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Mod Releases / Re: The Language Overhaul - 1.0 released for Steam!
« on: September 26, 2023, 02:58:18 pm »
... And now also uploaded to the file depot - https://dffd.bay12games.com/file.php?id=16855
March 6, 2024: Dwarf Fortress 50.12 has been released.
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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.
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?
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
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?
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
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?

Found a few inconsistencies in language_DWARF.txt
