Technically you shouldn't just put a name there if the name itself isn't localized—it doesn't take a string, it takes a localization key, so doing so without the localization will cause it to throw an unlocalized string error. If your name is already in the game, you can reference its localization key inA simple question hopefully. When creating a character during an event, I can specify a name for the new person simply by using a line name = "xxxx" however I believe I shall not be able to do this if I want to use special characters like in Sæbjörn. What do I put in my create character block to make it look at a localisation line?
localization/english/names/character_names_l_english.yml; otherwise, you can add your own, and I'd just follow the standard established practices for special character replacement. Based on the existing name 'Snæbjörn,' whose localization key is SnE_bjO_rn, I'd just drop the 'n' and then add your own name in localization:—
Code:
# in create_character
name = SE_bjO_rn
# in localization/english/names/custom_names_l_english.yml
l_english:
SE_bjO_rn:0 "Sæbjörn"
Keep in mind as always that localizations done for English won't carry over to other languages, so if anyone's playing your mod in another language, they'll still see
SE_bjO_rn unless you add a localization for their language as well, which will be expected to be in local scripts—'Snæbjörn' in Chinese is rendered as '斯奈比约恩,' for instance; you could probably use something like '赛比约恩' for a variant without the 'n.'
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