NoMansSky:Reference Guides/LANGUAGE Files

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LANGUAGE Files

LANGUAGE Files

All the game strings for any of the languages are stored in the LANGUAGE folder at the root of NMS.
Actually the content is spread over 5 files, each declined for the 17 languages.
The files inner name is LOC1, UPDATE3, LOC4, LOC5 and LOC6. While some of the files were clearly created for some particular game updates (like UPDATE3 that basically rewrote the whole game story as we have it now), with time, new strings and dialogs were added in all the files and all the content is finaly more or less mixed over the 6 files.

Editing language files

These files can be viewed and edited 2 ways : You can of course use MBINCompiler as for any .MBIN file to get the corresponding .EXML files, or you can use NMS Translator to convert .MBIN files into easy to edit .txt files that could be reconverted back to .MBIN files.

Files content

Each file basicaly stores pairs or data : an ID and a string.

The most common pairs are like this
BUILDING_TERMINAL {TERMINAL}
Where BUILDING_TERMINAL is the ID and TERMINAL the string that will appear in-game

ID can also be used as reference
ANOTHER_TERMINAL {BUILDING_TERMINAL}
In this case, The ANOTHER_TERMINAL will point to the past declaration done in BUILDING_TERMINAL and will display TERMINAL too


These files are using a simple markup syntax to display game variables, customize text color and add icons.

Variables are data used by the game and converted to text dynamically. They are recognizable as they are always between % chars.
DISCOVER_BEACON {Discovered beacon %BEACON%}
Here the beacon name is imported as text in the sentence.

Icons are some of the game textures and are ready to be used in some dialogs. The icon name is placed between <IMG> and <> marks.
These icons are mostly in TEXTURES\UI\FONTS game folder.
SCAN_RECHARGE {Scanner recharging <IMG>SLASH<>}
Here, a double slash icon will be displayed after the sentence.

Finally, custom colors are used to embed text. They are defined, a bit like a .css in METADATA\UI\SPECIALSTYLESDATA.MBIN.
They are simple to use as the style name is just used as a tag like in the example below :
EXTREMECOLD {<FUEL>EXTREME COLD<>}
This will display the text using the FUEL style, which is red.

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WARNING

Beware, not all the in-game dialogs can use either variables, embedded icons nor text styles