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The Sims 4 Modding · Practical Guide

Translate a mod without touching its gameplay logic.

This guide shows the practical workflow in Frankk's Online STBL Studio: import the package, create a target-language project, translate the text, preserve token logic, export the localized string table, and test it in game.

Find the strings inside a mod package Preserve keys, token indices and grammar logic Export the correct target locale Test the translation safely in game
Read the STBL guide first if tokens are new to you.
STBL & Localization explains string keys, token slots 0/1/2, M/F branches, English custom pronouns, plural forms and English fallback tables. This page focuses on what a translator needs to do with them.

1. Before you start

A translation normally changes only the mod’s localized text. It should not change traits, interactions, buffs, tests, loot actions or other gameplay tuning.

String key

Keep it unchanged. The same key identifies the same semantic string in every locale.

English source

The original mod text should live in the English en_US STBL.

Target locale

Your translation replaces the English fallback text for one supported game language.

Core ruleTranslate the text value. Preserve the string key and the runtime relationships encoded by its tokens.

2. Import the mod into STBL Studio

Open Frankk’s Online STBL Studio.

1
Open STBL Studio

If you already saved a workspace before, choose UPLOAD WORKSPACE. Otherwise continue with NEXT.

2
Upload the project

Choose UPLOAD PROJECT and select the .package file containing the strings.

3
Check the package

A mod can contain several package files. If the expected strings are missing, inspect the other packages from the mod.

Opening STBL Studio

Starting a new project

Uploading the package

Selecting the package content

3. Configure the translation project

Once the package is loaded, STBL Studio asks how the translation project should be created.

1
Name the project

Use a name that makes the mod and target language easy to recognize.

2
Keep technical identifiers unchanged

Do not alter GROUP, INSTANCE, string keys or other resource identifiers unless you specifically know why.

3
Use English as the source

The original/source locale is English (en_US). Choose the language you are translating into as the target locale.

Configuring the project

Choosing the target locale

Source languageFor a normal Sims 4 mod localization project, English is the source language. Other locale tables translate or temporarily copy that English text.

4. Translate the strings

The project now displays the strings available for translation.

Translation project

Open the Translate interface and enter the target-language text.

Editing translated strings

Translate naturally rather than copying English word order. Names, descriptions, notifications, interaction labels and tooltips should sound like native UI text in the target language.

TranslationThe goal is equivalent in-game meaning, not a literal word-for-word copy.

5. What translators must preserve in tokens

The detailed token system is covered in STBL & Localization. For translation, the most important rule is: do not change which runtime argument a token refers to.

If the English string contains:

{1.SimFirstName}

then the 1 identifies a specific token slot. Moving the token within the sentence is fine; changing 1 to 0 is not.

The same applies when an English pronoun token must be converted into gender branches in another language.

English: {1.SimPronounSubjective}
German:  {M1.er}{F1.sie}

The grammatical mechanism changes, but the index stays 1 because both forms still describe the same runtime Sim.

Index rulePronoun/token 0 → M0/F0. Pronoun/token 1 → M1/F1. Pronoun/token 2 → M2/F2. Never renumber a token merely because the target language uses different grammar.

Branch only what actually changes

When masculine and feminine forms share most of a word, keep the common stem outside the token and branch only the changing part.

Spanish: cansad{M0.o}{F0.a}
Russian: устал{F0.а}

Use a whole-word or whole-phrase branch when the forms differ substantially. Do not introduce an empty branch merely to make the pair look symmetrical.

The same runtime values, different grammar

Language STBL text
English {0.SimFirstName} earned {0.Money}.
German {0.SimFirstName} hat {0.Money} verdient.
Spanish {0.SimFirstName} ha ganado {0.Money}.
Russian {0.SimFirstName} заработал{F0.а} {0.Money}.
Japanese {0.SimFirstName}は{0.Money}稼いだ。

Each row uses the same dynamic name and money value. The grammar around those values changes according to the locale.

English custom pronouns are a special case

English Sims can use He/Him, She/Her, They/Them or custom pronouns. Do not blindly copy English SimPronoun... placeholders into another locale.

A target language may need M/F branches, different word agreement, or a rewritten sentence with no pronoun at all. The numeric index, however, must still refer to the same runtime token.

Do not confuse grammar changes with token renumbering.
You may replace an English pronoun mechanism with locale-specific grammar, but you must preserve the original argument index.

6. Language-specific considerations

No one locale should be treated as the universal model. English, German, Spanish, Russian and Japanese below are deliberately given equal weight because they demonstrate different problems.

Language Main concern
English Custom pronouns can change the pronoun without automatically fixing surrounding verb agreement.
German Person nouns and articles can be gender-sensitive, while many predicative adjectives are not.
Spanish Gender often appears in nouns, adjectives and endings; subject pronouns can frequently be omitted.
Russian Gender affects person nouns, adjectives and past-tense forms; cases can make inserted names and nouns difficult.
Japanese Pronouns are often omitted; ordinary sentences usually do not require grammatical male/female agreement.

For the remaining Sims 4 locales, use the same principle: reproduce the meaning and runtime references, not English syntax.

High-attention gender languages
German, Spanish, French, Italian, Portuguese (Brazil), Russian, Polish and Czech commonly require gender-aware person nouns or surrounding agreement. Check the whole phrase, not only the pronoun.

French and Italian frequently require agreement in articles, person nouns and adjectives. Portuguese also uses broad masculine/feminine agreement. Russian, Polish and Czech combine gender with richer case and number systems. Dutch, Swedish, Norwegian and Danish have grammatical noun-gender systems but usually require less male/female branching around a Sim than the Romance and Slavic languages. Finnish has no grammatical gender in third-person pronouns but has extensive case morphology. Simplified Chinese, Traditional Chinese, Japanese and Korean generally do not use European-style grammatical gender agreement; natural localization often omits pronouns or restructures the sentence instead.

Grammatical gender and a Sim's gender are not the same thing.
A language can classify ordinary nouns by grammatical gender without requiring male/female forms for a Sim, while another language may have little grammatical noun gender but still distinguish written person references.

7. Export the translated string table

When the translation is complete, export the translated resource.

Exporting the translation

Choose DOWNLOAD AS STRING TABLE, then select the locale you translated.

Choosing the exported locale

Keep the default naming convention unless the mod creator explicitly requests another format.

Untranslated languages still need text.
Frankk's STBL Studio can populate untranslated locale entries with the English source text. If you build locale STBLs manually in Sims 4 Studio, copy the English value into every untranslated entry yourself rather than leaving it blank.

8. Test the translation in game

Do not consider a translation finished until you have seen it in the actual game language.

1
Switch the game to the target language

Testing in English cannot confirm whether another locale is packaged or worded correctly.

2
Check every important UI location

Look at interaction names, tooltips, picker entries, notifications, trait or buff descriptions and other places where the mod displays text.

3
Check dynamic text

Verify names, numbers, pronouns, gender branches and other placeholders with more than one Sim.

4
Look for layout problems

A correct translation can still be too long for a button, notification or picker row.

Common problems

1The text does not appear: check the target locale and confirm that the string key exists in that locale table.
2The wrong Sim controls a gender form: compare the original token index with your M/F index.
3A pronoun is wrong or missing: the English custom-pronoun construction may need a locale-specific rewrite.
4Only some texts are translated: the mod may use more than one STBL or package file.
5Text is cut off: shorten or rephrase the translation for that UI context rather than changing the resource key.

Sharing a translation

If you translated someone else’s mod, send the finished package to the creator when possible. This makes it easier to keep the translation synchronized with future updates.

When the original mod receives new strings, add the new keys to the translation. Until those new strings are translated, they should carry the English source value rather than an empty entry.

Remember the model
English supplies the original text, every locale keeps the same string keys, and the translation adapts the words and grammar without breaking the runtime token relationships.