Dwarf Fortress

Dwarf Fortress

The Language Overhaul
83 Comments
dr125 29 Jul @ 12:44pm 
Yes, I was running just vanilla. The one exception is DF Hack was running, though I'm not sure if that would impact it.
Emilovich  [author] 28 Jul @ 9:30am 
@Spectre and @dr125 - I can't seem to reproduce this. Are you playing with other mods that add new civilisations or changes languages?

@flanhammer and @Salamanda - thank you for your kind words! If you're into a bit of tinkering, you can make other mods compatible by 1) going into the installed_mods, find the civilisation mod you want to make compatible, delete its language_SOMETHING file and then 2) go into the civilisation mod's entity file and change the part where it says [translation:SOMETHING] to e.g. [translation:DWARF]. I have some ideas for some languages for modded civs, but it's a good deal of work and I don't have too much time unfortunately.
Spectre 27 Jul @ 6:43am 
@dr125 can confirm. I have the exact same problem and deactivating the mad fixes it.
dr125 24 Jul @ 5:49pm 
It seems something broke with the new update when creating a new world. I'm getting a "Duplicate Object: Symbol Mythic"
flanhammer 28 Jun @ 7:56pm 
This is a beautiful, elegant mod and very intricate, it made fantastic names for my world but I'm seeing now as others did: it isn't compatible with installed new races and their languages. I was absolutely bummed the Intro's Kobold Civ mod wasn't compatible. I'd LOVE if it was! Pretty please, someday soon, lmao? (well done on this mod, it makes names make so much more sense!)
Salamanda 30 May @ 5:14am 
Seemingly a very small change, but it makes the general RP of the fort just work so much better. Them actually having names that sound like names is amazing.

Sadly it doesn't seem to work well with other mods that add species, regardless of load order. Currently coming across this issue with Blendecs, but my guess is this is true for a lot of them. At least during the embark screen my dudes are namelss.

But this mod is just so good I think i'm just gonna have to ditch the other mods!
Emilovich  [author] 2 Feb @ 7:14am 
@kizkadatz sorry to hear that! What other mods do you have? This mod is incompatible with other language mods including mods that add races with new languages
kizkadatz 29 Jan @ 9:08pm 
Get alot of of objects with Untitled as a name in the list but when you select them they do infact have a name but it is not searchable. some notable beasts just have blank first names
InterSEPPtor 7 Sep, 2024 @ 2:24am 
I think Old English is the way to go for human names, much better than Latin anyway... to anyone from southern Europe or central/south America Latin is pretty much all over the place already.

@Thrice Norse would fit dwarven names much more, if anything... in Scandinavian folklore dwarves are a keystone trope.
Thrice 6 Sep, 2024 @ 12:04pm 
Go for norse ;P
Emilovich  [author] 25 Aug, 2024 @ 1:35am 
@leonardodiasm mate, this IS the language overhaul mod. And it is likely incompatible with all other language mods. However I'm planning to add names loosely inspired by Old English or Latin for the humans. I'm not quite sure which one to give them, but I'm leaning towards an old english-inspired one.
leonardodiasm 24 Aug, 2024 @ 1:29pm 
When I use this with the Language Overhaul mod, humans don't have their first name (in Latin). They only have the "surname" in English. Is it compatible with this mod? Or maybe it is the wrong load order? I tried different load orders and the game either crashes or freezes.
I think a great workaround, if these mods can't be made compatible, would be for you to implement Latin or Old English for humans, as suggested previously by @OSSlayer.
gregloryus 2 Jul, 2024 @ 10:55am 
I'd love an option to give humans modern common English names: Alice, Bob, Tim, Hank, Jen, Zoe, etc.

In fact, I'd REALLY want the option to give my dwarfs those common English names -- I think it'd make them far more memorable, and could be funny when you find a dwarf with the same name as someone you know in real life.
Emilovich  [author] 26 Jun, 2024 @ 11:11am 
@DuxAter Yes, I'm planning to update it for when adventure mode comes out!
DuxAter 24 Jun, 2024 @ 4:46pm 
This looks great! But is this mod still working well? Will future updates like adventure mode potentially break it?

Just wondering if it's stable enough to use on my new main save.

-Thanks!! :)
OSSlayer 31 May, 2024 @ 1:35pm 
You should make the humans speak Latin, or Old English. Could add both even.
Emilovich  [author] 25 May, 2024 @ 12:08am 
@Overture sounds like mod incompatibility. This mod doesn't work with other mods that add translations (languages).
Overture 24 May, 2024 @ 11:38am 
@Emilovich I'll have to test it. What made me think it was this mod possibly is that the names of the witnesses are clearly from your mod (which is great) but when I use the search bar the first name remains the same but the last one reverts to the known DF gibberish, which makes it kinda hard to find the right witness since the first names repeat a lot.
Emilovich  [author] 24 May, 2024 @ 9:19am 
@Overture - does it happen with only this mod loaded?
Overture 23 May, 2024 @ 3:11pm 
When going into the justice tab and searching for dwarfs that witnessed a crime, their last name never really matches in the search bar, the first name is the same, but the last name is completely different. Could it be this mode doing this? Could it be a mod conflict?
Caldfir 7 May, 2024 @ 5:11pm 
It seems like info.txt for this mod contains "[x]" within the STEAM_DESCRIPTION. This generates a bunch of garbage in errorlog.txt every time the modlist gets refreshed.
InterSEPPtor 3 May, 2024 @ 2:27pm 
My favourite mod so far... by a LONG shot. Hats off to you.
However, my only suggestion would be for you to look into fixing lower case initials, which is apparently due to vowels with an accent on them. Maybe just remove those accents, and go for the simple vowel to have it properly capitalized.
Phoenix Archer 28 Apr, 2024 @ 9:06pm 
It is a important mod to my game.
Digganob 15 Feb, 2024 @ 7:45am 
Just making sure, you didn't put the mod above of the vanilla language in the load order, did you? Just adding the mod without changing its location should be just fine, I had no issues. Did you make any file modifications yourself? Have you tried validating your game files?
doom frog 15 Feb, 2024 @ 4:14am 
@Digganob I mean I generated a basic world with only this mod installed, and it was if nothing had changed so I assumed something wasn't working. So literally no change. I looked at civilization names and dwarf names. Civilization names were definitely still the same old goofy ones. As for dwarf names, non of the ones I saw seemed new either. Looking at the pics of the mod, I think I'd spot the difference if it was working for me.
Digganob 14 Feb, 2024 @ 6:39pm 
What do you mean by "doing anything at all?" Do you mean that the language vocabulary itself is not changed? Or do you mean that names for places are still nonsensical?
doom frog 14 Feb, 2024 @ 12:00pm 
I don't see that it is doing anything at all... The only install instructions I see are to put it after the vanilla language pack which I did, and warnings about mod conflicts. While I do normally use other mods, I also generated numerous worlds where this was the only mod I used and I still did not see a difference. I was quite excited for the premise of this mod, because I absolutely loathe the awful vanilla civilization names for their random quirky nature.
20firebird 8 Feb, 2024 @ 12:34pm 
I've been loving this mod, but I have noticed that I still frequently see dwarves with the same name (a lot of Merki, namely). For future versions, I'd appreciate it if you looked at why that might be happening. :)
J 3 Feb, 2024 @ 11:36am 
must be aerius or something
Emilovich  [author] 3 Feb, 2024 @ 2:03am 
Being an overhaul of how languages work, this mod is incompatible with any other mod that adds languages not based on my mod's vocabulary. Most additional civilization mods add new languages that will cause problems too.
J 2 Feb, 2024 @ 5:44pm 
it deletes names
Digganob 2 Feb, 2024 @ 3:12pm 
It does, I had to do a whole gauntlet of tests to find out that it was these two mods conflicting and causing crashes.
BrennoPereira 2 Feb, 2024 @ 3:05pm 
one question, this mod can conflict with latin language mod?

i want to use it to make only humans with latin name
sauce 16 Jan, 2024 @ 4:17pm 
This right here is so simple and so good that i always use it in my modded games.
this and squad symbols are must haves for me.
very nice!
Digganob 25 Dec, 2023 @ 3:24pm 
Kind of like real life then huh, lol.
Pogey-Bait 25 Dec, 2023 @ 2:49pm 
I love the idea of this mod and used it for quite awhile. Minor critique would be that the pool of names for the dwarves is pretty small from my experience. I get a ton of repetitions.
Digganob 10 Dec, 2023 @ 6:38pm 
There already is.
Ceruleus 10 Dec, 2023 @ 2:08pm 
Would it possible to get a version that changes the naming structures but not the actual dwarven vocab?
Uncle Barry 1 Dec, 2023 @ 11:56am 
Will this work with war and mythos i havent played with the mod much but i dont think it adds any races? (it does add a load of beasts and other stuff though)
Emilovich  [author] 25 Nov, 2023 @ 2:37pm 
@Valorant Pig Gaming - this doesn't happen in my game - are you using any other mods making changes to human civilizations?
Glubby Gaming 24 Nov, 2023 @ 9:53pm 
don't know if this has been reported, but Human caravans have the name humangroup_1
Emilovich  [author] 18 Nov, 2023 @ 6:34am 
@Eric Blank thank you, won't include it in the next update!
Eric Blank 16 Nov, 2023 @ 4:48pm 
Just FYI, including the complete mod description in the info.txt is creating errors on loading dwarf fortress. Looks like its coming from the html scripting
Mechanos 23 Oct, 2023 @ 12:49am 
Whelp, I did run into some strange naming. Not empty, but like, broken, names including references or tags. And after viewing the names, crashes would happen. So I guess... yep. questionable compatibility with other mods. Sadge.
Mechanos 21 Oct, 2023 @ 12:41pm 
I haven't seen any empty names yet. But I'll keep an eye out.
Emilovich  [author] 21 Oct, 2023 @ 9:41am 
@Mechanos any races with their own new languages will have empty names in my experience, but if I'm wrong then that's very interesting news
Mechanos 20 Oct, 2023 @ 1:09pm 
Went ahead and tried it, loading it just after vanilla languages, but before race mods, then generated a world. Using a lot of race mods, the naming of cities and stuff seems to be working properly. So far so good. :steamthumbsup:
Mechanos 20 Oct, 2023 @ 12:49pm 
When there's a new race with a language that's incompatible.. for example, some of SEEU's races.. will this incompatibility cause issue? Like crashes? Or will it just mean those additional races won't get the language overhaul treatment? I was just about to try this mod, when I noticed your extremely recent comments on the matter, and I happen to have a few race mods, including SEEU's.
Emilovich  [author] 20 Oct, 2023 @ 12:18pm 
@Moonwarden64 if the mods add new languages not based on my overhaul, they are not compatible
Emilovich  [author] 20 Oct, 2023 @ 12:17pm 
@ Psykodyko I think that mod does a complete overhaul of vanilla entities as well as new languages? It's possible, but I can't do that for every mod