And if you conserv xdb files, you can not to use fra or eng folder for text in your gamedata.
The engine use all folders and files (localization.ltx...) contain in the xdb files.
About xml missing files, i only copy/paste (without overwrite Lost Paradise files!!!!) all vanilla files config/text/language. So i'm sure to add all the missing files.
And i changed my localization.ltx of course.
After a little test of this mod (fra 1.0005 version and "-nointro" , i think that we can use the Old StoryLine Restoration Mod text and vanilla files to translate this mod.
Quests are very similar.
But i don't have the time to make it.
Finally, i think that modders use .xdb format for a simple reason.
With this format, everyone can not change easily files or use it for a proper mod.
It need to know and to have the good unpacker.
those screens...the lightning, its a good job! ---END QUOTATION---
Yeah it is I already saw that mod a while ago and I'm really looking forward to testing it (it's TBD only atm).
In the mean time I thought that this mod (lost paradise) would also be a great graphical option to go - but for sure I'm not having the luxury to have plenty of time to mess around with unpacking, patching, testing and swearing with this database packed stuff
Something considered impossible is only something that hasn't been done yet.
until Agroprom underground. Ctd always when trying to come out to next level. Some missing ac-files or data. When just crapped mil.case without going underground and arrows stash plenty of ctds in garbage and all saves corrupt. Now going back to "lost troops of doom" to fight some snorks.