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Realms Restored 4.2 — Baldur's Gate 3

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Finarfin
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Post by Finarfin »

The next step is to use german.xml as the "old" file in the Localization Helper. For each of the three XML files listed under Translator's Resources, I would set them as the "new" file and then have the german.xml from "old" as the output file. Repeat 3 times with each xml. Right?
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Post by Tipfy »

Finarfin wrote: May 2nd, 2025, 18:36
To ensure clarity and avoid errors, I'll document this process, as I'm unfamiliar with translation workflows like this.

I have the german.pak file and created a folder named Extracted PAK. Inside, there's a localization folder containing:

german.loca
german_M_to_X.loca
german_to_F.loca
Additionally, there's a Gender folder with two subfolders:

Female: Contains german.loca, german_F_to_X.loca, german_to_F.loca
Neutral: Contains german_X_to_F.loca, german_X_to_M.loca, german_X_to_X.loca
For my purposes, I only need the main german.loca and german_to_F.loca files. These can be converted to XML using LSlib by navigating to the Localization section.

Next, I use the Localization Helper. The XML file I just converted (german.xml) serves as the "old" XML file. Since I'm working on Realms Restored, I assume I need to process all three XML files listed under Translator's Resources. Is this correct or am I doing anything wrong?
You can also extract my translations files if it can help you with a visual/example of how things are in it.
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Post by orinEsque »

Humbaba wrote: May 2nd, 2025, 18:44
orinEsque wrote: May 2nd, 2025, 18:42
I'll have you know with a set to 18 strength belt on her she's a formidable backline and damage soaker for le mages too.
Oh no no no, not with 8 CON you madwoman.
Ah yes it wasn't str it was set to 18 cons item :lol:
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Post by Romeo »

loregamer wrote: May 2nd, 2025, 17:57
Gonna redownload all the mods and check. Might be my error
I found that I may have not properly deleted the old version of Heads. When I reloaded BG3MM, it treated the updated version as a duplicate and when I removed it, I saw the old version still there. Going to remove it, then a save and export, and then re-adding the updated version of the mod again.
Last edited by Romeo on May 2nd, 2025, 18:48, edited 1 time in total.
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Post by orinEsque »

Finarfin wrote: May 2nd, 2025, 18:44
The next step is to use german.xml as the "old" file in the Localization Helper. For each of the three XML files listed under Translator's Resources, I would set them as the "new" file and then have the german.xml from "old" as the output file. Repeat 3 times with each xml. Right?
I suggest you set output file path to a new folder. You want to keep your vanilla german.xml unchanged.
Last edited by orinEsque on May 2nd, 2025, 18:48, edited 1 time in total.
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Post by Romeo »

@loregamer, okay it turned out I didn't properly remove the mod and the BG3MM treated the updated version as a duplicate. Apologies for the false alarm.

heads 3.jpg
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Last edited by Romeo on May 2nd, 2025, 18:52, edited 1 time in total.
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Post by loregamer »

We're so back
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Post by Finarfin »

Hmm. I used the unchanged vanilla xml and then the english.xml from the NPCnames resource and in a new folder but with the same name (german.xml) but it says "No new or modified content found."
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Post by orinEsque »

Finarfin wrote: May 2nd, 2025, 18:57
Hmm. I used the unchanged vanilla xml and then the english.xml from the NPCnames resource and in a new folder but with the same name (german.xml) but it says "No new or modified content found."
You are using german.xml file from the main folder, right?
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Post by Finarfin »

Yes, the one that I converted from the main folder, not from one of the subfolders.
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Post by orinEsque »

Finarfin wrote: May 2nd, 2025, 19:10
Yes, the one that I converted from the main folder, not from one of the subfolders.
@Tipfy you encountered same issue?
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Post by Tipfy »

Finarfin wrote: May 2nd, 2025, 18:57
Hmm. I used the unchanged vanilla xml and then the english.xml from the NPCnames resource and in a new folder but with the same name (german.xml) but it says "No new or modified content found."
I'm a bit confused,
one way to do it would be to create your mod, with the folder etc, then put the english.xml from RR translation resources in it, but rename the folder and xml like the German ones.
Then open the xml and translate it, you can copy the lines codes and ctrl+f search them in the original german.xml & german_to_f.xml to compare / help.

The code is the long letter and number thing between the " in as in the example below

<content contentuid="h0714bca8gf58bg4c8ega1ebga0b553d82d9d" version="43">text text text</content>
Last edited by Tipfy on May 2nd, 2025, 19:30, edited 1 time in total.
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Post by Finarfin »

I'm getting slightly tired of this so I'll stop for tonight and try it out tomorrow again. Don't be ******** like me I suppose.
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Post by Tipfy »

Finarfin wrote: May 2nd, 2025, 19:41
Don't be ******** like me I suppose.
If you don't know, you don't know. Don't worry of it.
Finarfin wrote: May 2nd, 2025, 19:41
I'm getting slightly tired of this so I'll stop for tonight and try it out tomorrow again.
Try dissecting other people's translation.pak, and reproduce it/use it as a base. If you got question don't hesitate. :salute:
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Post by Finarfin »

Tipfy wrote: May 2nd, 2025, 19:48
Finarfin wrote: May 2nd, 2025, 19:41
Don't be ******** like me I suppose.
If you don't know, you don't know. Don't worry of it.
Finarfin wrote: May 2nd, 2025, 19:41
I'm getting slightly tired of this so I'll stop for tonight and try it out tomorrow again.
Try dissecting other people's translation.pak, and reproduce it/use it as a base. If you got question don't hesitate. :salute:
As I said, I will try it again tomorrow, but for now I will install the mod and play.
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Post by orinEsque »

Humbaba wrote: May 2nd, 2025, 18:25
I am awaiting lore accurate fixes to the returning casts weaponry (club for Jaheira, sling for Viconia)
Alright I take it back. For big boss fights i def used her with sling
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Post by Finarfin »

Any Idea if this will conflict or cause any problems?

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Post by Tipfy »

Finarfin wrote: May 2nd, 2025, 21:34
Any Idea if this will conflict or cause any problems?
Look fine to me, maybe the mantis mod could have some conflict if the head it adds are replacers and not new heads ?
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Post by Finarfin »

Ok, I seem to have the same problem someone else mentioned here. Soulless Husk is not there, instead it is "Custom" and Dark Urge is a dragonborn while his picture is the human version.
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Post by DoubleOO7 »

Its impressive how this mod and many others on this site has done extensive woke to remove all the woke retardation of bg3. But other seems to be lacking in the moding department, if anyone knows any other sites that have similar mods please do tell! (I know that loverslab has some good misogynistic mods for Skyrim and fallout 4)
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Post by Finarfin »

Seems like something is wrong. I use the Mod manager, admin mode, export order to game. I see the alternative loading screen and that durge has his human portrait but none of the mod changes are there. I still see disgusting faces in the CC.
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Post by loregamer »

Finarfin wrote: May 2nd, 2025, 21:59
Ok, I seem to have the same problem someone else mentioned here. Soulless Husk is not there, instead it is "Custom" and Dark Urge is a dragonborn while his picture is the human version.
I think that means the mod got turned off. The portrait shows since it's an asset override
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Post by loregamer »

This "I just turned my **** on and it got randomly turned off" is why I made this plugin btw bros
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Post by asdonas »

Finarfin wrote: May 2nd, 2025, 22:20
Seems like something is wrong. I use the Mod manager, admin mode, export order to game. I see the alternative loading screen and that durge has his human portrait but none of the mod changes are there. I still see disgusting faces in the CC.
Are the actual mods turned on? I found that I had to launch the game through steam rather than the mod manager. I had a similar deal with the loading screen being changed, but that might just be because its an inherent override rather than something that needed to be turned on.
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Post by Finarfin »

But I am not connected to mod.io or even logged in with my larian account...
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Post by orinEsque »

Finarfin wrote: May 2nd, 2025, 22:29
But I am not connected to mod.io or even logged in with my larian account...
That in-game mod manager is built into the game. Whether you can connect to online mods or not is completely beside the point
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Post by NotACat »

I had the same problem with my game. The problem turned out to be Wylls of Toril. Specifically the alternate looks for him. I solved the problem by moving them to the inactive side of the screen. His looks were still changed in game. It might be worth trying.
https://drive.google.com/file/d/1_NFA73 ... sp=sharing
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Post by Finarfin »

asdonas wrote: May 2nd, 2025, 22:28
Finarfin wrote: May 2nd, 2025, 22:20
Seems like something is wrong. I use the Mod manager, admin mode, export order to game. I see the alternative loading screen and that durge has his human portrait but none of the mod changes are there. I still see disgusting faces in the CC.
Are the actual mods turned on? I found that I had to launch the game through steam rather than the mod manager. I had a similar deal with the loading screen being changed, but that might just be because its an inherent override rather than something that needed to be turned on.
This actually fixed it.
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Post by Tipfy »

ModdersHQ wrote: May 2nd, 2025, 08:13
Translations need to be updated: @Tipfy
All done. :salute:
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Post by Silver »

Screenshots arrived :toot:

Sharran Overhaul

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***** Queen Temple Overhaul

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Lots of NPCs from Act 3 (BG city & Rivington)

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Last edited by Silver on May 3rd, 2025, 00:47, edited 1 time in total.