Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
All modders can fully use my base UPC on TWC to use it for their own mod. I was a long time not anymore on TWC or modded.
p.s.
However you see that the author of the Absolute Dominium mod for total war empire had attempted to contact you on the Total War Forum, where you talk about your UPC mod.
https://www.moddb.com/mods/absolutum-dominium
Yes I know it's complicated and fortunately CA did solve this whole problem for newer TW games.
Sadly all modders for the older games suffer from this big language problem. So my UPC is fully free and all modders can use it as base and modify it to their needs.
Basically if we modders create custom content like units, then the game doesn't recognize the unit name automatically. It does not matter on which language too.
Therefore I created the UPC mods which include the basic vanilla localization and on top of it are the copied unit names from different mods. And some of them are also translated and if not, then they are at least in English displayed. But if a unit mod isn't included in the UPC, then the unit name won't show up. Regardless from which language the mod is or with which language we play.
These days unit modders do have their own versions of the UPC as mine is quite old.
can you clarify this once and for all?
Yes the project is over. I don't mod any TW Games at the moment.
this is most updated file for rome 2?
Yes I would do it like this too. Removing the UPC mod while playing big gameplay mods.
Yes that is correct if a mod isn't included, then the names don't appear at all. Like you wouldn't use the mod. Great overhaul mods have normally own files like the UPC or must be played in English that the names appear. You have to read their description and normally don't use the UPC for great overhaul mods.
Second question, but.. using your mod if active for attila or for rome the respective mods "medieval 1212" and "medieval 1100" setting English since it is mandatory for those two mods, the file I downloaded for the translation could give some conflict?
thank you
Thanks Malata. Because there are so many versions of the UPC, I don't put it on Steam.
Yes this project is available for several older TW games. But they aren't hosted on Steam.
Here is the link to the UPC-ATT
http://www.twcenter.net/forums/showthread.php?680610
This modpage is only for visibility, as I understand it.
i just need subscribe this mod???
This is my official forum link where you can download the latest version:
http://www.twcenter.net/forums/showthread.php?621968
The modder has already made own UPC translation mods which can be found within his description. ;-)
Basically the UPC files don't need to be activated through the Mod Manager itself. They will load automatically if you put them into the RTW2 data folder.
C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\data
Yes this mod "Translations for mods: UPC Language Project" by champloo is only a place-holder and not the UPC file itself. You don't need to activate this mod in the Mod Manager.
Yes exactly that is true. If a mod is included into the UPC, but not yet translated, then the game shows at least the English unit names and if available the descriptions.
If a mod is not included in the UPC, then the game shows an empty box.
Nevertheless magnificient work, you guys are heroes!
Ok I can check it, but I included all units whom have an unit description. But I know some units don't have unit descriptions in the base mod, so there are some without descriptions.
Which language do you use?
Thanks for your decent help here and suggestions. Yes I would also recommend these steps while using two PFM. Just one thing, if you want to edit vanilla texts, then simply change the related text in the wanted row with your new text. That's the easiest way. As if you put a new row at the bottom of the localisation.loc which uses the same first-column-text-ID, then the game always takes the existing vanilla row which is placed above. And your changes wouldn't be recognized. I for my part always export and import the localisation.loc as a .TSV file (can be selected in the PFM options) and then I use the free text tool Notepad ++ to edit these huge files. As the internal Windows Text Editor can't handle these big files that good. And Word/Excel corrupts sometimes these files. So export, then changing with Notepad ++, then import the localisation.loc again.
Then you press "Add new row" in UPC a couple of times, depending on how many descriptions you want to add.
Then you go to your mod and to the text files in there and mark the entries in the list and copy them (you can mark multiple at a time by pressing shift/ctrl + left click).
Then you mark all "dummy entries" you added into the UPC localisation.loc and paste.
Then you do "save under" and overwrite your UPC file.
Hey, thanks for the reply. Tbh I still can't figure out how to specifically copy the tags to the list in localisation.loc. I thought that I had to add the pack through 'Files > Add > From Pack' and add it under localisation.loc, but it seems it doesn't work that way. If it isn't much to ask, could you tell me the steps needed to add the tags to the UPC list? Thanks.