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BowmoreLover

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Everything posted by BowmoreLover

  1. Here are some tips you should know: *** The type of way to hold the strings on the plugins *** 1) Embed strings inside a plugin file Literally strings are in the plugin. As you can imagine, this way a plug-in can only have strings in one language. This is generally the case for user-created mods. 2) Having strings in external strings file The string is saved in strings file (.strings / .dlstrings / .ilstrings) with the plugin name + language name (eg Skyrim_english.strings), and the link (string id) to the string is held in the plugin. This kind of plugin header has a "Localized" flag, so I call it a Localized plugin. This applies to vanilla / DLC plugins such as Skyrim.esm. These strings files are in the Data/Strings folder (of course, in the vanilla game they are compressed into bsa files). *** Bsa files and strings files *** Normally, plugin's bsa files are loaded in the order of the plugin load order. However, there are multiple bsa files for Skyrim.esm, that are loaded in the order defined by the following entries in skyrim.ini: [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsaIf more than one bsa has a file with the same name, it will be overwritten by the one loaded later. For example, for Skyrim SE, the strings files are in both Skyrim - Interface.bsa and Skyrim - Patch.bsa, the latter being the latest. Bethesda seems to update only the Patch.bsa files, not the Interface.bsa files, when the strings is changed. *** Files to translate *** As far as I know, the following files should be translated when translating a vanilla game. 1) Strings files in Data/Strings folder xxxxx_english.strings/.dlstring/.ilstrings ---> xxxxx_Portuguese.strings/.dlstring/.ilstrings (or xxxx_ptbr as you like) 2) Translation text file in Data/Interface folder Translate_english.txt ---> Translate_Portuguese.txt (or Translate_ptbr.txt as you like) Theoretically, the language name in the file name should be anything as long as it matches the sLanguage in Skyrim.ini. However, some mods do not work unless the language name is English, so it may be better to replace the English files with localized files. *** How to translate *** I think xTranslator is the best tool for translation. xTranslator can translate both Translate_*.txt and strings files. In fact, I use this tool to create and provide strings files for Skyrim SE Japanese edition. Basically, if you open an English file (_english. *), Translate it, and output it, you can create a file for your language. And the safest way is to open and translate .strings / .dlstrings / .ilstrings directly instead of esm with xTranslator. By doing this, only the string file can be edited without changing the link (string id) to the string included in esm. This is because redistributing the vanilla game plugins itself should not be allowed under the terms of service. That's all my tips. Best wishes for your translation. PS. I have to agree with your opinion that the translation provided by Bethesda is too bad. The official translation of the Japanese is also famous for being very terrible, and unfortunately Skyrim SE has abandoned the Japanese translation for over a year and has to be maintained by the modders (yeah it's me :) ) .
  2. Hi, I'm not sure, are there Immersive Armors on your load order? If so, that would be conflicts with Rigmor.esp. Disable Rigmor.esp, start with new game, wait until Immersive Armors startup process (you'll see notification message), make a new save and exit the game, then enable Rigmor.esp and start the game, load the save game just before made. See the sticky post on the forum of Rigmor of Bruma for details. Good luck. EDIT: And one thing. Activate the Rigmor of Cyrodiil plugins after the Rigmor of Bruma quest is over. Otherwise, RoB and RoC quests will begin at the same time! For those who want to skip RoB and play from RoC, we have not made any prerequisites for RoC quests. Thank you for your understanding.
  3. Hi tannin and Vortex dev. team. Congratulations on the release of 1.0! What kind of translation features and improvements can we expect in the future updates? So far, I have been able to provide a barely practical level of translation patches by extracting a string that appears to be translated text from the source code and translating it. However, I think that there are still issues with Vortex localization. As you can imagine, there is a limit to how you can extract strings from source code with regular expressions, not all text. In addition, there is a lack of localization, misuse of translation functions, and UI / message design that does not assume multiple languages on source code now. I don't know if you Nexus Mods really want to localize Vortex and make it available to users in many languages, but if so you will need to do something. If I am, I will make guidelines for localization and instruct coders. I'm reviewing source code differences every time Vortex is upgraded, but I think that as the version goes up, inappropriate localization code is increasing. I know that your development team is having a very hard time, but I want you to understand that we, the translators, are working harder than the usual translation work. Thanks.
  4. At least with Mod Organizer (old one), Creation Kit (32bit) can't recognize the wav file that contains in virtual folder, so that can't generate lip files. It may be quite limited, but this is a fact. I just provided information. There is nobody who wants to get dirty in the Data folder, and anyone knows that.
  5. As agerweb said, CK can not read virtualized file completely somehow. In my experience, although the esm / esp expanded by MO2 into the virtual Data folder was read, audio files such as wav / fuz were not recognized by CK. The script file may be the same as this. The most sure thing is to put all files in the real Data folder.
  6. About items, you can use AddItemMenu mod. About NPCs, you can use AreYouThere mod. But I have no idea about add-spell mods.
  7. Great! About RoC, are you enabled all plugin files of Roc? If you don't enable all the following plugins, loading of assets may fail. RigmorCyrodiil.esm RigmorCyrodiil - Sounds.esm RigmorCyrodiil - Textures.esm RigmorCyrodiilPatch.esp Or check SKSE64 logs to see if there is an error in the SKSE plugins: C:\Users\(YourUserName)\Documents\My Games\Skyrim Special Edition\SKSE\skee64.log Btw, RoC should be installed after completing the quest of RoB. Otherwise, RoC quests will be started in the middle of RoB (the quest start condition is not set now).
  8. There are many mods I've never used. Within the range I understand... (1) If using USSEP 4.1.8a or later, it will be conflicts with TK Children. You will need to make a patch for yourself. See this post: https://forums.nexusmods.com/index.php?/topic/5148910-tk-children/page-6&do=findComment&comment=70583383 TL;DR: You need to remove discontinued AI package USKPAventusAretinoSleepOrphanage [PACK:05000808] form the actor record AventusAretino "Aventus Aretino" [NPC_:00014132] of TKChildren.esp
  9. Seems to female body or skeleton problem. Make sure that the XPMSE custom skeleton has not been overwritten by other mods, and that the female body mods have been installed correctly (eg not UNP and CBBE installed together). Unfortunately I am not familiar with body or skeleton mods, googling with "skyrim sse ctd when sex change" to find articles that are useful for you.
  10. Press "R" key on the hotkey menu, maybe.
  11. Rigmor.esp conflict with Immersive Armors on the new game. Disable Rigmor.esp and start the new game, enable Rigmor.esp after IA initialization is complete. If you want to play with vanilla start, it would be nice to activate it when you enter Helgen Keep. EDIT: You have installed LAL, so wait a few minutes in front of Mara and enable Rigmor.esp.
  12. Hi CyranGE, See here: https://tes5edit.github.io/docs/2-overview.html#s_2-3-3 You can use an external script to automate record editing. Just googling with "xEdit Scripts" for more information.
  13. Although no clear solution has been reached, some have been found. - The "Allow Reserved" flag worked fine. This solves some user problems. - If you install the "No Essential Npcs Ini File" option file from No Essential Npcs, the quest may not start due to essential actor dead. This is the same as setting [GamePlay] bEssentialTakeNoDamage=0 in Skyrim.ini. In this case, we can solve it by resurrecting the actor on the console. - I don't know either a quest bug or a conflict with other mods, it also happens when the actor that should fill in the quest alias without the "Initialily Disabled" flag is disabled. In this case, we can solve it by enabling the actor on the console. Unfortunately, there are cases where trying the above does not solve the problem.
  14. The prid command seems to be ignored in batch files. Try this: "000a2c93".equipitem 2b018e13 0 "000a2c93".equipitem 2b01422e 0 "000a2c93".equipitem 2b01ef94 0 "000a2c93".equipitem 2b00f0fd 0 "000a2c93".equipitem 2b017306 0 "000a2c93".equipitem 2b00f0ff 0 "000a2c93".equipitem 2b01df4e 0
  15. Although slightly different from you, I have experienced that 7z files downloaded using Microsoft Edge have replaced text files. Try another browser as saurusmaximus says.
  16. I have made some progress. The quest was started by adding "Allow Reserved" to all quest aliases. However, the actors used in the aliases are all mod-specific NPCs, and this mod does not use the "Resrved" alias, so I have no idea why this works.
  17. As I can see, there is no such thing as a common or a difference in the quests in question and other quests. And no common terms are found in the alias definitions of the two quests where this problem occurs. One quest contains more than 50 Unique Actors and Specific References aliases, while the other has only 7 Unique Actors aliases. And of course, all Unique Actors have Persistent Locations and Essential attribute. The two problem quests are both triggered by a move to another cell/worldspace using defaultSetStageTRIG activator, but there are other similar quests and works fine.
  18. Hi Pentacrow, thanks for reply. Specifically mod is here : Rigmor of Cyrodiil This mod has a main quest line consisting of 12 quests, and starts sequentially from quest 1, and of course has SEQ file. This is fine for most players, but some players have problems with certain quests (quest 7 and 10) not starting. Perhaps the underlying cause is a conflicts with other mods, but I want to know how it can block the start of the quest.
  19. I need help. In the quest mods I'm involved with, I have received some reports that some quests won't start. They can't start quests even using console commands. Me and the authors have never experienced that problem, and the quest has no conditions, so I believe that the quest aliases fill-up has failed. I searched on Google and learned that it would happen if any of the quest actors were dead, and confirmed that it would be so if I killed someone. I asked the reporter to use the console to confirm that all actors are alive, but they say that all actors are alive. Are there any other possible causes? If there is an article that may be helpful, please tell me the link. Thanks.
  20. @Pickysaurus, Check here : Unofficial Vortex Translation Tool It is not exactly a translation tool, but it extracts strings from source code and converts them into MCM text format so that the translation tool can process them. This will eliminate the need to operate Vortex and capture translation strings.
  21. @Tannin42, Works fine! Thanks for quick fix!
  22. Tannin and Vortex team, The translation helper extension does not work in the latest version 0.18.5. The extension loads successfully, but the menu does not appear in the settings panel and can't capture translation strings. We can now collect most translation strings with external tools, but rely on this feature for a few strings.
  23. Immersive Armor's initialization process conflicts with Rigmor of Bruma somehow. Disable RoB, start a new game, wait for IA initializing, save the game and enable RoB to solve it.
  24. In response to post #68786116. #68791881 is also a reply to the same post. Thank you for answering. It may be natural to think of your words "create something that will evoke an emotion in the player through levels." And we're enjoying games abroad, thanks to the efforts that designers, including you, have made. Awesome :) I wish you success in your new projects. I think that board games that everyone can enjoy playing on tablets are definitely appealing to casual people. Cheers!
  25. @finerframe, are you installed SKSE memory patch and bug fix mods? In my experience, unexpected crashes and infinite loads are resolved in most cases by the following mods: SKSE with SKSE ini pre-download for lazy users, Crash Fixes, Safety Load Reading each mod's description should solve your question.
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