Cities: Skylines

Cities: Skylines

Custom Namelists
100 Comments
Bruce Jun 29 @ 8:28am 
Hint: Look for the Customizable Building Name Generator mod instead.
Bruce Jun 28 @ 11:34pm 
This may have worked at one time, but it's not reliable now. I actually got it to work with one line entry change but as far as any significant number of custom names, forget about it.
Watermelon! Apr 13, 2024 @ 12:45pm 
Last year i was working in a namelist mod, showcasing mexican/spanish names with logical and realistic names for industry, commerce and residential, also sims were included as well. As a matter of fact i had over 70% progress with the mod, but i cancelled it all when i realised there was this language problem with roads.

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.
-:gin_watermelon:
Witchberry Dec 6, 2023 @ 2:55pm 
@williamgg209 what issue though? I never really had any issue with it.
williamg209 Nov 20, 2023 @ 11:32am 
skye says this mod can cause issues
Khorvidae Apr 21, 2023 @ 7:49am 
Is there a way to change the way Residents are named to remove the "The x Resident?"
Witchberry Apr 6, 2023 @ 2:52pm 
Here's the sneak peek of my edits in VCS , these are two separate files. [imgur.com] I'm only using one version at a time either it's Korean names or Indonesian names. After editing those, I copied those namelist files to the mod's location (\SteamLibrary\steamapps\workshop\content\255710\1299863509) and overwrite the original namelist files.

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.
Witchberry Apr 6, 2023 @ 2:38pm 
@Baronryder : I don't really know the "right and legal" way to do it, but the way I did it is using this CNL Japanese Localization Name Lists as a renaming base for this mod, and then edit the namelist files in Notepad, Visual Code Studio, or any text editing app you prefer. I've made Korean (romanized) and Indonesian names using that method, but exactly because that's the methode I used, I don't dare to share them.
Baronryder Apr 6, 2023 @ 12:16pm 
Is there any way to rename the settable buildings as well?
For example, the name for the prison or the names modded buildings.
Sepone Jan 2, 2023 @ 7:52am 
@Dire Wombat I've just installed 'Custom Namelists' and 'Germanize: Road & District Names', activated both in the game's mod-menu and then clicked the 'Apply' button in Custom Namelists Options. Works like a charm, I have german road names all over the place. Hope that helps. :reexcited:
Dire Wombat Sep 19, 2022 @ 7:41pm 
I'm curious if anyone has been able to get this to work - I've followed the instructions 10x (using Ilion's namelist templates) and am still just getting the default names for everything.
Witchberry Sep 17, 2022 @ 11:48pm 
Does anybody have a tutorial on this?
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.
Neverminder Jul 20, 2022 @ 8:20pm 
can this be used to rename animals en masse?
Ilion Jul 12, 2022 @ 1:18pm 
@ragtimeCat,
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.
ragtimeCat Jul 12, 2022 @ 11:29am 
Hello! I would like to ask if this would be compatible with the Customizable Building Name Generator ? I wasn't sure if they worked on the same code or not, and I was scared of breaking my game if I tried.
Ilion Jun 20, 2022 @ 6:07pm 
@Erke,
NOTICE that it is "<LocalizedStringKey ...", not "<LocalizedString ..."
Ilion Jun 20, 2022 @ 6:04pm 
@Erke,
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.
FlipposTheFox Jun 11, 2022 @ 1:13pm 
So is greek supported? I always end up with "STREET_NAME_PATTERN:0"
If not, is there any kind of workaround?
Ilion May 28, 2022 @ 10:24am 
Are you seeing any of your new strings or patterns? I ask becase sometimes the files are not in teh right folder or subfolder, and this this mod doesn't read them.

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.
Erke May 27, 2022 @ 1:01am 
Nope nothing works, no matter what I add I can't blacklist those...
I have literally every possible line added to the file but they're not getting blocked.
Ilion May 26, 2022 @ 8:37pm 
If I'm wrong in that last post, then perhaps your .blacklist file should have:
<LocalizedString identifier="CONNECTIONS_PATTERN" key="America" / >
<LocalizedString identifier="CONNECTIONS_PATTERN" key="Europe" / >
<LocalizedString identifier="CONNECTIONS_PATTERN" key="Mideast" / >
<LocalizedString identifier="CONNECTIONS_PATTERN" key="Spanish" / >
Ilion May 26, 2022 @ 8:33pm 
@Erke,
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.
Erke May 26, 2022 @ 11:59am 
I can't seem to blacklist;

<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.
渚薰 May 26, 2022 @ 7:03am 
这个mod的输出文件在桌面上,太全了,不一定能研究透。自己文件想要做成mod和github页面没关系(如果有说不定可以直接写一个自己能旁加载文件的mod),关键是在AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods里新建一个文件夹,里面除了namelist、blacklist文件,还要一个Source文件夹,里面要放一个CS文件,模板是Cities_Skylines\Files\Mods\NewMod\Source\NewMod.cs,不需要码代码,只需要填mod名称和介绍,DLL文件会在第一次加载游戏时生成。
渚薰 May 26, 2022 @ 7:03am 
@Erke I find the exported namelists on my desktop fold, it is very long, maybe too useful.
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。
Ilion May 23, 2022 @ 8:29pm 
I've never encountered any videos on using this.

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.
Erke May 23, 2022 @ 8:02pm 
Hey Ilion, thank you so much for your help so far.
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?
Ilion Apr 22, 2022 @ 10:14pm 
No idea.
Erke Apr 22, 2022 @ 6:29pm 
Could this mod be causing issues with special Turkish character unicodes?
Ilion Apr 20, 2022 @ 5:12pm 
@Erke, Yes, you'd want to use a .blacklist file to purge the vanilla names and/or patterns which you don't want the game to use.

==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.
Erke Apr 19, 2022 @ 8:34am 
@Illion That is just PERFECT! I was hoping for this...
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...
Ilion Apr 19, 2022 @ 4:16am 
@Erke
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/
Erke Apr 17, 2022 @ 7:34pm 
Can I change the city names shown for outgoing intercity busses, using this mod?
m4gic Feb 25, 2022 @ 10:16am 
I am trying to use this to modify District Names - I have entered my own names in Theme Editor but when I start a game it is using a Vanilla suffix for my custom names. For example, let's say one of my custom names is "Bla Bla Bla" -- in-game I make a District and it gets the automatic name "Bla Bla Bla Square" or "Bla Bla Bla Park".

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?
simsfreq Dec 1, 2021 @ 3:07am 
It turned out moving all the files to the mods folder worked. Thanks for your help in figuring this out!
Ilion Nov 14, 2021 @ 5:43am 
And, of course, I posted too soon (before fully reading your note).

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.
Ilion Nov 14, 2021 @ 5:40am 
OK, now I am confused.

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 )
simsfreq Nov 14, 2021 @ 3:52am 
Maybe I'm not being clear about what I want to do. I am happy for names to be used, I just want to completely replace the default list of names (first names and surnames) with my own custom list.

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.
Ilion Nov 13, 2021 @ 12:23pm 
I can't imagine *what* one would put in a .blacklist file to do what you want ... which is to change how the substitution variable "{0}" is calculated/populated for patterns such as
<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>
simsfreq Nov 13, 2021 @ 9:50am 
So you think the blacklisting won't work? That's a shame. I have quite a few street name endings (road, street, place etc) and I kind of just wanted the variety without having to make all possible combinations myself. Perhaps I can find a tool to put them all together for me.

It's also been an interesting challenge to think of words that work both as names and street names, or surnames and street names.
Ilion Nov 11, 2021 @ 9:22am 
@simsfreq,
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.
simsfreq Nov 11, 2021 @ 8:07am 
Is there a way to blacklist the default names list? I have created a list of names that also sound like reasonable street names. Yes it means all my people will have weird names like "Primrose" and "Storm" but whatever. I rarely look at people names.

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" />
Taipei Native Oct 17, 2021 @ 5:15am 
Since this mod last updated almost 4 years ago, I found that newly added localized string cannot be properly blacklisted. Is it possible for you to update the mod to work with the latest DLCs?

Note: The mod is really brilliant. Thank you for making this mod!
Ilion Sep 20, 2021 @ 2:46pm 
Yes.
hergy Sep 20, 2021 @ 1:57pm 
What happens if i unsub this mod? Will all names be reseted to the vanilla names?
Painlass Jul 22, 2021 @ 3:58am 
Anyone know how long each entry can be?
Are there limits on the number of entries per category or in total?
EG: Will adding 10k entries cause issues?
Delna Cendra Jun 15, 2021 @ 4:01am 
Got help from Illion, now this work ! thank you very much for this little mod.
Ilion Mar 26, 2021 @ 3:29am 
Ah, I see that at the end of this mod's description page is a list of known mods supplying namelists files for use by this mod.
Ilion Mar 26, 2021 @ 3:22am 
All mods, as opposed to assets, have a .dll under their "Steam ID" folder. The "Steam ID" of this mod is "1231957400" ... so, in the folder "[STEAM-INSTALL-LOCATION]\steamapps\workshop\content\255710\1231957400" is a .dll called "CSLCNL.dll". That .dll is how this mod works.

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.
Captain Toof Mar 26, 2021 @ 12:21am 
What dll, how to set up, what should be inside? No information by the author, I've SUDDENLY realized there is should be a dll, from that example.