Localization pipeline issues: local mod fonts are registered but not loaded

SHIT

New Member
Jul 15, 2026
3
2
Game version: v2026.7.10.5056
OS: Windows 11

The first image shows the local mod font appearing in the settings dropdown.
The second image shows Chinese text rendering successfully after applying the StarMap workaround.

I am working on a Simplified Chinese localization prototype for KSA.
The game successfully discovers a zh-CN RESX language file and registers a font declared by a local mod. The font also appears in the Interface settings dropdown.
However, selecting the mod font and restarting the game causes a crash:
Brutal.ImGuiApi.ImFontPtr.get_LegacySize()
KSA.SequenceList.DrawSequenceContent()
Technical finding:
FontManager.Initialize() builds its internal font file list by scanning the game's Content directory. A font from the local mods directory is added to the settings dropdown, but its file path is not added to the font file list. This leaves the selected font name without a valid ImFontPtr.
A StarMap prototype that appends the local font path and calls Program.ScheduleFontRebuild() allows the game to start normally and display Chinese text.
The zh-CN RESX file is also registered successfully, but the current build does not appear to expose a language selector or activate its localized string provider.
Requested improvements:
1. Load font paths declared by mods in the local mods directory.
2. Add an official language selector and localized-string activation.
3. Allow the Font entry in a language RESX file to select its font.
4. Continue exposing hardcoded UI strings through the localization table.

I can provide a minimal reproduction mod, logs and source code if useful.

QQ20260731-185543.pngQQ20260731-185552.png
 
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Update: the working Simplified Chinese technical preview and complete source code are now publicly available.
Source repository:
Tested release:
Translation release thread:
The repository contains the complete StarMap loader source, the zh-CN RESX file, font attribution and licenses. The implementation does not modify KSA assemblies or player saves.
This remains a limited technical preview covering the eight player-visible strings currently exposed by KSA's localization table, but it provides a working reproduction of both the localized-string activation and local Mod font-path issues described above.