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RT Localization guide

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Jun 21st, 2025
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  1. 1. Create a enGB.json file inside the localization folder of your mod
  2.  
  3. 2. paste the following
  4.  
  5. {
  6. "strings": {
  7. "blank_name": {
  8. "Text": "text to fill"
  9. },
  10. "blank_name": {
  11. "Text": "text to fill"
  12. },
  13. "blank_name": {
  14. "Text": "text to fill"
  15. },
  16. "blank_name": {
  17. "Text": "text to fill"
  18. }
  19. }
  20. }
  21.  
  22. Note: While it is easy to add new strings, be aware that the last entry needs the , omitted.
  23.  
  24. 3. open the blueprint you want to localize inside a text editor
  25.  
  26. 4. scroll to m_DisplayName
  27.  
  28. 5. Look for "m_Key": "This will display a lot of numbers",
  29.  
  30. 6. Change it to something that is appropriate for what your editing, for example:
  31. "m_key": "NewBoltPistol_DisplayName"
  32.  
  33. 7. Now edit the enGB.json file to give it an actual entry.
  34.  
  35. {
  36. "strings": {
  37. "NewBoltPistol_DisplayName": {
  38. "Text": "New Bolt Pistol"
  39. }
  40. }
  41. }
  42.  
  43.  
  44. 8. Done
  45.  
  46. Other options are:
  47.  
  48. a. Description
  49. b. FlavorText
  50.  
  51. Follow the same steps 1 to 8, however it is advised to keep your text clean, so you can read it back.
  52. Example:
  53.  
  54. "Grimflare_DisplayName": {
  55. "Text": "Grimflare"
  56. },
  57. "Grimflare_Description": {
  58. "Text": "This pistol deals energy damage and inflicts burning on its targets."
  59. },
  60. "Grimflare_FlavorText": {
  61. "Text": "Grimflare is equipped with a miniaturized plasma generator, which superheats the air around each shot, creating a radiant aura of heat. Designed for the Mechanicus, it’s devastating against unarmored foes, searing flesh and bone with each shot."
  62. }
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