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- 1. Create a enGB.json file inside the localization folder of your mod
- 2. paste the following
- {
- "strings": {
- "blank_name": {
- "Text": "text to fill"
- },
- "blank_name": {
- "Text": "text to fill"
- },
- "blank_name": {
- "Text": "text to fill"
- },
- "blank_name": {
- "Text": "text to fill"
- }
- }
- }
- Note: While it is easy to add new strings, be aware that the last entry needs the , omitted.
- 3. open the blueprint you want to localize inside a text editor
- 4. scroll to m_DisplayName
- 5. Look for "m_Key": "This will display a lot of numbers",
- 6. Change it to something that is appropriate for what your editing, for example:
- "m_key": "NewBoltPistol_DisplayName"
- 7. Now edit the enGB.json file to give it an actual entry.
- {
- "strings": {
- "NewBoltPistol_DisplayName": {
- "Text": "New Bolt Pistol"
- }
- }
- }
- 8. Done
- Other options are:
- a. Description
- b. FlavorText
- Follow the same steps 1 to 8, however it is advised to keep your text clean, so you can read it back.
- Example:
- "Grimflare_DisplayName": {
- "Text": "Grimflare"
- },
- "Grimflare_Description": {
- "Text": "This pistol deals energy damage and inflicts burning on its targets."
- },
- "Grimflare_FlavorText": {
- "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, itβs devastating against unarmored foes, searing flesh and bone with each shot."
- }
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