Languages
Included
Config.Locale = 'en'| Code | Language | Code | Language |
|---|---|---|---|
en | English | ja | 日本語 |
de | Deutsch | nl | Nederlands |
es | Español | ru | Русский |
fr | Français |
Each file carries the same 35 keys: prompts, feedback messages, the ten colour names, and every refusal message.
Editing a language
locales/ stays readable in the escrowed build, so all seven can be edited without the source.
Locales['en'] = {
prompt_stow = 'Stow Lantern',
stowed = 'Lantern stowed.',
}Two rules:
Keep the %s placeholders
colour_changed and brightness_changed use them for the colour name and brightness level. Removing one will throw at runtime.
Save as UTF-8 without a BOM
A byte order mark corrupts the first line of the Lua chunk and the file will not load.
Adding a language
Copy
locales/en.luatolocales/<code>.lua.Change the table name on the second line:
luaLocales['pt'] = {Translate the values, leaving the keys alone.
Set
Config.Locale = 'pt'and restart.
fxmanifest.lua loads locales/*.lua, so there is nothing to register.
Any key you leave out falls back to English rather than showing blank text, so a partial translation is safe to ship and finish later.
Adding a colour name
If you add an entry to Config.Colours, add a matching colour_<name> key to every locale file:
-- config.lua
{ name = 'amber', r = 255, g = 191, b = 0 },
-- locales/en.lua
colour_amber = 'Amber',Without it, the notification shows the raw key colour_amber instead of a name.
Key reference
| Group | Keys |
|---|---|
| Prompts | prompt_stow prompt_retrieve prompt_place prompt_pickup prompt_horse_stow prompt_horse_take |
| Feedback | stowed retrieved stowed_horse retrieved_horse placed picked_up |
| Lighting | colour_changed brightness_changed brightness_default |
| Colours | colour_default colour_red colour_orange colour_yellow colour_green colour_cyan colour_blue colour_purple colour_pink colour_white |
| Refusals | no_lantern no_item no_room cannot_place_here cannot_place_now limit_reached limit_global not_yours busy no_mount |
Font support
The translations are correct UTF-8, but whether RDR2's prompt font renders every glyph is the game's business, not the resource's.
Latin alphabets are safe.
Check Japanese and Cyrillic in-game before going live
If the font lacks a glyph it draws a box, and no script-side change can fix that. Falling back to a Latin transliteration is the usual workaround.