Victoria 3

Victoria 3

Better Construction Queue
16 Comments
Samir_Patel03 29 Jun @ 5:39pm 
Mod is not working atm. Trying to open something like a market tab just has a bunch of debug stuff.
Betin 18 Jun @ 7:06am 
Yeah this mod totally messes up localization, you'll see debug text everywhere if you install it.
Aayom 5 Jun @ 8:30pm 
I think all you have to do is put the interfaces_l_english/german.yml into a folder named "replace" and it works.
Kaiser AVH 17 Feb @ 5:02am 
is this mod still working?
Sir Packet Lossalot 3 Jan @ 11:46pm 
Hey, not sure if it was reported, but this mod changes some tooltips to their debug titles like NO_COLONISATION_LAW (gibberish, but I hope you get my point), I tried with different mods and yet this issue persists
Klypto 31 Dec, 2024 @ 5:40pm 
@Dubbe Yeah I often find their modding systems super underwhelming in documentation. Not sure if their devs contribute to the wiki or if it's just community run

https://vic3.paradoxwikis.com/Localization


"Localization files must be .yml format encoded in UTF-8-BOM. Otherwise, the game simply ignores the file. Further, the filename must end with _l_<language>; any file name can be used as long as this format is respected. For example: MODNAME_USAGE_decisions_l_english.yml."

If you have trouble saving at UTF-8-BOM (not UTF-8) you can try doing it with vscode and selecting the encoding format in the bottom left. I can also try giving it a shot too


The best I've been able to do is ask claude.ai how to do it when google and the modding discord comes up short. It does have a surprising awareness and memory of PDX modding systems even if it does hallucinate sometimes.
Dubbe  [author] 30 Dec, 2024 @ 11:43pm 
The values that i needed to display (i think it was the monthly investment pool contribution) are only passed to exactly this localization keys. Thats the reason i can't just make my own loc-defines. The engine didn't passed the values that i need.

Of course could make an mistake or didn't understand the concept of this system not fully. But i tried what you both explain and it didn't work for me.

As far as i remember, i made this changes only in english and german files. So in all other languages this mod don't work correctly. Since the 1.8 patch i haven't had to check the compatibility. I try to check this in the upcoming days.

If you have further ideas, please let me know.

Thanks for your responses!
Vohen 27 Dec, 2024 @ 7:10am 
@Klypto is correct, it's not a good prectice to overwrite game files, do instead write youe own files and replace only the specific block you need. Otherwise it might really hurt compatibility.

And of course, it's a much bigger pain to maintain as we can see here.
Klypto 25 Dec, 2024 @ 4:50pm 
This mod incorrectly overwrites the base game Interfaces_I_english.yml and Interfaces_I_german.yml

Please do not overwrite these files.

Instead define your own version of the files such as IK_Konstrukt_I_english.yml and IK_Konstrukt_I_german.yml in the respective folders and place ONLY the custom named variables with custom prefixes such as IK_VAR_NAME_HERE_TT you need for your mod in those files.
Just4Fun 10 Dec, 2024 @ 1:26am 
Same localization issue. Might be worth to mention which languages. German it is for me.
zzzptm 26 Nov, 2024 @ 9:28am 
I can confirm this mod is breaking localization text. Adding it results in things like CURRENT_COMPACT_BUILDING_BROWSER_FILTER in the building interface.
victim of the stairs 22 Nov, 2024 @ 11:43am 
functional with 1.8, but screws up some of the localisations for the new mechanics
[HAN]你能秒我?这不可能 18 Oct, 2024 @ 1:29am 
can not adapt the Chinese environment
Vince 15 Sep, 2024 @ 6:43am 
can not adapt the Chinese environment
RoyalAirHorse 14 Sep, 2024 @ 3:21pm 
epic
CengizHan 4 Sep, 2024 @ 11:58am 
There is a description of the storage amount of the game's main storage. Can you fix this?