Dwarf Fortress

Dwarf Fortress

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The Language Overhaul
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Tags: mod, language
File Size
Posted
Updated
4.282 MB
Sep 26, 2023 @ 6:10am
Jan 23 @ 1:37pm
5 Change Notes ( view )

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The Language Overhaul

Description
-- Updated for Adventure Mode with Old English-inspired human language and new tavern names! --

The Language Overhaul
Bay12Forums Topic[www.bay12forums.com]
Dwarf Fortress File Depot Page[dffd.bay12games.com]

This mod aims to make names less random, more distinct and more epic-sounding with inspiration from fantasy literature and games. It does this through a complete rework of the game’s vocabulary and symbols as well as adding more distinct languages for the dwarves, elves, goblins and humans.

New Vocabulary
This mod completely revamps the vocabulary of the game, meaning that it adds new words that are aimed to fit the fantasy setting and specific context in which they appear. This means that names will be more like real-world and fantasy names than the names of vanilla dwarf fortress. Instead of dwarves and settlements having random names like Clasptreaties, Girdergrove and Faceearths, they will now have names such as Goldenmark, Castlecrown and Magmabury.

I have also changed how words are used in epithets. Instead of vanilla’s ”the X of X” naming scheme, where most words could appear in both positions making for very random outcomes, this mod uses a ”X of Y” approach, where X tends to be an object or symbol, and Y tends to be a more abstract concept. This makes for more meaningful names. With this mod, you will encounter forgotten beasts with menacing epithets such as ”the Child of Night” or ”the Venom of Reckoning” and your dwarves will create great artifacts with names such as ”the March of Heroes” or ”the Defender of Creation”.

I have gone to great lengths to make names fit the context they appear in. Civilizations will have names that sound like states and kingdoms, taverns will have more typical tavern names and you will be able to easily determine whether you are looking at an Elven or Goblin entity just by looking at the name. For instance, an Elven kingdom will tend to have a poetic name such as Burniel Loril ”the Pact of Songs” while a Goblin civilization will have a menacing one such as Sultozh ”the Gruesome Empire”.

New Languages
The mod also revamps the game’s languages (or ”translations”) to make them more unique and recognizable. The new dwarven language is inspired by Old Norse, the language of Elves by Tolkien’s Elvish languages and goblin language by Tolkien’s black speech. Human language is a WIP and currently they are using dwarven language as a placeholder. This change aims to make the different cultures feel much more distinct.

Dwarven
Elven
Goblin
Human
Personal name
Broddr Gimbrand ("Broddr Gemblade")
Tiriel Allagorn ("Tiriel Whitesprout")
Thil Shikrâm ("Thil Angershade")
Haleth Daelsmith ("Haleth Dalesmith")
Settlement
Ormdúrnir ("Dragongate")
Sarnlorn ("Reedcane")
Zhokthuzh ("Devilhowl")
Bleowaetar ("Bluewater")
Tavern
Gulljór ("The Golden Stallion")
Mallen Thanor ("The Hearth of Joy")
Bomthrash ("The Dirty Bear")
Gyldenmere ("The Gilded Mare")
Civilization
Járntjód ("The Iron People")
Arania Variel ("The Kingdom of Butterflies")
Tozh Krir ("The Empire of the Wastes")
Dracarice ("The Draconic Dominion")
Group
Ätt Hring ("The Clan of Rings")
Noren Daurien ("The Clan of Morning")
Bôg Gur ("The Band of Hell")
Ulmtheod ("The Elmen People")


Compatibility and load order
This mod should be placed right after the vanilla modules in the load order. The mod should be loaded before any mod that modifies vanilla entities. It will have minor incompatibilities with mods that replace vanilla entities rather than modifies them, but as long as there are no changes to languages it won't be gamebreaking - the usual consequence being slightly more abstract dwarf civilisation and group names.

The mod replaces the vocabulary of vanilla, so any mods that add new translations based on vanilla vocabulary (such as new race mods, they usually include new languages too) will cause game-breaking problems, even if they aren't noticeable during world generation. I'm looking into adding some compatibility patches for the most popular race mods.

Feedback
Please leave any suggestions or bug reports in the comments or on the forum topic!

If any of you encounter an awesome name in-game, feel free to send me a screenshot here or on the forums. Then I will add it to the screenshot section above!

Changelog
0.1 - first release - Dwarven personal and site names
0.2 - Human personal and site names
0.3 - Elven and Goblin personal and site names
0.4 - Civ and government names + more of the above
0.5 - Fixed bug with bad group names
0.6 - Bugfixes, added forgotten beast names and more
1.0 - First release for Steam! Vanilla vocabulary now completely replaced. Dwarven, Goblin and Elven languages are pretty much finished, Human is still WIP.
1.1 - Compatibility with Adventure mode. Added Human language inspired by Old English. More tavern naming variety for your adventures and various other tweaks and additions.
Popular Discussions View All (1)
8
Mar 15 @ 2:08am
Mod Compatibility
niemst
77 Comments
Emilovich  [author] Feb 2 @ 7:14am 
@kizkadatz sorry to hear that! What other mods do you have? This mod is incompatible with other language mods including mods that add races with new languages
kizkadatz Jan 29 @ 9:08pm 
Get alot of of objects with Untitled as a name in the list but when you select them they do infact have a name but it is not searchable. some notable beasts just have blank first names
InterSEPPtor Sep 7, 2024 @ 2:24am 
I think Old English is the way to go for human names, much better than Latin anyway... to anyone from southern Europe or central/south America Latin is pretty much all over the place already.

@Thrice Norse would fit dwarven names much more, if anything... in Scandinavian folklore dwarves are a keystone trope.
Thrice Sep 6, 2024 @ 12:04pm 
Go for norse ;P
Emilovich  [author] Aug 25, 2024 @ 1:35am 
@leonardodiasm mate, this IS the language overhaul mod. And it is likely incompatible with all other language mods. However I'm planning to add names loosely inspired by Old English or Latin for the humans. I'm not quite sure which one to give them, but I'm leaning towards an old english-inspired one.
leonardodiasm Aug 24, 2024 @ 1:29pm 
When I use this with the Language Overhaul mod, humans don't have their first name (in Latin). They only have the "surname" in English. Is it compatible with this mod? Or maybe it is the wrong load order? I tried different load orders and the game either crashes or freezes.
I think a great workaround, if these mods can't be made compatible, would be for you to implement Latin or Old English for humans, as suggested previously by @OSSlayer.
gregloryus Jul 2, 2024 @ 10:55am 
I'd love an option to give humans modern common English names: Alice, Bob, Tim, Hank, Jen, Zoe, etc.

In fact, I'd REALLY want the option to give my dwarfs those common English names -- I think it'd make them far more memorable, and could be funny when you find a dwarf with the same name as someone you know in real life.
Emilovich  [author] Jun 26, 2024 @ 11:11am 
@DuxAter Yes, I'm planning to update it for when adventure mode comes out!
DuxAter Jun 24, 2024 @ 4:46pm 
This looks great! But is this mod still working well? Will future updates like adventure mode potentially break it?

Just wondering if it's stable enough to use on my new main save.

-Thanks!! :)
OSSlayer May 31, 2024 @ 1:35pm 
You should make the humans speak Latin, or Old English. Could add both even.