Sims 4 Language Strings Jun 2026
Every language in The Sims 4 has a designated prefix code. When you look at an STBL resource in a modding tool, the first two digits of the Instance ID tell you what language that table belongs to.
Look for resources labeled String Table or STBL .
Whether you're a player wanting to fix a single typo in a favorite mod, a translator expanding your language's modding community, or a mod creator adding multilingual support to your work, the knowledge of how The Sims 4 handles language strings is an invaluable asset. With the techniques and tools outlined in this guide, you're ready to start your language string journey. sims 4 language strings
For creators, some best practices make strings robust:
These hex codes are embedded in the STBL instance IDs. For example, an English string table would have an ID starting with "00XXXXXXXXXXXXXX", while the German version of the same table would be "08XXXXXXXXXXXXXX". Every language in The Sims 4 has a designated prefix code
She also learned about : if a Simlish string is missing, the game shows the English one—or worse, the raw key. That’s why she always exported strings to a .txt file first, translated line by line with help from the Simlish Fandom wiki.
Most mods are packaged as .package files, and the STBL files are contained within them. When you open a mod in , you will see these string tables listed in the "Warehouse" view, often with a flag icon indicating the language. Tools like Sims 4 Package Editor (S4PE) allow for even deeper, low-level editing of these resources. Whether you're a player wanting to fix a
Every STBL in The Sims 4 follows a specific resource naming pattern:
| Code | Language | Native Name | English Name | |------|----------|-------------|---------------| | 00 | English (US) | English | English (United States) | | 02 | Chinese (Taiwan) | 繁體中文 (台灣) | Traditional Chinese (Taiwan) | | 03 | Czech | Čeština (Česká republika) | Czech (Czech Republic) | | 04 | Danish | Dansk (Danmark) | Danish (Denmark) | | 05 | Dutch | Nederlands (Nederland) | Dutch (Netherlands) | | 06 | Finnish | Suomi (Suomi) | Finnish (Finland) | | 07 | French | Français (France) | French (France) | | 08 | German | Deutsch (Deutschland) | German (Germany) | | 0b | Italian | Italiano (Italia) | Italian (Italy) | | 0c | Japanese | 日本語 (日本) | Japanese (Japan) | | 0d | Korean | 한국어 (대한민국) | Korean (South Korea) | | 0e | Norwegian | Norsk Bokmål (Norge) | Norwegian Bokmål (Norway) | | 0f | Polish | Polski (Polska) | Polish (Poland) | | 11 | Portuguese (Brazil) | Português (Brasil) | Portuguese (Brazil) | | 12 | Russian | Русский (Россия) | Russian (Russia) | | 13 | Spanish (Spain) | Español (España) | Spanish (Spain) | | 15 | Swedish | Svenska (Sverige) | Swedish (Sweden) |
These will turn language strings from static labels into responsive narrative actors.
If your goal is simply to change your game's interface language, here's how to do it.