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Das habe ich mir damals auch schon überlegt, daran könnte es durchaus liegen, dass es wirklich ausschließlich auf die englischsprachige Version beschränkt ist.S. Taransis schrieb:kann es vll daran liegen das diese mods für die englishe version bestimmt sind, und irgendwas in der deutschen die korrekte ausführung behindert???
If your game is in german its language setting won't make the game use the English substrings that are used to represent text in dialog, item and creature files in most Mods. It will rather look for substrings of the german locale, which would be missing since the Mod was made in English. There are two ways to solve this:
1. If you use no german language mods, you can open your dialog.tlk file with a TLK editor (TalkEd can be used for this) and change its language setting to English. This will make your game use English sub-strings in mods (but won't otherwise affect the language of your game). If you have no mods in German this may be the prefered way since it's quicker and will affect all mods you use.
2. If you don't want to change the language setting of your whole game, you can use the Language Converter tool to convert all localized ExoLocString substrings from the English to the german locale. You'll need to run it on all DLG, UTI and UTC files that belongs to the mod.