.

Bug with the Vanilla games handling of the Localization Database, happens with all mods. Have to exit the application and reboot it.
 
For new text entries I've found its more reliable to simply write the text directly in the requisite xml entry as the game will always correctly show it.

Ironic that I've found it works better since it's not something you should really actually do. I really hope they fix that in one of their first patches as I hate its sloppiness.
 
I had the same issue before. And then I found out that you need to add <Ruleset> or give an ID for <LocalizedText> (like <LocalizedText id="XXXXX">) in .modinfo to make localized text works. Both way are all work to me. Example as below and attached:

Code:
   <Components>
        <UpdateDatabase id="AIO_America_CMPNT">
            <Items>
                <File>AIO_America_Data.xml</File>
            </Items>
        </UpdateDatabase>
        <LocalizedText>
            <Properties>
                <Ruleset>RULESET_STANDARD</Ruleset>
            </Properties>
            <Items>
                <File>AIO_America_Text.xml</File>
            </Items>
        </LocalizedText>
    </Components>
    <Files>
        <File>AIO_America_Data.xml</File>
        <File>AIO_America_Text.xml</File>
    </Files>

Attached is the MOD I have created. The localized text is showing correctly under English, Simplified Chinese and Traditional Chinese.

EDIT: Obviously, I didn't pay attention to the "re-load or re-start a new game from an in-progress game". This solution couldn't solve the text issue either.
 
Last edited:
I had the same issue before. And then I found out that you need to add <Ruleset> or give an ID for <LocalizedText> (like <LocalizedText id="XXXXX">) in .modinfo to make localized text works. Both way are all work to me. Example as below and attached:

Code:
   <Components>
        <UpdateDatabase id="AIO_America_CMPNT">
            <Items>
                <File>AIO_America_Data.xml</File>
            </Items>
        </UpdateDatabase>
        <LocalizedText>
            <Properties>
                <Ruleset>RULESET_STANDARD</Ruleset>
            </Properties>
            <Items>  
                <File>AIO_America_Text.xml</File>
            </Items>
        </LocalizedText>
    </Components>
    <Files>
        <File>AIO_America_Data.xml</File>
        <File>AIO_America_Text.xml</File>
    </Files>

Attached is the MOD I have created. The localized text is showing correctly under English, Simplified Chinese and Traditional Chinese.
Unfortunately it makes no difference for the OP's issue. If you exit from an in-progress game to the main menu and then reload or start a new game you get LOC_TRAIT_LEADER_RELIGIOUS_CONVERT_NAME_PLUS and LOC_TRAIT_LEADER_RELIGIOUS_CONVERT_DESCRIPTION_PLUS instead of the info within the <Text> field. Implementation may be different for non "en_US" localizations.

Your mod behaves the same as for everyone else's. I wish it were true that you had found something the rest of us missed.
 
Unfortunately it makes no difference for the OP's issue. If you exit from an in-progress game to the main menu and then reload or start a new game you get LOC_TRAIT_LEADER_RELIGIOUS_CONVERT_NAME_PLUS and LOC_TRAIT_LEADER_RELIGIOUS_CONVERT_DESCRIPTION_PLUS instead of the info within the <Text> field. Implementation may be different for non "en_US" localizations.

Your mod behaves the same as for everyone else's. I wish it were true that you had found something the rest of us missed.
I test the MOD again after seeing your reply. Yes, you are correct.

Obviously, I didn't pay attention to the "re-load or re-start a new game from an in-progress game".
 
You might want to double-check me but it looked like the today's patch fixed this when you exit to main menu from in a game and at least reload a saved game. Not sure about starting a new game. Also a confirmation that someone else sees the same would be good.
 
I had the exact same issue with my mod, but found a weird fix. However, I don't think it will work for you because my mod is structurally very different from yours - my mod only makes changes to the Advanced Setup menu. But it was the same kind of problem. Everything was fine when I started a game immediately after starting up Civ 6. But if I start a game, exit to the main menu and start a new game then all changes to LocalizedText were gone.

This was the meat of my .modinfo when I had the problem:
Code:
    <Settings>
        <Custom id="WHATEVER">
            <Items>
                <File>Config.xml</File>
            </Items>
        </Custom>
        <LocalizedText id="WHATEVER">
            <Items>
                <File>ConfigText.xml</File>
            </Items>
        </LocalizedText>
    </Settings>  

    <Components>
        <ImportFiles id="WHATEVER">
            <Items>
                <File>AssignStartingPlots.lua</File>
            </Items>
        </ImportFiles>
    </Components>

But when I add an additional declaration of LocalizedText under Components the problem went away:
Code:
    <Settings>
        <Custom id="WHATEVER">
            <Items>
                <File>Config.xml</File>
            </Items>
        </Custom>
        <LocalizedText id="WHATEVER">
            <Items>
                <File>ConfigText.xml</File>
            </Items>
        </LocalizedText>
    </Settings> 

    <Components>
        <ImportFiles id="WHATEVER_WHATEVER">
            <Items>
                <File>AssignStartingPlots.lua</File>
            </Items>
        </ImportFiles>
        <LocalizedText id="WHATEVER">
            <Items>
                <File>ConfigText.xml</File>
            </Items>
        </LocalizedText>
    </Components>

Interestingly, I also found that I didn't have to include *all* my LocalizedText declarations under Components. Putting *any* valid change to LocalizedText there made everything work fine even after returning to the main menu. Don't ask me why this works, but it does.

Again, I doubt this will help you directly, but maybe it will set you on the right track.
 
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