Introduction

Open Configurations → Core Game → Localisation to edit the game's on-screen text.

Nearly every piece of text the game shows you — objective text, terminal contents, audio log titles, UI labels, subtitles — is a localised string looked up by ID rather than written into the script. The Localisation Editor is where you edit those strings, and where you add new ones for your own content.

The editor works across all nine shipped languages at once: Czech, English, French, German, Italian, Polish, Portuguese, Russian and Spanish.

How Game Text is Stored

Text lives in plain text files under DATA/TEXT/, one folder per language, with a matching set of files in each. A string is identified by two things:

  • String ID — the name the game asks for the text by. Unique, and the same in every language.
  • Text file — which file the string lives in. These are grouped roughly by mission, and the editor shows them as headings in the list.

Because the same ID has to exist in every language folder, the editor always operates on all nine at once. There is no way to have a string that exists in English but not in German — a missing entry is a text lookup the game can't resolve.

Finding a String

The list on the left holds every string in the game, grouped by the text file it belongs to. Each row shows the string ID and its English text; a string with no English value shows an em dash.

The Search (ID or English) box above the list filters as you type — a short delay after each keystroke, because the full string list is large. It matches on both the ID and the English text, so you can find a string either by its name or by something you saw on screen in game.

The selection is preserved across searches where possible, so refining a filter doesn't lose the row you were working on.

Editing a String

Select a row and the panel on the right fills with one text box per language, each labelled with the language name. Edit whichever you need — you do not have to fill in all of them, and languages you leave alone are written back unchanged.

Save all languages writes every box back to its language's file in one go. The list updates to show the new English text immediately.

The language panel scrolls and reflows with the window, so widen the editor if you're working with long text.

Saving writes straight to the game's text files. There is no separate level save, and no undo. If you're making sweeping changes, take a backup of DATA/TEXT/ first — the Backup Manager's config reset doesn't cover text files.

Adding a String

Add new string… opens a dialog for creating an ID that doesn't exist yet. You choose:

  • Text file (group) — which file the new string is appended to. Pick the one that matches where your content lives.
  • String ID — the name your scripts will use. Both fields are required.
  • The text itself, per language.

The string is appended to all nine language files at once, and the list reloads with your new entry selected so you can carry on editing it.

If the ID already exists, or the string can't be written, the editor tells you and nothing is added.

Using Strings in Scripts

Once a string exists, reference it by its ID from the entity parameters that take localised text — objectives, UI prompts, terminal content, and so on. The engine resolves the ID against whichever language the player is running, which is the whole point of going through this editor rather than typing text into a parameter directly.

If a string ID doesn't resolve at runtime you will usually see the raw ID on screen, which is a quick way to spot a typo.

Tips & Caveats

  • Keep IDs distinctive. Prefixing your own strings with something specific to your mod makes them easy to find later and avoids colliding with the game's own naming.
  • Fill in English at minimum. It's the fallback most people will see, and it's what the string list displays.
  • Text files are grouped by mission. Adding a string to a file that isn't loaded for your level means the game won't find it — put your strings somewhere your content is actually running.
  • Non-Latin languages need the right font. Russian and Czech in particular rely on the game's font configuration; text outside a font's character set won't render.