Text modding r1_language
Guide to change in game text
Preparation
In this guide you will have to edit text. Simply use a text editor for that such as Atom, NotePad++, VIM and many other ones would work fine.
This guide will be large. Refer to the table of contents to find what you are looking for.
Since there is a lot of value, feel free to offer your help to improve this guide check contact.
Locate your game folder and find this folder if you are on Origin:
Origin Games\Titanfall2\vpk\
Or this folder if you are on Steam:
Steam\steamapps\common\Titanfall2\vpk\
Copy these files and paste them in a backup folder somewhere else:
englishclient_frontend.bsp.pak000_dir.vpk
client_frontend.bsp.pak000_000.vpk
You will need the Titanfall VPK Tool, the program which will allow you to open and repack Titanfall VPK files. Here
Unpacking
Now that these files have been backed up and everything installed. Navigate to your game folder and open this file:
Origin Games\Titanfall2\vpk\englishclient_frontend.bsp.pak000_dir.vpk
How to extract VPK's properly?
Editing
To edit text, go to this location
englishclient_frontend.bsp.pak000_dir.vpk\resource
To edit most of the text in the game, you need to edit r1 txt file. Depending of your set game language (in Origin) you have to edit the right r1 file. e.g. If your game language is english, then you edit the file r1_english.txt
.
Open the file r1_english.txt
and search for code block that are listed down bellow to the right text you want to edit. I won't cover all the content of this file, if you want to change some text that are not listed in this guide, you should note what you seen on your screen and use the function _search_on this file. Any suggestion are welcome ! Check contact for that
Chat
Chat prefixes
"HUD_CHAT_TEAM_PREFIX" "[TEAM]"
"HUD_CHAT_DEAD_PREFIX" "[DEAD]"
Titan
Titan eject message
The value COCKPIT_EJECT_PROMPT
& COCKPIT_EJECT_CONFIRMED
are the messages appearing on the Titan's main screen. The other ones are the message in the red bar bellow the main screen.
To edit titan ejecting message find the following code block
"COCKPIT_EJECT_PROMPT" "SELF_DESTRUCT:"
"COCKPIT_EJECT_CONFIRMED" "EJECTING"
"COCKPIT_EJECT_COMMON_0" "PILOT EJECTING"
"COCKPIT_EJECT_COMMON_1" "EJECT NOW EJECT"
"COCKPIT_EJECT_COMMON_2" "CORE BREAK IN PROGRESS"
"COCKPIT_EJECT_COMMON_3" "DESTRUCT SEQUENCE ENGAGED"
"COCKPIT_EJECT_COMMON_4" "EJECT-SYSTEM ENGAGED"
"COCKPIT_EJECT_COMMON_5" "PROTOCOL [03]"
// COCKPIT_EJECT_COMMON_COUNT = 6
"COCKPIT_EJECT_RARE_0" "It was fun."
"COCKPIT_EJECT_RARE_1" "Ain't over till it's over."
"COCKPIT_EJECT_RARE_2" "Until next time, then."
"COCKPIT_EJECT_RARE_3" "Second star to the right."
"COCKPIT_EJECT_RARE_4" "Go get 'em, tiger."
"COCKPIT_EJECT_RARE_5" "Make it so."
"COCKPIT_EJECT_RARE_6" "See you on the other side."
"COCKPIT_EJECT_RARE_7" "Wait for the wheel."
"COCKPIT_EJECT_RARE_8" "Do not throw your shot."
"COCKPIT_EJECT_RARE_9" "Drop and burn 'em up."
Titan HUD
Those value set the text that show up in middle of your screen. Not the one close to the core meter.
"HUD_EJECT" "[Eject]"
"HUD_EJECT_NO_BRACKETS" "Eject"
"HUD_TITAN_READY" "TITAN READY"
"HUD_TITAN_READY_HINT" "%ability 1% Titanfall"
"HUD_TITAN_CORE_READY" "Titan Core Charged"
"HUD_TITAN_CORE_CHARGING" "Recharging Core"
"HUD_TITAN_BUILDING" "Building Titan"
"HUD_TITAN_DISEMBARK" "Hold %use% to disembark"
Titan core Meter
Those value set the text around the core meter.
It's important that you leave the values like %s1
, ``1%$rui/hud/titan_core%0+%s1
3%%`, _`3%%`_untouched.
"CORE_READY" "CORE READY"
"CORE_ACTIVE" "CORE ACTIVE"
"CORE_EARNED_DELTA" "CORE +%s1`3%%"
"CORE_EARNED_AMOUNT" "CORE %s1`3%%"
"CORE_EARNED_DELTA_COMPACT" "`1%$rui/hud/titan_core%`0+%s1`3%%"
"CORE_EARNED_AMOUNT_COMPACT" "`1%$rui/hud/titan_core%`0%s1`3%%"
"TITAN_READY" "TITAN READY"
"TITAN_EARNED_DELTA" "TITAN +%s1`3%%"
"TITAN_EARNED_AMOUNT" "TITAN %s1`3%%"
"TITAN_EARNED_DELTA_COMPACT" "`1%$rui/hud/titanfall_marker_arrow_progress%`0+%s1`3%%"
"TITAN_EARNED_AMOUNT_COMPACT" "`1%$rui/hud/titanfall_marker_arrow_progress%`0%s1`3%%"
Kill feed
Kill feed is the text zone where you see all the text in the down right of your screen.
Player connection
It's important that you leave the value %s1
untouched.
"MP_PLAYER_CONNECTED" "%s1 has entered the game"
"MP_PLAYER_DISCONNECTED" "%s1 has left the game"
"MP_SOMEONE_DISCONNECTED" "A player has left the game"
Death types
"DEATH_BUBBLE_SHIELD" "Dome Shield"
"DEATH_BURN" "Burn"
"DEATH_CRUSHED" "Crushed"
"DEATH_INDOOR_INFERNO" "Burning Inferno"
"DEATH_ELECTROCUTION" "Electrocution"
"DEATH_SUICIDE_SPECTRE" "Tick Explosion"
[...]
LSTAR
Down bellow, code block that set the text in the little LSTAR screen.
"LSTAR_AMPED" "AMPED"
"LSTAR_COOLING" "COOLING"
"LSTAR_READY" "READY"
"LSTAR_DANGER" "DNGR"
"LSTAR_CAUTION" "caution"
"LSTAR_ERRBRK" "ERRBRK"
"LSTAR_DEPLETE" "depleted"
Gamemode
As I tested, those value are common to any gamemode if you have a respawn time set.
"GAMEMODE_RESPAWNING_IN_N" "Respawning in: `1%s1"
"GAMEMODE_DEPLOYING_IN_N" "Deploying in: `1%s1"
Capture the flag
Those value set the text for the different state of the flags through the wall.
"GAMEMODE_FLAG_DEFEND" "DEFEND"
"GAMEMODE_FLAG_CAPTURE" "CAPTURE"
"GAMEMODE_FLAG_ESCORT" "ESCORT"
"GAMEMODE_FLAG_ATTACK" "KILL"
"GAMEMODE_FLAG_RETURN" "RETURN"
"GAMEMODE_FLAG_GUARD" "GUARD"
"GAMEMODE_FLAG_SECURE" "SECURE"
"GAMEMODE_FLAG_HOLD" "HOLD"
"GAMEMODE_FLAG_STEAL" "STEAL"
"GAMEMODE_FLAG_INTERCEPT" "INTERCEPT"
"GAMEMODE_FLAG_AWAY" "AWAY"
"GAMEMODE_FLAG_YOU" "You have the Flag"
Those value set the text for the different action on the flag made by players.
"GAMEMODE_PLAYER_HAS_FRIENDLY_FLAG" "%s1 has our flag!"
"GAMEMODE_PLAYER_HAS_ENEMY_FLAG" "%s1 has the enemy flag!"
"GAMEMODE_PLAYER_CAPTURED_FRIENDLY_FLAG" "%s1 captured our flag!"
"GAMEMODE_PLAYER_CAPTURED_ENEMY_FLAG" "%s1 captured the enemy flag!"
"GAMEMODE_PLAYER_CAPTURED_FLAG_RUI" "You captured the flag!"
"GAMEMODE_PLAYER_RETURNED_FRIENDLY_FLAG" "%s1 returned Our flag"
"GAMEMODE_PLAYER_RETURNED_ENEMY_FLAG" "%s1 flag returned"
"GAMEMODE_PLAYER_RETURNED_FLAG_RUI" "You returned the flag"
"GAMEMODE_RETURNED_FRIENDLY_FLAG" "Our flag returned to base"
"GAMEMODE_RETURNED_ENEMY_FLAG" "Enemy flag returned to base"
"GAMEMODE_PLAYER_DROPPED_FRIENDLY_FLAG" "%s1 dropped your flag"
"GAMEMODE_PLAYER_DROPPED_ENEMY_FLAG" "%s1 dropped the enemy flag"
"GAMEMODE_PLAYER_DROPPED_FLAG_RUI" "Dropped the Flag"
Those value set the text for the different action you did on the flag.
"GAMEMODE_YOU_PICKED_UP_THE_FLAG_RUI" "Picked up the Flag"
"GAMEMODE_YOU_HAVE_THE_ENEMY_FLAG" "You have the enemy flag"
"GAMEMODE_YOU_DROPPED_THE_ENEMY_FLAG" "You dropped the enemy flag"
"GAMEMODE_YOU_CAPTURED_THE_ENEMY_FLAG" "You captured the enemy flag!"
"GAMEMODE_RODEO_PILOT_HAS_THE_ENEMY_FLAG" "Friendly Rodeo Pilot has the enemy flag"
"GAMEMODE_YOU_RETURNED_THE_FRIENDLY_FLAG" "You Returned the Flag!"
Amped Hardpoint
Those value set the text while inside a point.
"HUD_SECURED" "SECURED"
"HUD_CONTESTED" "CONTESTED"
"HUD_CONTESTED_ARROWS_UP" "CONTESTED %s1"
"HUD_CONTESTED_ARROWS_DOWN" "%s1 CONTESTED"
"HUD_NEUTRALIZING_ARROWS_UP" "NEUTRALIZING %s1"
"HUD_CAPTURING_ARROWS_UP" "CAPTURING %s1"
"HUD_CAPTURING_ARROWS_DOWN" "%s1 CAPTURING"
"HUD_LOSING_ARROWS_DOWN" "%s1 LOSING"
Marked for death
Those values set the text for marked kilss. It's important that you leave the values like %s1
, _3%%
_untouched.
For more mark for death text value, with the function search look for MARKED_FOR_DEATH
.
"GAMEMODE_MARKED_FOR_DEATH_KILLED" "%s1 killed %s2"
"GAMEMODE_MARKED_FOR_DEATH_SUICIDE" "%s1 committed suicide"
"GAMEMODE_MARKED_FRIENDLY_KILLED_MARKED" "%s1 killed %s2"
"GAMEMODE_MARKED_ENEMY_KILLED_MARKED" "%s1 killed %s2"
"GAMEMODE_MARKED_FRIENDLY_MARKED_DIED" "%s1 died"
"GAMEMODE_MARKED_ENEMY_MARKED_DIED" "%s1 died"
First strike
Set the text about first strike.
"EVENTNOTIFY_FIRST_STRIKE_FRIENDLY" "First Strike! %s1 killed %s2"
"EVENTNOTIFY_FIRST_STRIKE_ENEMY" "First Strike! %s1 killed %s2"
Out of map
"OUT_OF_BOUNDS_WARNING" "RETURN TO THE BATTLE!"
Server error
"CLIENT_DELTA_BUFFER_OVERFLOW" "Server error - client desynchronization"
Repacking
How to repack VPK files properly?
After following step by step the previous link
Rename pak000_000.vpk
to client_frontend.bsp.pak000_000.vpk
Rename pak000_dir.vpk
to englishclient_frontend.bsp.pak000_dir.vpk
Place both of the renamed files back into your game directory and then launch Titanfall 2. You should be able to see your new crosshair!
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