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In English, when you start naming a road you start with "NAME + TYPE OF ROAD" for example: "Crisps street" or "Biden boulevard". IDK.
In spanish, when you start naming a road, you must(For logic language reasons) start with "TYPE OF ROAD + NAME" for example:
"Calle Juanito" or "Avenida de Miguel Hidalgo"
So in the .txt code, when i changed the name of the types of roads and names that automatically set up in-game, the road names don't look natural or logical. So i stopped doing the mod.
"Juanito calle" don't look natural, neither "Miguel Hidalgo Avenida".
Still, i wish there was a way to fix that.
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Another notice, please remember to have backup copies somewhere else as they will be overwritten with the original Japanese names from the mod I've mentioned everytime you do a "Verify Integrity of Game Files".
I apologize if my method is unethical.
For example, the name for the prison or the names modded buildings.
Currently, and for a whole year, I've been using CNL Japanese Localization Name Lists as a base to create name lists for this mod, and since I've been using that method, I refrained from sharing those created name lists.
Even if you save the game after using this mod (and a set of .namelist and/or .blacklist files), it won't ruin you game, as the names for game-objects are saved in the savegame file *only if* you have namually changed the individual name.
Thus, if you use this mod to supply a new set of names to game-objects, and save the game, and then reload the game without this mod, all named (except any manually changed) will revert to the default names.
This is because the sets of names to be used fir game-objects are loaded from configuration files as the game is loaded.
NOTICE that it is "<LocalizedStringKey ...", not "<LocalizedString ..."
This worked for me (keeping in mind that I'm using an old version of the game) --
In the .blacklist file I have this to remove the default connections patterns and names:
<LocalizedStringKey identifier="CONNECTIONS_PATTERN" key="America" / >
<LocalizedStringKey identifier="CONNECTIONS_PATTERN" key="Europe" / >
<LocalizedStringKey identifier="CONNECTIONS_PATTERN" key="Mideast" / >
<LocalizedStringKey identifier="CONNECTIONS_PATTERN" key="Spanish" / >
<LocalizedStringKey identifier="CONNECTIONS_NAME" key="America" / >
<LocalizedStringKey identifier="CONNECTIONS_NAME" key="Europe" / >
<LocalizedStringKey identifier="CONNECTIONS_NAME" Key="Mideast" / >
<LocalizedStringKey identifier="CONNECTIONS_NAME" key="Spanish" / >
Then, in a .namelist file, I built new values for the connections patterns and names.
If not, is there any kind of workaround?
I don't recall the exact details of how to check and fix that issue (if that's what it is). But, in the comments below, and in the comments for my companion mod, there are discussions of where the files should be placed.
I have literally every possible line added to the file but they're not getting blocked.
<LocalizedString identifier="CONNECTIONS_PATTERN" key="America" / >
<LocalizedString identifier="CONNECTIONS_PATTERN" key="Europe" / >
<LocalizedString identifier="CONNECTIONS_PATTERN" key="Mideast" / >
<LocalizedString identifier="CONNECTIONS_PATTERN" key="Spanish" / >
In your .blacklist file, do you have (for instance, for each individual pattern):
<LocalizedString identifier="CONNECTIONS_PATTERN" key="America">Rock{0} / >
Or:
<LocalizedString identifier="CONNECTIONS_PATTERN" / >
I could well be wrong, but *think* you need to use the second string, which I think would remove *all* connections patterns, after which you can rebuild them as you wish.
<LocalizedString identifier="CONNECTIONS_PATTERN" key="America">Rock{0}</LocalizedString>
<LocalizedString identifier="CONNECTIONS_PATTERN" key="America">Spring{0}</LocalizedString>
<LocalizedString identifier="CONNECTIONS_PATTERN" key="America">West{0}</LocalizedString>
<LocalizedString identifier="CONNECTIONS_PATTERN" key="America">Lake{0}</LocalizedString>
I also have "europe" "mideast" variations blacklisted but they keep appearing infront of my custom outside connection names, anyone have any idea why or on how to fix it?
@渚薰 Thank you so much.
To publish your own namelists, read the file Cities_Skylines\Files\Mods\NewMod\Source\NewMod.cs just fill two blank, rename the file and place into C:\Users\{User Name}\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\{Mod Name} fold, the game will complete the rest or report error. Than you can enable your mod and upload it to workshop。
There may be some comments below in this thread, or in the discussion for my mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=1249641304 ) that could help with setting up.
It wasn't this mod, but FPS Booster's alternative font rendering.
So I re-enabled this to work on it.... But I'm stuck at step one, where's the exported complete namelist file? I looked at appdata, mod folder, game folder... Can't find it...
The link to the github page in description is also broken...
Is there a step-by-step tutorial for this anywhere on youtube?
==I'm also hoping that blacklisting all the vanilla text and creating a big one of mine, won't affect performance much...==
It didn't seem to be that much an issue when I did similar.
If I understand this mod correctly, next thing I should do is to find a blacklist file for CONNECTIONS_NAME & PATTERN, or create my own, so only my custom names will appear in game, is that right?
I'm also hoping that blacklisting all the vanilla text and creating a big one of mine, won't affect performance much...
I think you'd want to change the appropriate <LocalizedString identifier="CONNECTIONS_NAME"...> and <LocalizedString identifier="CONNECTIONS_PATTERN"...>
as seen here -- https://steamcommunity.com/workshop/filedetails/discussion/1249641304/3377008022033234031/
I'm sure I can use your mod to eliminate the Vanilla suffixes, but once I do so I will need to publish the name list and black list and allow instruct who want to use my Theme on how to retrieve and save the namelist and blacklist, or their games won't have my custom names, right?
In other words, this mod and its namelists / blacklists only works on a local machine and does not get included when Publishing the associated Theme to the WS, right?
If you are seeing you own custom names, then you have the files in the correct place. So, it sounds like there is something wrong with your .blacklist file.
I *thought* you were saying that you didn't want the Cim's personal names to be used in populating the substitution variable "{0}" portion of street name patterns. And, to the best of my knowledge, that can't be eliminated.
But now it sounds like what you're *really* wanting is to totally replace the default Cim names (first and/or last) with your own custom list(s). And that's what this mod is for.
The most common reason for a failure to replace the default list(s) is that you have the file(s) containing your new blacklist(s) and list(s) in the wrong place in the file system. Resolving this is discussed extensively in the comments over at my "helper" for this mod -- "Custom Names Lists" ( https://steamcommunity.com/sharedfiles/filedetails/?id=1249641304 )
However, when I added them to the blacklist it doesn't seem to eliminate the default list. I get the default names and mine mixed together.
In fact I noticed the blacklist is also not working for avenue patterns, so maybe I've just done something wrong with the blacklist altogether.
<LocalizedString identifier="STREET_NAME_PATTERN">{0} Street</LocalizedString>
I suppose you could do away First Names altogether. That is, allow only " " as a First Name --
<LocalizedString identifier="NAME_FEMALE_FIRST"> </LocalizedString>
<LocalizedString identifier="NAME_MALE_FIRST"> </LocalizedString>
It's also been an interesting challenge to think of words that work both as names and street names, or surnames and street names.
The only way I can think to do that is so essentially do away with the patterns altogether.
That is, rather than having, for exampl, a few <!-- Street Name Patterns --> along the lines of --
<LocalizedString identifier="STREET_NAME_PATTERN">{0} Street</LocalizedString>
You'd have "patterns" for any-and-all names you wanted applied to Streets --
<LocalizedString identifier="STREET_NAME_PATTERN">Davies Place</LocalizedString>
<LocalizedString identifier="STREET_NAME_PATTERN">Water Street</LocalizedString>
<LocalizedString identifier="STREET_NAME_PATTERN">Front Street</LocalizedString>
Obviously, you'd end up with any number of Streets named "Water Street", etc. ANd the same with the other road types.
However I still get streets called "Dan Place" which is stupid IMO.
I tried adding this to the blacklist file, but it didn't work:
<LocalizedStringKey identifier="NAME_FEMALE_FIRST" />
<LocalizedStringKey identifier="NAME_MALE_FIRST" />
<LocalizedStringKey identifier="NAME_FEMALE_LAST" />
<LocalizedStringKey identifier="NAME_MALE_LAST" />
Note: The mod is really brilliant. Thank you for making this mod!
Are there limits on the number of entries per category or in total?
EG: Will adding 10k entries cause issues?
However, for this mod to work, you need some files which tell it *what* to do. I uploaded a mod, "Custom Names Lists" ( https://steamcommunity.com/sharedfiles/filedetails/?id=1249641304 ) which supplies those files, which you can use as-is, or modify.
My "Custom Names Lists" mod does have a .dll -- else it wouldn't show as a mod -- but its .dll doesn't actually do anything, it is there only so that the upload will show as a mod.