__TOP__ Download File English_xml.pak
CRYENGINE is able to localize text and sound for different languages. All of the necessary localization data is stored inside pak files, stored in the /Localization folder (example: CRYENGINE_3.5/Localization/English_XML.pak).
Download File english_xml.pak
Inside of the pak files all files contained in the Languages folder can be directly translated except dialog_recording_list.xml and ai_dialog_recording_list.xml. These two files are used by the dialog system and need further explanation.
The g_language console variable can be used to load a specific language, which is addressed by the name of the language pak file (example: g_language = german for German.pak).
The dialog recording lists as well as translated text are loaded and handled by the LocalizationManager class. Make sure that new files are correctly loaded in the CSystem::OpenLanguagePak() function.
From CRYENGINE 3.4.3 and on the localization files have moved from /Game/Localized to /Localization. Also note the PAK layout has changed. The dialog folder with the audio files is located in the English.pak and the XML and gfx font files are located in the English_xml.pak.
Using the localization files inside pak files allows you to create multiple language packs. For example, CRYENGINE SDK ships with 3 language packs, English (default), German and Korean. The structure of these pak files is the same for each language.
For testing purposes though, you are not required to use .pak files. You can place .xml files for example in the main Localization folder and the engine will read these by default (similar to extracting objects from pak files, the engine will prioritize external content).
When you don't use pak files but rather xml files in a folder structure, you need to copy the files of the language of choice to the root folder (not Localization/), example: /Localization/text_ui_warnings.xml
As the XML files mentioned above contain all the text that is spoken in a game, they can be very large and are best viewed inside spreadsheet software, such as Excel. Inside the files, each line represents sentences spoken by a character. A detailed description of single parameters of these lines can be found in The Dialog System. Sentences spoken by different characters can be composed to a dialog by the Dialog Editor as an additional step, for further use in Track View scenes or Flow Graphs.
The AUDIO_FILENAME row, which is also called sound-key, is a unique identifier for spoken sentences. It directly references the audio file in the dialog folder, with the Languages folder and the file extension being skipped. This sound-key can be copied into the Dialog Editor or any dialog sound field, because it is a valid sound name. There are two different files needed for each line specified in the XML table, which are automatically loaded by the engine; one optional and one mandatory.
Mods in Mods folder are loaded in alphabetical order by default. You can specify custom mod loading order by creating an optional mod_order.txt file in the Mods folder. For each line in mod_order.txt the game will try to load the mod from the specified folder.
When the mod_order.txt file exists, it also functions as a whitelist: only the mods mentioned in it will be loaded. This can be used to disable a mod without deleting it, by simply commenting out that line.
Another optional file in the mod's root is "mod.cfg". When present, it will be loaded after "system.cfg", but before "user.cfg", which means it overrides CVars in "system.cfg", but not in "user.cfg". You can use the "mod.cfg" in simple mods when all you want to do is set some CVars. The order in which "mod.cfg" files are loaded also depends mod load order.
The purpose of paks in Data\_fastload is to reduce disk access during level load. They contain a number of small files: various xml files (.mtl, .animevents, .bspace, .chrparams, .cdf...), smallest mipmaps of splitted dds files and cgf files without render geometry. At the beginning of level loading, all fastload paks are loaded in the memory. Since they are loaded after regular Data paks, they will be searched first, and the game doesn't have to access the disk. At the end of level loading, all fastload paks are unloaded from the memory and are closed.
Contribute to translationIf your language has never been translated for the game or if you want to start it over, make a copy of the english_xml.pak and rename it as yourlanguage_xml.pak.If you are working on an updated translation for the game, make sure to gather all the new lines in the english_xml.pak file.
If you are updating the files with the latest additions, we made a color code for the text.Green is for the 'old' lines, orange is for the new lines.Don't translate the red lines since they are not used in the game presently.
Make sure that you activated "View files extensions" in the "View" menu of your file explorer, otherwise you won't be able to change the file extension and you will end up with a user.cfg.txt file and it won't work. You can find this option here:
I did that"Navigate to your KCD Directory (Named: KingdomComeDeliverance)Open the Localization folder, and rename the LANGUAGE_xml.pak to LANGUAGE_xml.pak.bak, where LANGUAGE is the language you downloaded localization for. Now you have a backup.Unpack this archive right into your KCD directory.Unpack the Localization you downloaded into your KCD directory.The mod pack zzzz_Dark_Times.pak should be with all the other paks in your games Data folder.The Localization pack should be in your Localization folder next to your backed up one."
2.Mod author made a critical omission in his readme.txt file where he talks about backing up the language files. He forgot to add backing up the language.pak file as well by renaming the original language.pak.bak like you did with the original language_xml.pak (which you BACKED UP by changing the filename to language_xml.pak.bak). This way, 100% of your original language files are backed up. So
"Please read the install instructions people, I have placed information on how to install the mod properly on the description (twice), in the sticky posts and I believe a quick explanation on the downloads as well.
Blank text for all in game text is an issue with installing and running the game with a corrupted pak. None of my mod files have been corrupted since I learned the cause (nor have i uploaded any besides the very first upload 0.1 which was removed within minutes), thus my mod alone should never ever cause this. "
OK, so, first of all, thank you for your effort in creating this mod, I know it can be time consuming and frustrating at times. Things I noticed: the game seems to load the .pak files alphabetically, so the way it is named now, (english_xml.p1_rwnw.pak or english_xml.p2_rwni.pak) it will not work. The game will overwrite the changes with its own p3,p4,p5 and p6 .pak's. If I rename the mod to english_xml.p7_rwnw.pak or english_xml.p7_rwni.pak, then it works. The same applies to the english_xml.p1.pak from the IP/UP project. (It needs to be english_xml.p7.pak in order to work). Hope all that makes sense. Cheers, Adrian.
Before getting into the meaty bits of the guide, I'll give a bit of background about the game's technical bits. AW is built on CryEngine 3 (unknown minor version). Games built using CryEngine tend to pack assets into compressed archives in ZIP format in order to reduce the overall size of the game. Sometimes these archives are entirely unprotected where you can unpack and repack at your leisure, other times they may signed so that they cannot be modified or repacked, or encrypted so they could not be unpacked at all. For AW, most of the archive files may be freely unpacked but not repacked.
Thanks to a feature common throughout CryEngine versions, assets not present in the archives can also be accessed in the form of loose files. In a development environment this makes testing and patching extremely simple since single files distributed far more easily than big chunky archives. In practice, this means all the game assets can be unpacked and modified to your liking, as long as the file structure remains the same and the game is told to read from the loose files instead of the archives.
In the context of AW, the archive files contain textures, music, sound effects, some configuration settings and other stuff. These assets are spread across numerous archives, so it might take some digging around to find exactly what you're looking for. Unfortunately for the dataminers, the really interesting bits such as vehicle stats are encrypted in gamedata.dat, which can't be unpacked.
Note that because AW has an absolutely disgusting (read: inefficient) development cycle, every time the client updates it has to download all the affected assets all over again. This means the archive files will likely be replaced after every update, so whatever modifications you do will have to be repeated.
Now to extract the files out of the archive into loose files. Easiest way to do that is to go back to /gamesdk, select gameui.pak and tell 7-Zip to "extract here". Feel free to dig around the loose files!
Note that the game at this point will still read from the archive files, because that's how CryEngine works. To force the game to read from the now unpacked loose files, simply rename gameui.pak or move it somewhere else for backup.
You can also repeat the process for all the other .pak files. They contain different game assets such as music, sound effects, textures and whatnot, so if you want to mod them you should also unpack them. Be warned however, the unpacked loose files may end up being more than double the size of the packed archives, so watch your disk space.
This process will have to be repeated every time the game updates, because updates are deployed in the form of packed archive files. You may also want to move the archives back into /gamesdk and /localization so you don't have to download everything again. 041b061a72