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REDKIT / MOD LOCALIZATION / THE WITCHER 3

Translate your Witcher 3 quest mod. Keep every line in sync.

Step-by-step REDkit localized strings workflow: CSV export, w3strings encode/decode, ID spaces, subtitled scenes and safe mod packaging.

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Article 44 · WalkerBexUpdated 20 October 20266–9 min read

Translation is easiest when you separate ordinary interface and journal strings from voiced cutscene lines. REDkit has an official Localized Strings Editor; community tools such as w3strings and W3Localizer help with packaged text tables.

Quick Answer

Export text with REDkit Localized Strings Editor, translate the CSV in UTF-8 while preserving IDs and keys, then import it back. For existing packaged mods, decode .w3strings with a compatible encoder and rebuild after proofreading. Do not alter scene timing or voice files when translating subtitles only.

“2026 W3 Mod Translation Kit” may refer to community tool bundles; verify the creator/version before installing. REDkit itself documents the official CSV workflow.

See the fix before you change anything

Localization workflow checker

Mark each job when complete; this checklist remains local to your browser.

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No automatic modification to your game files.

The simplest way to solve it

01

Copy the mod project before translating

Create a second project or backup the existing localization database and packaged mod; keep the base English files for comparison.

02

Export keyed text from REDkit

Open Localized Strings Editor and export modified strings to CSV. Preserve each string ID, key and category; use a unique ID space for new records.

03

Translate the CSV without changing IDs

Use UTF-8 and edit only the value/text column. Keep formatting tokens, named variables and line breaks consistent.

04

Handle voiced scenes separately

For dialogue, keep the existing voice timing and scene cue references. Check subtitles in a playable test scene; new recorded audio needs a separate audio workflow.

05

Build and validate a small sample

Re-import CSV in REDkit or re-encode the game language file with the appropriate w3strings tool. Launch a clean test to catch blank glyphs, broken placeholders and wrong language slots.

Before you finish

Test the same scene or screen after making a single change. If a setting or mod does not help, restore your previous version. The interactive tools on this webpage do not change game files.

Frequently asked questions

Do I need to replace voiced dialogue?

No. Translating text and subtitles alone does not require new spoken dialogue, but subtitles must retain their scene timing and identifiers.

Why are strings missing from REDkit’s editor?

Its standard view lists keyed strings; scene-attached strings without keys can require inspection inside scenes or scripts.

Can I change IDs during translation?

Avoid changing existing IDs. Use an assigned ID space for additions so other mod projects do not collide.

What is the most common encoding issue?

Broken Unicode characters or unsupported font glyphs. Export and edit as UTF-8, then test the installed font.

Does this page package a translation?

No. It explains how to prepare and validate a translation using official and community tools.

References

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