
Public class StartupScript : MonoBehaviour
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Replace the full contents with below and save changes. cs extension)ĭouble-click StartupScript to open it in your configured code editor. Name this script StartupScript (Unity will automatically save with.Right-click in empty space inside this folder and click Create menu > C# Script to create a new C# script.Right-click in empty space space inside this folder and click Create menu > Folder to create a new folder.In Project view, navigate to Assets/Game/Mods/DemoTranslationMod/Assets.To begin with, this script will simply set the translated text tables to Live String Tables, as we did manually in Part 3.
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We’re now going to create a small C# script for our mod to coordinate everything at startup. Unity will revert editor changes when Play is stopped. Note: If you forget to stop Play from editor, your future changes will not be saved.

Click Daggerfall Tools menu > Mod Builder.The next step is to create our mod settings. We’ve also worked through concepts unique to Daggerfall Unity like character remapping, macros, and RSC markup.
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We’ve now created new locales, string tables, imported text, translated text, and seen how to manually enable translated text in-game. Localizing Strings in Daggerfall Unity – Part 6 Create Mod Settings Localizing Strings in Daggerfall Unity – Part 5 Localizing Strings in Daggerfall Unity – Part 4 Localizing Strings in Daggerfall Unity – Part 3 Localizing Strings in Daggerfall Unity – Part 2 Localizing Strings in Daggerfall Unity – Part 1
