.txt: lines 2583-2584 contain duplicates which can be deleted:
"[T_WORD:NEW BAND:hoáe]" ("á" instead of "ss", but this is the only case in this file, I hope :P)
"[T_WORD:NEW MASTERS:turi]"
I noticed that you've changed the "e" endings of some of the vanilla Elven words to "ë" in one of the older versions, but I assume that's an intentional change to make them more in line with the new words, ie more Quenyaish sounding, but I may be wrong :)
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Long time lurker here. Just had a quick question. When I attempt to use this mod with the Meph pack, I can't seem to load or generate any worlds, as the game crashes. Is there something I could tweak and fix, perhaps, or are they simply incompatible? I'll ask in Meph's thread, as well. Twice the posts twice the chance of a fix I suppose. Many apologies if this is the wrong place for to ask. Thanks to the Mod Authors for all their hard work!
-Edit- Novaris is being kind enough to see about sorting this out over in Meph's thread. If anyone else is interested, the results or lack thereof will be there.
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I think this mod deserves more attention, it's likely the finest language overhaul mod out there IMO. Per Tolkien's own philosophy, memorable names are key to a memorable story, and it's admittedly a bit hard in vanilla DF to get attached to a place called "Beachedslopped" or something similar.
One thing I've noticed though that I'd like to report (it's probably been reported already but just in case), the game seems to register all the new names as unusual first names and so in adventure mode it can get a bit tiresome to always have NPCs commenting on how rare my character's name is (especially if they have the same name themselves). Is this intended or is it, as I suspect, a bug?
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I think this mod deserves more attention, it's likely the finest language overhaul mod out there IMO. Per Tolkien's own philosophy, memorable names are key to a memorable story, and it's admittedly a bit hard in vanilla DF to get attached to a place called "Beachedslopped" or something similar.
One thing I've noticed though that I'd like to report (it's probably been reported already but just in case), the game seems to register all the new names as unusual first names and so in adventure mode it can get a bit tiresome to always have NPCs commenting on how rare my character's name is (especially if they have the same name themselves). Is this intended or is it, as I suspect, a bug?
Thanks for the kind words!
I'm unfamiliar with this feature and I can't find anything about how it works. Definitely a bug though, but hasn't been reported before. If I knew which names it happens with, I might be able to fix it.
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It's a feature normally reserved for when an adventure mode player customizes their character's first name themselves and as far as I know shouldn't be happening with names generated by the AI. Seems like it might only be happening with human names for whatever reason, but I'll try to gather a more complete dataset through gameplay and then get back to you.
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how'd you mod in settlement names??? tried to do the same (making the settlement name SYM-category be the subsymbol) but... the results aren't very promising, with group names being named what the settlement names are supposed to be
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how'd you mod in settlement names??? tried to do the same (making the settlement name SYM-category be the subsymbol) but... the results aren't very promising, with group names being named what the settlement names are supposed to be
Settlement names are selected from categories ALL or REMAINING. SITE is, as you say, for groups (which doesn't make any sense). This means that settlement names for any given civilization are actually selected exactly the same way as the surnames for people from that civilization - there's no way to separate the two. Hope that helps!
In other news, I've been thinking about getting around to do a megabeast names update for this, but I have a lot of other things to do so it might be a while. Hopefully I can release a somewhat complete version fo this for when DF graphics arrive.
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Wait, you can do forgotten beast names!? That’s incredible, how does that even work? Don’t they take names from totally random pools?
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Wait, you can do forgotten beast names!? That’s incredible, how does that even work? Don’t they take names from totally random pools?
I think they take their names from certain language symbol sets (certain spheres, etc.), so probably by figuring out what they are and editing them?
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Wait, you can do forgotten beast names!? That’s incredible, how does that even work? Don’t they take names from totally random pools?
I think they take their names from certain language symbol sets (certain spheres, etc.), so probably by figuring out what they are and editing them?
exactly. I'm just splitting the complete overhaul into steps, and I think this is a nice way to divide it up.
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Would love to use this in the Premium version, but I get "FATAL ERROR - Missing Symbol Definiton".
What's happening here exactly? If some definition is missing, could I paste it from the vanilla files in order to fix it (presumably in "language_SYM.txt")? I'm using Meld which makes comparing the two files way easier, but I'm not sure what I could or should add back in.
Edit: I added this part into "language_SYM.txt", because it seemed to be part of Premium but was missing in .47:
[SYMBOL:NAME_BUILDING_HOSPITAL]
[S_WORD:HOME]
[S_WORD:HOUSE]
[S_WORD:SANCTUARY]
I no longer got the error, but the game crashed instead. So I tried generating an entirely new world and starting a new fortress, and the game didn't crash! However, I don't think (all?) the languages got modified, as I still ended up in a fort called "Closethate", with dwarf last names like "Roughlovers" and "Cudgelshocks".
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I haven't gotten around to getting the steam version yet, as I'm in the middle of the exam period and I know Dwarf Fortress would be detrimental to my ability to focus. So I'm not sure what's causing the issues, sorry! Could look like the game is using the vanilla entity_default file?
I've been working on this on and off for the last year though, and I'm planning to get the steam version and release a new and much improved version of this in January!
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No rush. We look forward to it whenever
When I was in college I unironically failed an exam period due to dwarf fortress specifically. Circa like 2014. It's a real danger
It was horrible and tbh and the steam version is just as soul consuming and addictive as classic, if not more so due to some of the new features
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I'm also looking forward to this! Are there any guides to how the game generates names for critters or has it just been trial and error to figure out how to hone the raws?
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I'm also looking forward to this! Are there any guides to how the game generates names for critters or has it just been trial and error to figure out how to hone the raws?
On the DF wiki talk page on spheres there's a list of what language symbols each sphere uses:
https://dwarffortresswiki.org/index.php/40d_Talk:Sphere
For example a forgotten beast with deformity and caverns as spheres would take their name from the language symbol sets NAME_CAVE and UGLY, so its name in dwarven could be Unulbul, 'Danklard'. (Presuming I've understood correctly.)
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A great mod and a must have in my book, but I've had some problems with it recently. Hope this would be a right place to ask.
I've been trying to use this mod together with the Spellcrafts mod for 0.47.05, and had a small issue. Some of the names return blank for some reason. Esp noticeable during the worldgen, as the world's untranslated name would often be blank. The mods by themselves do not have this problem, and it appears only then combining two.
Since I'm completely new to DF modding, I'm not sure where the problem is, and both mods supposedly do not modify the same raws, besides manual addition of some lines to entity_default by the Spellcrafts mod. Spellcrafts does add new languages to the game, as additional raws, though. Still, I know too little of how the languages in DF work, to make any conclusions and act on them.
Would greatly appreciate any help on this matter.
A link to a screenshot of legends mode with missing names:
https://i.imgur.com/4LBcYNO.png
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Hey everyone, and thanks for all the encouraging words! I've had to spend some extra time on my exam (because I went travelling instead of working on it), so I haven't had much time to look at this, and I'm still not finished with it, but almost. I've also had some trouble understanding the new patching mechanisms of the premium version. Currently, I can get the worlds to generate with my languages, but after saving a game and then returning to the save, all names disappear mysteriously. If anyone knows what could cause this, please chime in! But anyway I'm working on it and still hope I can release something this month!
I'm also looking forward to this! Are there any guides to how the game generates names for critters or has it just been trial and error to figure out how to hone the raws?
Trial and error (lots of legends mode) and some help from the wiki pages brewer bob mentioned! I haven't been able to find a pattern for smaller critters than the great beasts though, if that's what you mean!
A great mod and a must have in my book, but I've had some problems with it recently. Hope this would be a right place to ask.
I've been trying to use this mod together with the Spellcrafts mod for 0.47.05, and had a small issue. Some of the names return blank for some reason. Esp noticeable during the worldgen, as the world's untranslated name would often be blank. The mods by themselves do not have this problem, and it appears only then combining two.
Since I'm completely new to DF modding, I'm not sure where the problem is, and both mods supposedly do not modify the same raws, besides manual addition of some lines to entity_default by the Spellcrafts mod. Spellcrafts does add new languages to the game, as additional raws, though. Still, I know too little of how the languages in DF work, to make any conclusions and act on them.
Would greatly appreciate any help on this matter.
A link to a screenshot of legends mode with missing names:
https://i.imgur.com/4LBcYNO.png
The names that are missing are using my new vocabulary, but the new languages added by Spellcrafts do not have matching translations. If you want to make it compatible, you could copy/paste all my new translations from e.g. the language_DWARF file into the new language files added by Spellcrafts. That should fix it... I think.
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The names that are missing are using my new vocabulary, but the new languages added by Spellcrafts do not have matching translations. If you want to make it compatible, you could copy/paste all my new translations from e.g. the language_DWARF file into the new language files added by Spellcrafts. That should fix it... I think.
Thank you for your reply. It worked.
Copying new words from the language overhaul raws into Spellcrafts' did the trick. The only issue I've ran into was that some symbols in some words displayed incorrectly as weird and jumbled mess. Fixed it by finding and replacing the broken symbols with the normal ones. Don't know the exact cause, but since it's been an easy fix, doesn't really matter.
Can't stress enough how great this mod is. Having good sounding names has been a real gamechanger.
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The names that are missing are using my new vocabulary, but the new languages added by Spellcrafts do not have matching translations. If you want to make it compatible, you could copy/paste all my new translations from e.g. the language_DWARF file into the new language files added by Spellcrafts. That should fix it... I think.
Thank you for your reply. It worked.
Copying new words from the language overhaul raws into Spellcrafts' did the trick. The only issue I've ran into was that some symbols in some words displayed incorrectly as weird and jumbled mess. Fixed it by finding and replacing the broken symbols with the normal ones. Don't know the exact cause, but since it's been an easy fix, doesn't really matter.
Can't stress enough how great this mod is. Having good sounding names has been a real gamechanger.
The jumbled letters is because I sometimes manage to mess up the encoding of the files. Or else you did. But seems you figured it out. There's some advice on it somewhere in this thread I think.
I'm happy you appreciate my mod!
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The language overhaul version 1.0 is now live on Steam! https://steamcommunity.com/sharedfiles/filedetails/?id=3041526930 (https://steamcommunity.com/sharedfiles/filedetails/?id=3041526930)
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... And now also uploaded to the file depot - https://dffd.bay12games.com/file.php?id=16855 (https://dffd.bay12games.com/file.php?id=16855)