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Releases: Interkarma/daggerfall-unity

Daggerfall Unity 1.1.1

09 May 01:00
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Betony market from the mod 'Betony Restored' by Cliffworms

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This is the stable release of the first community update for Daggerfall Unity. If you experience new issues with this version, please reach out to @KABoissonneault on Discord or the /r/daggerfallunity subreddit.

Mods should not have been broken by this release. If anything stops working, make sure your setup is correct. The only files you should copy from an old DFU installation are the .dfmod files. Visit the Mods menu on the launcher to make sure everything is there.

What's Changed

If you have not seen the changes from the v1.1 Release Candidate, you can find them here: https://github.com/Interkarma/daggerfall-unity/releases/tag/v1.1.0-rc

Some highlights include:

  • New in-game tutorial
  • Crash fixes
  • Setup improvements, like improved player logs, settings folder being more accessible, and ability to navigate hidden folders during the initial DFU configuration

Changes in v1.1.1:

Feature showcase

Portable Install

A big new setup feature for 1.1 in general is "Portable Install". Portable Installs will make your DFU installation store and read all its settings and saves from inside the installation folder, rather than the computer's user settings. This makes it easier to manage multiple DFU installations, can make it easier to move the installation to another machine, and can avoid polluting user settings.

To enable a Portable Install, simply create a new file named "Portable.txt" in your DFU folder. On Mac and Linux, the capital letter is important.

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When you next run DaggerfallUnity, you will go through the setup again, and the game should now create a folder called PortableAppData in your installation folder to store all these settings. Again, you will have no DFU saves and no mod settings, since you've just started from scratch. You can copy-paste these from the regular user settings if you want.

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Did you know that you could make the DFU setup faster by dropping DF's arena2 folder directly under DaggerfallUnity_Data/StreamingAssets/GameFiles ? Use this to make a truly portable DFU installation that contains everything necessary to run.

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Finding your settings

It is now much easier to find your settings, whether you're using traditional user settings or the new 'portable install' settings.

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A simple double-click on the 'settings folder' shown on the launcher screen should open your file explorer to this folder. In it, you can find the "settings.ini" settings file, the "Player.log" logs, your Mods configurations, and your saves.

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Player logs are pretty essential any time you hit an issue, especially since they're much more readable in v1.1. Be sure to always include them when reporting issues.

Note that if you reboot the game to find this folder again, your Player.log will be overwritten! If you needed logs from the previous play session, check "Player-prev.log" instead.

Acknowledgements

I would like to thank again all the contributors and reviewers that made this release possible. This project can only persist through distributed efforts.

Daggerfall Unity 1.1.0 Release Candidate

07 Apr 19:55
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From the mod 'World of Daggerfall'

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with bug fixes, and the first community update for DFU. Version 1.1.0 is intended to be a stable release for general play. All your existing mods should work on v1.1. If you experience new issues with this version, please report to #dfu-tech-help on the Lysandus' Tomb Discord server.

Release Candidate

While DFU has been fully released on the last release, we're now using the term "Release Candidate" for an update that seems solid enough for release, but needs to be deployed at large before we're ready to tell everyone to upgrade to the new version. Mods are expected to test against the new build, and report issues if there's anything that broke, compared to the previous release.

Featured Changes

New Tutorial

We have a new tutorial! When starting a new playthrough, you will be greeted with this message, replacing the classic Daggerfall tutorial.

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Compared to the old DOS FALL.EXE, Daggerfall Unity is a new software with different features and settings. As such, many messages in the tutorial were no longer relevant, or could be rewritten with the expected DFU experience in mind. DFU is already a notable departure from the original game on many basic gameplay aspects, it only makes sense that the tutorial should be adapted in consequence.

We hope this new approach will be useful for new DFU players, even ones with DF experience.

Music fixes

Did you know there is a theme in Daggerfall that is rumored to be unused, but actually appears in the game? This "Knight Theme" is not used in Knight Order halls, but can be heard in some Fighter Trainers halls in Hammerfell!

https://www.youtube.com/watch?v=ewt8uDe8fZo

DFU v1.1.0 reintroduces this theme at the appropriate location (assuming you're not running any mods that changes those locations), and fixes many other music differences from the original game. Did you know gods all have one of three themes at their temples? It should always be the same when you visit the same temple now. Try to notice which gods share themes.

Crash fixes

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We've taken steps to reduce crashes; the only one known to originate from DFU itself. Some users were experiencing multiple crashes per day, and v1.1.0 should be much better for those users. Some crashes may still originate from certain mod combinations, try and reach out to support to identify the issue.

With this change, we now have object tracking in the debug HUD for DFU. With the console command tdbg, you should be able to track how many objects DFU has created, which could help track memory issues in heavily modded setups.

General Fixes & Improvements

Localization

Mod Features

New Contributors

Full Changelog: v1.0.0...v1.1.0-rc

Acknowledgements

I would like to thank our reviewers for making this first community release possible. DFU cannot live on off of any single person's work, and community effort is necessary to ensure continued evolution while keeping a certain level of stability.

Reviewers for v1.1.0 changes:

  • kaboissonneault
  • Interkarma
  • Numidium
  • Hazelnut
  • petchema
  • Jagget

DFU uses a system of "approved reviewers" before bringing external changes into this repository. After v1.0, our list was quite limited, and each contributor's time was limited too. Guest reviews help bring new skills and perspectives into the process, and increase the confidence in a given change. As such, we will soon welcome @Jagget to the list of Approved Reviewers! Congratulations!

Daggerfall Unity 1.0.0 Release

30 Dec 21:58
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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with bug fixes. Version 1.0.0 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

Release 1.0

After several years of continuous development, Daggerfall Unity is finally at 1.0 Release stage. All game features have been implemented with a good baseline of stability and performance. The project will now move into post-release community support and maintenance. The future of Daggerfall Unity development will now steer towards future mod support.

General Fixes & Improvements

Interkarma

  • "MyDaggerfallUnityScreenshotsPath" setting missing default 66043a1
  • "AutomapNumberOfDungeons" setting saved to wrong section 0e655cf

Daggerfall Unity 0.16.3 Release Candidate

17 Dec 22:11
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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with bug fixes. Version 0.16.3 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Interkarma

  • Fix settings parser not having defaults ready for sync in certain configurations d1e3391

Daggerfall Unity 0.16.2 Release Candidate

24 Nov 23:18
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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with minor localization enhancements and bug fixes. Version 0.16.2 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Hazelnut

  • Add null check to inventory window #2543

Interkarma

  • Output talk_print exception to log a14b58c
  • Localize immutable Nord suffix "sen" 0da542d
  • Fix spurious "?" characters entered by backspace on Linux dcd327f
  • Localize string to confirm default controls
  • Fix two cases of unlocalized %cn (city name) in TalkManager b969952
  • Localize joystick (controller) binding UI 35e0d93
  • Fix shopkeeper 182-0 face index 01fbb72
  • Fix localized quest messages not restored on load b896674
  • Fix RSC 5242 text "ofthe" to "of the" 46a65fd
  • Harden reading settings file to prevent startup freeze f3ed7fa
  • Add %pg4 for missing pronoun His/Hers 83ce866
  • Localize save/load prompt text format 6972da2

Daggerfall Unity 0.16.1 Release Candidate

12 Oct 00:32
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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with several localization enhancements and bug fixes. Version 0.16.1 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Unity Splash

Starting from 0.16, Daggerfall Unity will display a customised Unity splash for 2 seconds then load the standard launcher splash. Here's what it looks like in this release.

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My reasoning for enabling the splash:

  1. I'm moving on from Daggerfall Unity after 1.0 and won't be maintaining a Unity subscription (which is currently required to remove the splash). Unity also recently removed the more affordable Plus tier which makes this cost prohibitive anyway.
  2. I feel it's important to normalise splash so that any future stewards or variants of this project do not feel like they need to pay for a Unity sub just to be on parity with the main release. Everyone is equal and you all own Daggerfall Unity now.
  3. Splash provides future stewards or variant projects the ability to customise start with their own identity.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Hazelnut

  • Allow extension to travel calculator for mods #2539

King of Worms

  • Create HD version of Daggerfall Workshop logo for splash

Interkarma

  • IME support for CJK keyboards f760f1f
  • Dynamic glyph loading for custom fonts 94d9ec6
  • Update logo and splash with thanks to King of Worms for HD logo 02a2b40
  • Disable collider on MagicCandleBehaviour billboard if mod adds one 3c23458
  • Add 1px width padding to label check to fix final character being culled a0c9554
  • Set sdfGlyphSpacing to 0 to fix unintended extra character spacing in custom fonts a750eed
  • Add DisplayName field to tutorial quest 05b08d9
  • Localize action type 12 answer strings such as "yes", "shut up", "benefactor" e3a94e1
  • Action type 12 answer use case insensitive compare a413a03
  • Use subfolder for Master CSV Files instead of zip 3b3c436
  • equippingWeapon string to use localized names 244fce5
  • Do not expand macros for quest letter tooltips for performance reasons 319e5c0
  • Make jumping force multipliers public 0ed1464
  • Fixed BIOG question text description to match +200 gold bonus 25a77ee
  • Fix lookup issue for localized quest name e914214
  • Use localized skill name when enemy pacified 8fc527a
  • talk_print console command fa56017
  • Add helper to load CSV as dictionary 521dd1e
  • Remove Mage Light from sale, retain in spellmaker 909d1c5
  • Read Mage Light example strings from CSV 3a251d1
  • Slightly increase Mage Light range and intensity aa996c3
  • Seek NameGen.txt from StreamingAssets.txt for localization purposes 80f8857
  • Fix hit points down button mouse event b62818c
  • Localize "Random" button text 3113e38
  • Console command to add random potion recipe 96e06f3
  • Use localized item name for recipe ingredients fedc92a

Daggerfall Unity 0.16.0 Release Candidate

20 Sep 00:11
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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with minor localization enhancements and bug fixes. Version 0.16.0 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Unity Splash

Starting from 0.16, Daggerfall Unity will display a customised Unity splash for 2 seconds then load the standard launcher splash. Here's what it looks like.

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My reasoning for enabling the splash:

  1. I'm moving on from Daggerfall Unity after 1.0 and won't be maintaining a Unity subscription (which is currently required to remove the splash). Unity also recently removed the more affordable Plus tier which makes this cost prohibitive anyway.
  2. I feel it's important to normalise splash so that any future stewards or variants of this project do not feel like they need to pay for a Unity sub just to be on parity with the main release. Everyone is equal and you all own Daggerfall Unity now.
  3. Splash provides future stewards or variant projects the ability to customise start with their own identity.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Jay_H

  • Fix R0C11Y26 click clearing #2537

Interkarma

  • Localize hand-to-hand damage format string ee6c538
  • Localize affiliation format string f872f0a
  • Add hooks to cycle interaction modes from mods 2650483

Daggerfall Unity 0.15.4 Beta

27 Aug 23:44
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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with localization enhancements and bug fixes. Version 0.15.4 is intended to be a stable beta for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Mod Compatibility

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.15.x, please reach out on the forums or Discord for help.

Note: This release has been updated to 0.15.4a to address an issue with mod compatibility.

Featured Changes

Ted Peterson - Bourn in Wood Parts 1 and 2

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Daggerfall Unity now has two exclusive in-game books written by none other than Ted Peterson, the lead designer of Daggerfall and one of the fathers of The Elder Scrolls. Ted is the author of several in-game books you've discovered over the years in Arena, Daggerfall, Morrowind, and Oblivion. He is also the namesake of Sheogorath, the Daedric Prince of Madness.

These two books offer some background and motivation for a key figure in Daggerfall's story. They can be discovered once the player has progressed past a key moment in the game.

Ted wanted to be clear these books are in no way official and should not be considered canon. If Bethesda does something different with these characters in future then whatever Bethesda does is canon. Please also note that Part 1 and 2 are not the complete series, just the first two chapters.

We are very grateful to Ted for donating his time and talent to create something unique and special for Daggerfall Unity. Check out Ted's new game The Wayward Realms by OnceLost Games. This is a spiritual successor to Daggerfall led by Ted Peterson and Julian LeFay.

General Fixes & Improvements

chloelcdev / Hazelnut

  • Reset seed to ensure magic item shop theft randomization #2529
  • Ensure GetMerchantMagicItems preserves seed #2534

Jay_H

  • Fix text line in R0C11Y28 9d5ee7c
  • Fix misplaced rumor in C0B00Y01 #2536

Pango

  • Fix description of Wayrest Painting non-magic look ce9d09e
  • Make sure description matches painting gfx a545fd1
  • Fix regression caused by #1861 #2533
  • The Cursed Weapon quest typo bce56fd

DunnyOfPenwick

  • Dim backgound for DaggerfallEffectSettingsEditorWindow to match classic #2532

Interkarma

  • Fixes to R0C11Y28 1ad4507
  • Fix placement in Lord K'avar Part III 45a40eb
  • Fix map name reader edge case overflow a322cf5
  • Use localized class name during character creation c1fc28d
  • Use localized quest display name in popup list 7805d4f
  • Localize guild rank names 79b1ea2 87774e6 536b4d5
  • Merge Bourn in Wood parts 1 and 2 8b49619
  • Don't disable ClassicUpdate for non-pausing window b85d62c
  • Don't suppress world when starting in dungeons 53ce636
  • Fixes crash when loading a save game with invalid book IDs c75c15f
  • Downgrade missing book editor error to warning c266c4e
  • Add readme to CifRci and Img folders to prevent build stripping e5f6a7d
  • Fix small-size texture compression threshold check 4a65a03
  • Disambiguate Daedric/Orcish strings between skill and material 5694cf2
  • Localize mid date-time format string seen on save/load UI e38246b

Daggerfall Unity 0.15.3 Beta

25 Jun 23:25
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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with localization enhancements and bug fixes. Version 0.15.3 is intended to be a stable beta for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

For a summary other changes in 0.15 prior to now, see patch notes for pre-releases 0.15.1 and 0.15.2.

Mouse Smoothing Update

An improved method of mouse smoothing was added in 0.15.1 (see that release for more details). If you previously had mouse look smoothing enabled, your mouse look sensitivity will now feel lower than before. Increase sensitivity in settings until this is back to a comfortable level. If you previously had mouse smoothing disabled, you can disable the new method by setting Mouse Smoothing to None or try one of the lower power settings.

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Mod Compatibility

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.15.x, please reach out on the forums or Discord for help.

Featured Changes

Interkarma - Read localized quest sources c1e0869

The localization system will now seek for translated quest sources in StreamingAssets/Text/Quests. The translated quest file should have the same name as parent quest with -LOC appended. For example: M0B00Y16-LOC.txt.

The translated quest file must retain the header and QRC: section of source quest, but anything after QBN: is ignored and can be removed from translated quest file. Here's an example using pseudo-localized text.

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With this change, translated quest text can be maintained using a simple text editor. As the QBN: section is not used in -LOC quests, none of the programming or logic of quests will be impacted. Internally, DFU builds a database of text strings from translated quests and will preferentially use those strings at runtime.

This change also makes it possible for translators to also provide localized versions of external quests, such as those from a quest pack mod.

The article Translating Daggerfall Unity will be updated soon to reflect this change.

General Fixes & Improvements

Pango

  • Rewrite of CSV regex parsing to avoid exponential behavior #2513
  • Fix TextManager.GetLocalizedTextList returning spurious ^M characters #2514
  • Use hamburger button instead of chevron for options #2518
  • Add an option to hide PersistentDataPath in launcher #2521
  • Allow clicking on save thumbnail to open save directory on Linux #2522
  • Localize "USE"d maps #2523
  • Prevent creation of 0 gold Letters of Credit 21ea64e
  • Fix biography spurious questionmarks on empty lines #2525

KABoissonneault

  • Allow custom sound indices in SoundReader.GetAudioClip. #2515
  • Remove ! prefix from spell bundles in Active Spells HUD tooltips #2516

Jay_H

  • Spawn fix for Former Student part 2 #2527

Sappho20 + hornc

  • Commit spelling errors fixes from issue #2503 #2526

Interkarma

  • Fix typo in training text 4023 variant 41a6188
  • Building name generation to overridable formula 5e5fc9b
  • Improve handling of bad book ID 10000 71c181a
  • Support conditions defined in localized books 279951b d934561
  • Refine book reader page panel size 8b1eb83
  • Use localized names in map_revealbuildings command 6dde1c4
  • Disabled "A Mix Up" in quest lists d4f0ffc
  • Restore original Deserialize() method signature 157236b

Daggerfall Unity 0.15.2 Beta [Pre-release]

24 Apr 00:54
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Preview Release

Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.15.

If you do not wish to test upcoming changes or provide feedback to developers and modders, please download the previous stable Beta release Daggerfall Unity 0.14.5 instead.

Impact to Mods

Changes in 0.15.x are considered "low-moderate impact" to mods. Mods compatible with 0.14.5 should generally remain compatible with this release. Some mods could be impacted depending on which part of the game mod targets. Mod creators please test your mods to confirm compatible with this release and update/rebuild if needed. This ensures your mod is ready for the next general release.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.15.x, please reach out on the forums for help.

Providing Feedback

Please help mod authors by testing their updated mods with this release and providing them with your feedback on Nexus or on the forums.

If you encounter any new issues in this release not present in the previous general release, please post details to Help & Support on the forums.

Featured Changes

Interkarma - Localization Upgrade

Continuing the localization upgrade in 0.15.x, further localization support has been added in 0.15.2. New CSV files have been added to Master Localization CSV Files 0.15.2.zip. For previous localization path notes, see 0.15.1 release.

The following localization support has been added in this release:

  • Support larger replacement alphabets. Some alphabets required more characters for writing translations. Increased character support of font replacement atlas to fit approx. 5000 total characters.
  • Ingredient/Weapon/Armor format strings can now be localized using ingredientFormatString, longWeaponNameFormatString, longArmorNameFormatString in Internal_Strings.csv.
  • Remaining settings text (e.g. slider control values) now in Internal_Settings.csv.
  • Spell names now in Internal_Spells.csv.
  • Item template names now in Internal_Items.csv.
  • Artifact and magic item template names now in Internal_MagicItems.csv.
  • Faction names now in Internal_Factions.csv.
  • Attribute ratings (e.g. "very strong", "cunning") now in Internal_Strings.csv.

Note On Text Caching

When localizing Daggerfall Unity, some text data is cached in various places and may still display in default English even though you've translated properly. Below are the main cases you will encounter this during translation, and some tips to work around.

  • Item and spell names already in saves. Any spells and items already instantiated and present in player's save data will not be localized. Player may set custom names for their created spells and items, so this cannot be changed without potentially overwriting player's custom names. New spells and items created from template will be created using localized template names.
  • Names of discovered buildings. When changing faction names impacting buildings (e.g. translating "The Mages Guild"), any buildings already discovered by player will have their names cached to DiscoveryData.txt in player save. Use console command "refresh_buildingnames" to reset all building names in discovery data at current location. Delete file DiscoveryData.txt from save to reset this globally. Note the latter will clear all player discovery state.
  • Rumours involving factions. Some rumours involving factions (e.g. Faction X is now at war with Faction Y) are pre-expanded and cached to ConversationData.txt in player save. To workaround, travel for over 38 days to cycle in fresh rumours or delete ConversationData.txt from save.
  • Names in active quests. Names and locations in active quests will not be localized until quest ends and recompiles. Use console command "purgeallquests" or delete QuestData.txt from save to clear all quests. Then restart quest using localized version.

General Fixes & Improvements

KABoissonneault

  • Moved EnemyEntity methods to FormulaHelper for mod override #2493

Interkarma

  • Don't call ChangeDye for artifact weapons and armour aaa943a
  • Micromap QoL enabled by default dc48808
  • Support larger replacement alphabets b058866
  • Localize ingredient and weapon/armor format strings 05047fb
  • Fix quest text: "haggline" to "haggling" 8e2a44a
  • Added characters œ, Œ to default font f0a5251
  • Halve default WeaponAttackThreshold 7a1dae6
  • Embed AudioSynthesis code and remove DLL #2509
  • Fix culture sensitive string comparisons in AudioSynthesis 2f66d8e 27f75e0
  • Don't convert artifact display name to enum value 95209c0
  • Update Master Localization CSV Files zip 0a44c59
  • Add "refresh_buildingnames" console command a003609