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MNICH
WINDOWS PROGRAM / VERSION 2.0.0

MNICH

Translates mods so the game still runs.

You point at a mod file and MNICH works out what is text for the player and what is file syntax. Tags such as icons and variables are hidden from the model and restored afterwards, so the game still loads the mod. Translation runs line by line, live, and you can rewrite any sentence right in the table.

Download coming soonWindows 10 or 11, 64-bit
installer about 25 MB

Five steps you never have to think about

01

Taking the file apart

The plugin for that game works out what is text for the player. File syntax never reaches the translator at all.

02

Masking the code

Icons, variables and line breaks turn into neutral symbols. The model sees plain text and has nothing to break.

03

Translating

A local model or an online service, line by line, with a live preview. Any line can be fixed while it runs.

04

Putting the code back

The symbols return to their places. If the model loses a tag anyway, the program writes it back in.

05

Rebuilding the file

Original structure plus your translations. The finished file lands under game, language, mod name. The original stays untouched.

Why not just any translator

It does not break the file

That is the whole difference. Game tags are code, not text. A model can translate or drop them and the mod stops loading. Here it never sees them.

It works offline

The translating model runs on your graphics card. No part of the file leaves the machine and the program sends no telemetry.

It looks at your hardware

It detects the card and its memory, rates every model with a colour badge and works out how many layers to send to the card. That is the difference between "it runs" and "it dies halfway".

It knows the game vocabulary

In Civilization VI, Food is always translated the same way across the whole mod, and so is every district name. A glossary, not a guess per line.

It fetches what it needs

The engine matched to your hardware and the model you pick download themselves, always the latest build. A dropped connection at the eleventh gigabyte does not mean starting over.

One error does not stop the run

A failed line keeps the original, the rest of the file carries on, and at the end you get a summary: translated, skipped, failed.

Source code

Breakdown of the program’s source code by programming language.

  • Python60.2%
  • JavaScript20.0%
  • C#13.6%
  • Inno Setup3.0%
  • PowerShell1.8%
  • Shell1.0%
  • CSS0.3%

Languages in the source code of version 2.0.0

Four translation styles

The same mod can be translated four ways, depending on how you want the in-game text to read.

NeutralFaithful and close to the original. The default.
FormalOfficial and consistent. Interface, tech descriptions, diplomacy.
CreativeLiterary. Story, character descriptions, atmosphere.
CasualColloquial. Dialogue and tutorials.
AT A GLANCE
Supported gamesCivilization VI, more in progress
Target languages12
Translation engines4, including a local AI model
Graphics cardNVIDIA, AMD and Intel, or the CPU alone
PriceFree

Measured, not estimated

Measured on 8 September 2026 on an RTX 4080 SUPER with an 11B model. The model stays in memory between files, so the second and every later translation starts instantly instead of loading several gigabytes again. Without a graphics card the program still works, just slower: a line then takes several seconds.

81/stokens per second
0.3 sa short interface line
0.7 sa two-line description

Translates mods so the game still runs.

Game support is plugin-based: every game is its own module. Baldur’s Gate 3, Bannerlord and Planet Zoo are in progress, and adding another does not mean rewriting the rest of the program.

Download coming soonVERSION 2.0.0 / Windows 10 or 11, 64-bit
06

Establish connection

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Message me on Facebookkontakt@rowienski-interactive.pl

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