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语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









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.
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!
And of course, it's a much bigger pain to maintain as we can see here.
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.