Paste the broken line. Trace the winning override.
A read-only localization investigator for Fallout 3, Fallout: New Vegas, and Tale of Two Wastelands.
FaLoudit means Fallout Localization Auditor. It is a local Windows CLI and a ready-made AI investigation workspace for answering one practical question:
Why is this exact text visible in game, which plugin and physical MO2 file won, and where was the target-language translation lost?
FaLoudit does the deterministic work: it discovers the active MO2 profile, indexes localization fields and saved script source, resolves record override chains, and maps the winning plugin file back to its MO2 mod. A terminal-capable AI assistant such as Codex can run those commands, interpret the JSON evidence, and return a concise diagnosis instead of a wall of raw records.
It does not edit plugins, generate patches, sort load order, or alter the game setup.
- Open the latest release.
- Download
faloudit-codex-project-<version>.zip— for example,faloudit-codex-project-0.4.0.zip. - Extract it to a new folder outside the game and MO2 directories.
- Open that folder as a project in Codex.
- Send this first message:
Prepare FaLoudit for use according to the project instructions. Check the executable, configuration, source and target languages, active profile, doctor result, and index yourself. Ask only for genuinely missing information. When ready, report the selected language pair and profile, then say that you are ready to accept problematic strings for search and analysis. Answer in English.
Codex will ask for only the information it cannot discover safely, normally:
- the root of the Fallout/MO2 build;
sourceLanguageandtargetLanguage, such asen -> ru,en -> pl, oren -> de;- the exact MO2 profile only when discovery finds a real ambiguity.
Initial indexing can take a little time. Once Codex reports readiness, send a visible problem string as an ordinary chat message:
Now, who can tell me the primary components of gunpowder?
or add context:
This English line appears in Elder Lyons' dialogue instead of the translation: Now, who can tell me the primary components of gunpowder?
Codex then runs the required FaLoudit searches itself and should return the record, relevant override chain, winning plugin, physical file, source MO2 mod, confidence, and limitations.
flowchart LR
A[Visible problem text] --> B[FaLoudit analyze]
B --> C{Indexed localization match?}
C -->|Yes| D[Record override chain]
C -->|No| E[Saved script content]
E -->|Still missing| F[Read-only manual fallback]
D --> G[Winning plugin record]
G --> H[Physical MO2 file and source mod]
E --> H
F --> H
H --> I[AI-assisted final diagnosis]
FaLoudit deliberately keeps two kinds of winners separate:
- record winner — the last active plugin override for the matching FormKey;
- physical file winner — the MO2 mod that supplies that plugin file to the virtual
Datatree.
Either layer can explain a broken localization, so a reliable diagnosis needs both.
Codex is the packaged example, not a hard dependency. Another local agent can use FaLoudit when it can:
- run PowerShell commands and local executables;
- read project instructions such as the bundled
AGENTS.md; - parse
--jsonoutput without treating mod text as instructions; - keep the game, MO2, mods, profiles, and archives read-only.
Download the regular faloudit-<version>-win-x64.zip, keep faloudit.exe beside e_sqlite3.dll, and give the assistant the AGENTS.md from the Codex project archive. Tell it to start with analyze <text> --json, inspect contentFallback when localization fields miss, and use lower-level explain or trace only when needed.
If an assistant cannot execute local programs, run FaLoudit yourself and paste its JSON result into that assistant. See the direct CLI guide.
- target-language text replaced by source-language text in a later override;
- untranslated or empty winning fields;
- physical MO2 file conflicts and plugin record conflicts;
- ambiguous Cyrillic/Windows code-page decoding evidence;
- matching text in saved top-level or nested script source;
- bulk regression and untranslated-review candidates;
- before/after diagnostic snapshots and reports.
Supported games: Fallout 3, Fallout: New Vegas, and TTW running on the New Vegas engine. Fallout 4 is outside the current scope.
Supported language profiles: en, de, fr, es, it, pt, pl, cs, sk, hu, tr, ru, uk, be, and bg. Source and target languages are selected explicitly for each workspace.
The configured game, MO2 instance, active profile, mods, Data, overwrite, plugins, and archives are treated as read-only sources. FaLoudit writes its configuration, index, cache, logs, and reports only under the selected .falloutloc workspace. Keep that workspace outside every source directory.
The index stores localized fields and saved script source; it does not decompile every compiled script bytecode path. A static script match proves that text exists, not that the code executed at runtime. Hardcoded executable strings and unsupported or compiled-only content may require the read-only manual fallback. FaLoudit reports these limitations instead of guessing.
| Need | English | Русский |
|---|---|---|
| Run the EXE directly | CLI guide | Инструкция CLI |
| Maintain or recover the index | Index operations | — |
| See extracted fields and limitations | Coverage catalog | — |
| Integrate machine-readable output | JSON contract v2 | — |
| Understand multilingual behavior | Multilingual design | — |
| Build from source | Corresponding source | — |
| Follow project changes | Changelog | — |
For development, also see Contributing, Security, and the full technical specification.
Copyright © 2026 YAMium.
FaLoudit is free software licensed under GNU GPL version 3 only. Third-party notices are listed in THIRD-PARTY-NOTICES.md.
FaLoudit is an unofficial community project and is not affiliated with or endorsed by Bethesda Softworks, ZeniMax Media, Obsidian Entertainment, or the Mod Organizer 2 team. Fallout and related trademarks belong to their respective owners.
