Dwarf Fortress

Dwarf Fortress

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The Language Overhaul
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Tags: mod, language
File Size
Posted
Updated
4.280 MB
26 Sep, 2023 @ 6:10am
9 Oct, 2023 @ 5:57am
4 Change Notes ( view )

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The Language Overhaul

Description
The Language Overhaul
Say goodbye to Astesh Clasptreaties and all the other randomness of vanilla Dwarf Fortress naming schemes! This mod aims to make names less gibberish, more memorable and more distinct and epic-sounding. 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 and goblins (humans are still WIP).

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 memorable and sound less like gibberish than in 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. Below are some examples from a world I generated:

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

Compatibility
This mod should be loaded before any mod that makes changes to entities.

The mod replaces the vocabulary of vanilla, so any mods that add new translations based on vanilla vocabulary (such as new races) will cause problems. Creating a language based on this mod is not difficult, but if you need help, feel free to throw me a message at the forum.

FAQ
Will I still find dwarves called Urist?
Yes.

How do I make a mod that adds races and civilizations with new languages compatible with this mod?
1. Go to steam/common/Dwarf Fortress/mods or if you already have the race mod used and installed go to steam/common/Dwarf Fortress/data/installed_mods and locate the mod you want to make compatible

2. inside the mod's object folder, delete any files called "language_XXX"

3. open the file(s) called "entity_XXX"

4. find the places where it says [TRANSLATION:XXX] and replace with a translation provided by the language overhaul such as [TRANSLATION:DWARF], [TRANSLATION:ELF] or [TRANSLATION:GOBLIN] (I plan to add more of these so you have something to choose from)

5. if you want proper civilization names, find the part where it says SELECT_SYMBOL and add a new line if it doesn't already say: [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]

7. if you want proper group names, also add a new line if it doesn't already say: [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]

8. Save your changes and load up the game. Create a new world. Load language overhaul before the other mod.

Feedback
Please leave any suggestions or bug reports in the comments or on the Bay12Forums Topic[www.bay12forums.com]!

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.
Popular Discussions View All (1)
3
27 Jan @ 8:44am
Mod Compatibility
niemst
60 Comments
Digganob 15 Feb @ 7:45am 
Just making sure, you didn't put the mod above of the vanilla language in the load order, did you? Just adding the mod without changing its location should be just fine, I had no issues. Did you make any file modifications yourself? Have you tried validating your game files?
doom frog 15 Feb @ 4:14am 
@Digganob I mean I generated a basic world with only this mod installed, and it was if nothing had changed so I assumed something wasn't working. So literally no change. I looked at civilization names and dwarf names. Civilization names were definitely still the same old goofy ones. As for dwarf names, non of the ones I saw seemed new either. Looking at the pics of the mod, I think I'd spot the difference if it was working for me.
Digganob 14 Feb @ 6:39pm 
What do you mean by "doing anything at all?" Do you mean that the language vocabulary itself is not changed? Or do you mean that names for places are still nonsensical?
doom frog 14 Feb @ 12:00pm 
I don't see that it is doing anything at all... The only install instructions I see are to put it after the vanilla language pack which I did, and warnings about mod conflicts. While I do normally use other mods, I also generated numerous worlds where this was the only mod I used and I still did not see a difference. I was quite excited for the premise of this mod, because I absolutely loathe the awful vanilla civilization names for their random quirky nature.
20firebird 8 Feb @ 12:34pm 
I've been loving this mod, but I have noticed that I still frequently see dwarves with the same name (a lot of Merki, namely). For future versions, I'd appreciate it if you looked at why that might be happening. :)
J 3 Feb @ 11:36am 
must be aerius or something
Emilovich  [author] 3 Feb @ 2:03am 
Being an overhaul of how languages work, this mod is incompatible with any other mod that adds languages not based on my mod's vocabulary. Most additional civilization mods add new languages that will cause problems too.
J 2 Feb @ 5:44pm 
it deletes names
Digganob 2 Feb @ 3:12pm 
It does, I had to do a whole gauntlet of tests to find out that it was these two mods conflicting and causing crashes.
BrennoPereira 2 Feb @ 3:05pm 
one question, this mod can conflict with latin language mod?

i want to use it to make only humans with latin name