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sejemaset

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Anyone know how to get a sub-mod to overwrite localization files? Trying to set up a personal sub-mod so I can better tell if a but I find is from something I did. Unfortunately when I change a localization it has no effect. Tried putting the localizations in copied files, sequentially numbered files (ie 1_titles instead of 0_titles) but it always ignores the sub-mod localizations unless there isn't a key for CK2+


Edit: Apparently not just localization but anywhere that the sub-mod conflicts with the main mod the main mod overwrites. Which is for some reason backwards.
 
Last edited:

Romulien

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Anyone know how to get a sub-mod to overwrite localization files? Trying to set up a personal sub-mod so I can better tell if a but I find is from something I did. Unfortunately when I change a localization it has no effect. Tried putting the localizations in copied files, sequentially numbered files (ie 1_titles instead of 0_titles) but it always ignores the sub-mod localizations unless there isn't a key for CK2+


Edit: Apparently not just localization but anywhere that the sub-mod conflicts with the main mod the main mod overwrites. Which is for some reason backwards.

For mods, only first file loaded matters, others are ignored.
So you'll need to add a line in your .mod to ensure your mod is always loaded first:
Code:
dependencies = { "CK2Plus" }
 

schwarherz

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Yeah that's already there.
You also need to be sure your localization files are before ours in naming. Considering how we name our files that probably means naming them 000_myfile.csv or the like
 

sejemaset

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You also need to be sure your localization files are before ours in naming. Considering how we name our files that probably means naming them 000_myfile.csv or the like

This might be my issue, only thing that didn't get overwritten was my defines, which is named after alphabetically, looking up how localization handles conflicts first loaded takes priority. I'll play around with it later.