The Last Spell

The Last Spell

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TLS - Localization modding guide
By b.laverny
In this guide, you will learn how to create your own Localization mod.
   
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Localization Module
The purpose of this Module is to bring new languages into the game.

To learn more about how to create Mods for The Last Spell, read this article:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3444167475
Structure
The folder needed for this Module to work must be named Localization (cf section “Create the
structure for your mod”).

Inside of this folder will need to be the actual localization file, which is a .txt (its name doesn’t
matter) which content is under the form of a csv (comma separated values).



[Optional] The “config.xml” file to link a custom font
This file is not mandatory for the localization Module. For the moment, its only purpose is to link a language to a FontAssembly (cf. “Make a Font mod”) to link a custom font to your localization.

Thus, this is only needed if you need/want to have a specific font with your localization and requires creating a Font mod beforehand.

The file must follow this pattern:



The LanguagesAndFontAssemblies can be repeated indefinitely. It will indicate to some languages that they’re linked to a FontAssembly. It indicates a FontAssembly that it can be linked to several languages.
Translation
You can use any software you want, but we have setup a very streamlined process using GSheet with automatized updates/tracking as well as detailed guidelines, which is actually very close to our
internal workflow, so that’s the preferred method and the one we will focus on here.

The short summary is that it will allow you to:

  • Translate all the ingame entries.
  • Have some comments from the team when needed, providing additional context.
  • Track the state of each entry, depending on your work and the modifications we perform on our end => New entries, Modified, Deleted, Done… This is not continuous, you will receive those updates when we freeze a new file internally as “ready”, most likely close before/after an update depending on how we fare.
  • Export easily the result in a format that can be added to your mod.

All you need to do to get started is access the GSheet template localization file (copy/paste to access it):

https://docs.google.com/spreadsheets/d/1Tck0NtNrWef0oldfoTxaUzcDBTnfNZx6V3ym-R93PEA/edit#gid=1025991755

This is read-only, so you can make your own copy. /!\ This requires a Google account. If you don’t have one, you can still download the file and use another method but as stated before it won’t benefit from all the automatized workflow.

Everything is explained in detail within the GSheet template itself, in the tab named Guidelines, so please read it when accessing the document, before starting to translate.


If you want, the GSheet that is used to make the Example Language of the Example Mod can be found here (copy/paste to access it:

https://docs.google.com/spreadsheets/d/1zxUVHN2Q2TjCJZ3bxUnsvsy97O4X-fQwzcQT-26oqsI/edit#gid=990616354

There’s not much to it, but the very few entries that have been “fake-localized” can be found and provide a small display of the tracking process.
Note: The creator of a mod can translate several languages in one file or do one file by language, this doesn’t really matter (but the source GSheet provided is only setup for a single language, so you have to modify it if you want to do so).
Export
Everything is explained within the template GSheet, in the Guidelines.

The baseline is that you need to export the file as a csv, and then change its extension to .txt before
adding it to your mod.