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Posts posted by BowmoreLover
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Hi Tannin, sorry for the late reply.
The reason I asked this question is because I noticed that the json file structure (classification rules) of captured strings has changed since v1.3.13.
Captured files (v1.3.5):
changelog-dashlet.json
common.json
default.json
extensions-dashlet.json
gamebryo-plugin-management.json
issue-tracker.json
translate.jsonCaptured files (v1.3.21):
about_dialog.json
changelog-dashlet.json
common.json
dashboard.json
default.json
documentation.json
download_management.json
extension_manager.json
extensions-dashlet.json
feedback.json
fnis-integration.json
gamebryo-plugin-management.json
gamebryo-savegame-management.json
gamemode_management.json
issue-tracker.json
local-gamesettings.json
mod_management.json
nexus_integration.json
profile_management.json
recovery.json
translate.jsonI understand that until then, the json file names were determined according to the namespace definitions in the source code. However, in the latest version of Vortex, the module name (package name?) is used. For example, 'about_dialog.json' does not have a namespace definition in the source code. Is this my understanding correct?
I am providing a tool to try to extract strings from the source code instead of capturing them. In this tool, I want to output the same json file as the captured one. So, please let me know how exactly the json file name is determined.
Thanks in advance.
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I don't know, How about using the following console extension mods?
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Hi Vortex Devs
I have a question about the Vortex translation.
There is an "export default withTranslation" statement in the source, and I understand that the argument of this statement indicates which json file to get the translated text from.By the way, there are various variations of the argument for this statement like this:
withTranslation(['common'])
withTranslation(['changelog-dashlet', 'common'])
withTranslation(['common', 'fnis-integration'])
withTranslation(['default', 'gamebryo-savegames'])
withTranslation('default')
If the argument is a single argument, the source would expect to find the translated text in its json, but the question is when there are more than two arguments. Whenever there are more than two arguments, 'common' is specified at the same time, so I know it's OK to have the translated text in common.json, but that doesn't make sense to have separate json for each context. My VortexTrnsTools currently extracts the first parameter as the json file name, but should I extract parameters other than common first?
EDIT: And if there is more than one argument, which namespace translation string takes precedence?
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I don't have Skyrim VR, but share what I know to you.
I've heard that VR and USSEP are NOT compatible, causing serious problems with vanilla quests including weddings. This is because Skyrim VR is much older than Skyrim SE. As you can see from this Reddit post, USSEP 4.1.2 seems to work well for weddings, but I've heard from an acquaintance that there is still another problem.
How about try this compatibility patch? : Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch
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How about check 'Overwrite Steam AppID' option and set to 202480 on CK launcher settings of MO2?
I'm still using MO1 instead of MO2 and had this setting (though I can't remember the meaning of setting this).
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Did you install immersive armors and Rigmor of bruma? It happens when you install the two at the same time and start a new game. If so, see the sticky post on RoB page.
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Hi Muleke,
There is advice that may help you. It would be very troublesome and difficult to extract all translations by performing all operations. So I have provided a tool that tries to extract all translations from the source code here: https://www.nexusmods.com/site/mods/33
It is very experimental and far from perfect, but at least it can save time by skipping the actual extraction process. This tool file also includes the pre-extracted English json files, so you can start translating with them.
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Cell and location names can be overwritten by mods that edit them. For example, mods such as ELFX and RLO tend to change the name of the place back to English because it changes many cells. For things that are hard to notice, the soundtrack expansion mods also set the sound according to location, so it's likely that the name will change back to English.
Are you using xTranslator? Use it to open all plugins, see if there are any untranslated ones, and translate them yourself.
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Here are some very unique portable homes:
Kagrenac's Refuge - Rotating Dwemer Cube Home by Teabag86
Staff of Shalidor by Haem Projects
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I suggest you to read the modding guide published on Nexus and other sites. Below are just a few examples of guides on Nexus.
The Phoenix Flavour - A Modular Modding Guide for Skyrim SE
The Phoenix Flavour - Modding guide list
After reading a few guides, you should be able to see the mods and trends that should be installed.
Good luck :)
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The latest versions of USSEP and RS Children have a fatal conflict with Aventus Aretino, and you need to patch the Aventus records using xEdit. Look at each mod page.
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Of course you can't port to SSE without explicit permission from the author (if the author doesn't allow it on the mod page). Looking at the author's last access date, it seems that he is not currently active on Nexus. You just have to wait or try another contact (eg SNS or Discord) if you have one. I've waited up to a year to get some mod translation permission.
EDIT: Of course there should be no problem if you just port to SSE and use it personally. The problem is to make it public on Nexus or another site.
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Congrats CinderHawk! Let me know when you publish your mods. I am interested in your mod as a translator (I don't know Portuguese through).
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The audio file name associated with the dialogue response form will be automatically determined by CK using certain rules. You cant rename it on CK window, but you can just rename the actual voice file names only. You need to rename the file to match the file name displayed in the CK window.
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Hi, in my experience, Archive.exe crashes if the file path to be packed is too long or contains non-ASCII/symbol characters (no clear condition is known). Try what happens if you move the files to be packed into a simple folder, for example C:\TEMP.
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If you don't edit the audio, just copy fuz file. wav means the audio file itself, lip means the lip sync data, and fuz is the file that wav and lip are converted and merged.
The folder is a temporary folder for extract, and the file name is the vanilla file name. Rename if necessary and copy to another folder.
If you want to edit audio, use Audacity to edit the wav and CK to generate lip from wav. You can then convert them to fuz using Unfuzer or Yakitori Audio Converter.
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Bsa tips page here: https://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK#Packaging_Mods_for_Installation
This page is for FO3 / FNV, but there is a common tips for all Beth games.
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Remember if (not entirely sure whether your doing this) you copy/duplicate a vanilla line in your own plugin, those voice files will then be stored under your plugin name in Data\Sound\Voice.
I figured as much. But will it be directly inside the plugin (.esp)? Or will it be a loose file inside Skyrim's folder? Like, if someone else would go to download my mod, would that person also have to manually download the voice files?
The voice file is placed as a loose file in the Data / Sound / Voice / foobar.esp / folder. You can also put it in your patch's bsa file.
Yes, every response record needs a corresponding voice files (fuz). Without it, NPCs just don't talk and subtitles disappear instantly, but in rare cases it seems that conversations get stuck.
And try this tool too : Voice File Reference Tool 2
Similar to my tool, but with different concepts and functions. Use them according to your usage.
Also, will this work with normal Skyrim? The Nexus page only says Skyrim SE and FO4.
Skyrim LE version here: https://www.nexusmods.com/skyrim/mods/28462
If you have both LE and SE, both voices are the same and are interchangeable.
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Yeah that's right. As far as I understand, the voice file needs to be stored in the folder of the plugin that originally created the record. In other words, if you overwrite the vanilla record with a patch, the folder name will be skyrim.esm or such, and if it is a newly added record, it will be the folder with the patch plugin name.
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Yes, every response record needs a corresponding voice files (fuz). Without it, NPCs just don't talk and subtitles disappear instantly, but in rare cases it seems that conversations get stuck.
And try this tool too : Voice File Reference Tool 2
Similar to my tool, but with different concepts and functions. Use them according to your usage.
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I think editing a vanilla dialogue records for translation purposes is a very bad idea for the following reasons:
- As others have said, they are likely to conflicts with other mods. Dialogue records can be often edited by mods, so if you add the records according to player's gender, such mods will not work for a particular gender or will overwrite dialogue conditions that you modified, so you will need to make compatibility patches for every single mods.
- Besides, NPC voice files are associated with dialogue records with file names that have certain rules. If you want to separate the dialogue records, you will also need to rename and copy these voice files. Otherwise the dialogue will be silent.
- I don't think we are allowed to redistribute the vanilla plugin itself. Therefore, you will need to provide it as a patch file to make such modifications.
EDIT: I have tried to separate Hadvar's response by gender, it worked well by adding conditions with GetPCIsSex function.
Screen shot of xEdit here: https://imgur.com/a/RWCAui4
EDIT2: You may want to try my tool Lazy Voice Finder. You can use this tool to see a list of dialogs, check conditional expressions, and find voice files. It will probably help you make that mod.
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Browser: Firefox
Singapore (ASIA) Premium --> Downloaded without error, but zip was corrupted
Chicago (USA) Premium --> Downloaded without error, but zip was corrupted
Los Angeles (USA) Premium --> Downloaded correctly
Download time was about 5 minutes.
The first 0x80000 bytes of the corrupted zip file were all null.
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Why don't you ask on the mod page?
The problem may be fixed by installing the sequel The Last Refuge together.
Or here is what I previously answered on the mod page.
In Quest 12 "Improvise, Adapt, and Overcome", possible issues and solutions are as follows (when you make the right choice) :
Defense on the main gate:
We are supposed to defeat 39 Tharmors here, but there are only 38 in total in 3 attacks, so defeating all will not update the quest stage. You should have defeated one Tharmor when you first arrived at the fort. Originally he was supposed to pop during this assault. This is the cause of this bug.
Solution: setstage _JMC1_12 40
Defense on the Signal Tower:
After dealing with the assault, Orvania remains in combat mode and may not be able to talk to her, so can't update quest stage.
Solution: setstage _JMC1_12 60
Defense on the Village (2nd attack):
We are supposed to defeat 15 Tharmors on 2nd attack, but there are only 14 in 2nd attack, so defeating all will not update the quest stage.
Solution: setstage _JMC1_12 100
Defense in the wall (1st attack):
We are supposed to defeat 15 Tharmors on 1st attack, but there are only 14 in 1nd attack, so defeating all will not update the quest stage.
Solution: setstage _JMC1_12 120
Other than that, there may be cases where the dialogue option does not appear randomly. In that case, save and reload to fix.
Mouse & Keyboard Not Working With Alternate Start Mods
in Skyrim LE
Posted
I don't know if this applies to your problem, if you have a gamepad in a USB port, try unplugging it. Apparently, Skyrim will at least disable the mouse when it detects a gamepad.