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Intro to Translations

Hello there! So you're interested in creating new localization entries for the game? You've come to the right place!

With PalSchema you can also support languages that aren't normally supported by the game.

Setup

  1. First, let's create a new mod folder called MyTranslation.

  2. Inside MyTranslation, you'll want to create another folder called translations. This folder must be called translations so it can be recognized by PalSchema.

Language Codes

Before we get back to our mod, we'll have to first understand what a 'language code' is. Language code is basically abbreviations that represent different languages like en for English for example. This is something commonly used in computing context for translation related stuff.

PalSchema utilizes ISO 639 two-letter codes to determine which language it should be using, just like Unreal Engine does. You can check all the available language codes over here https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

For now, let's just use en, so English. However you're welcome to try different languages.

Creating the Localization Folder(s)

  1. In the Setup section, the last thing we did was creating a translations folder, we'll want to create a folder called en inside the translations folder which means we'll be altering or creating translations for the English localization.

  2. Inside the en folder, create a new file called example_translation.json.

  3. Open example_translation.json and write this inside of it:

{
"DT_PalNameText": {
"PAL_NAME_PinkCat": "Not Cattiva"
}
}

DT_PalNameText is where the names of all Pals are stored and you might notice that it has this weird prefix PAL_NAME_. This is different for each localization file and is necessary to make sure the game actually reads these entries. We'll be modifying the name of Cattiva in the above example.

  1. Now we can launch the game and check if our changes took effect!

Cattiva with a modified name of Not Cattiva in-game

Success!

Going Further

Now that you have the basic understanding of translation mods, you'll be able to create and modify localizations for anything in the game. I recommend using FModel and exploring the localization files which can be found in Pal/Content/L10N.

Preview of the L10N folder as seen in FModel