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Here's an example: https://steamcommunity.com/workshop/filedetails/discussion/2322836135/3001051775899509432/
might need to load save but it's better than relaunching
That being said, somewhat of a workaround that you can do right now, is to take the localisation files of the language you're using, and copy paste the texts into the english files (while keeping the l_english at the top as it is), and then set the Client language to English.
You'll see the base game in your language, and mods will be displayed in english. Of course the downside is that mods that have proper locs for your language will also use english instead.
This is by far the most annoying thing for those who wants to play the base game in their language and use mods. I lost and waste my time changing mod files one per one in every platform I play paradox games (pc and steam deck). And every tinme a mod have an update is the same. Nonsense and frustating, when the solution is very easy!
We can read english quite well, yes, no need a mod translation, but we want the vanilla game in our language. Please!
It's not something Paradox has any control whatsoever over, therefore not something they can fix.
You'd have more luck asking mod authors to implement the change themselves (and in fact you could as well supply them with a ready localisation file so all they need to do is put it in their own files as they upload them).
Of course modders can (and should) fill all localisation files that they don't have actual localisation for with English, but not everybody does, and having an automatic fallback would make everybody's life easier - modders would not have to copy-paste everything a bunch of times everytime they make a change to their loc, and mod users with non-English clients would not run into empty localisation keys anymore.
Exactly. Project Hospital and Rimworld, for example, does this way.