Board Thread:Suggestions forum/@comment-27170788-20160419032145/@comment-27170788-20160426221528

Sinthorion wrote: WillyWyvern wrote: Jay, why don't you change the suggestion to add an option do disable "foul" language. That way people who don't mind can keep it, and people who don't don't have to. That would require two sets of text files, which means way more works for the developers and translators (As you may or may not be aware, the text files are the most tedious work of the asset development).

As has been said, the question is where to draw the line. I'm pretty sure the mod will never contains words like "####", but it will undoubtly always contain words like "bad" or "kill". I personally don't understand why a curse word should be any worse than someone literally telling you to kill a lot of people, which is quite normal in the miniquests. And of course the game couldn't live without that. Point taken, but you can choose not to actually kill the NPCs, whereas you really can't choose not to see the language. By the time you're aware of it, you've already seen it-- and if you're familiar enough with the speech banks to know it's there, you obviously already know what the word is. Also, the killing is contextually understandable-- the people are at war! There's a large difference there.