Localization Editor
Localization Editor
Section titled “Localization Editor”The Localization Editor lets you manage English (en-US) and German (de-DE) translations in a side-by-side view. All quest names, dialog lines, achievement descriptions, and UI text are stored as localization keys.
Overview
Section titled “Overview”At the top of the page you see:
- Key counts — total EN and DE keys loaded
- Missing badges — warnings showing how many keys are missing from each language (e.g. “12 missing DE”)
Filtering and Search
Section titled “Filtering and Search”The toolbar provides several ways to find the keys you need:
| Control | What it does |
|---|---|
| Search | Filter keys by name (case-insensitive substring match) |
| Missing only | Show only keys that exist in one language but not the other |
| Modified only | Show only keys you have changed in this session |
| Counter | Shows filtered count vs. total (e.g. 42 / 1200) |
Editing Translations
Section titled “Editing Translations”The main area is a three-column table:
| Column | Content |
|---|---|
| Key | The i18n key (e.g. quest.desert_hunt.name). Shown with a mod badge if modified. |
| English (en-US) | The English translation, editable inline |
| German (de-DE) | The German translation, editable inline |
To edit a translation:
- Click on any EN or DE cell
- Type the new text
- Press Tab or click away to confirm
Modified keys are marked with a yellow left border and a mod badge on the key column. Missing translations show (missing) in red italics.
The table is virtualized for performance — only the first 200 results are shown. If you have more than 200 matches, use the search bar to narrow down results.
Adding New Keys
Section titled “Adding New Keys”- Click + Add Key
- Enter the Key name (e.g.
quest.my_quest.name) - Fill in the English and/or German text
- Click Add Key
If the key already exists, a warning is shown: “Key exists (will be overwritten)”. Adding it will replace the existing values.
Key Naming Conventions
Section titled “Key Naming Conventions”Follow these patterns for consistency:
| Content | Pattern | Example |
|---|---|---|
| Quest name | quest.<id>.name | quest.desert_hunt.name |
| Quest description | quest.<id>.desc | quest.desert_hunt.desc |
| NPC dialog | npc.<citizen_id>.<quest_id>.<phase>.<line> | npc.hunter_riven.desert_hunt.offer.0 |
| Achievement | achievement.<id>.name | achievement.first_kill.name |
| Chapter title | chapter.<id>.title | chapter.prologue.title |
What Gets Exported
Section titled “What Gets Exported”Only new and modified keys are included in the export. The editor tracks the original values of imported keys and compares against your edits. This means:
- Keys you added are exported
- Keys you changed are exported with the new value
- Keys you did not touch are not exported (the server uses its base files)
Exported files are placed in the kyuubisoft_questbook/localization/ folder as custom_en-US.json and custom_de-DE.json.