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CinderHawk

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Everything posted by CinderHawk

  1. I definetely will! :D Also, don't worry though. Portuguese is hard. And over-complicated.
  2. OH WAIT, IT WORKED!!!!!! Apparently it was just a typo in the folder name, but I fixed it and now everything is working as intended! AWWWWWW YISSSSSSSSSSSSSSSS!!!! Thank you guys so much for the patience! I can FINALLY start making some real progress right now. Seriously, I couldn't have done this without your help. Your name will definetely be in the credits (once I finish this, some day). Again, thank you! <3 <3 <3
  3. Yeah, problem is, the name CK assigns is exactly like the default audio name I copied from the main .esm. And if I just leave it at that, the dialogue just won't play out. You managed to do that, right? Could you please post some screenshots of how you set up stuff? Like voice file names, folde locations and how stuff is in the CK and etc. If you mean saving the .esp in File > Save, then yes, I did. But if you mean that save: Then I'm out of luck, because the option is greyed out.
  4. Ok, I did everything correctly (I think), placed the voice files in the folder (in that case Data/Sound/Voice/Translation.esp/MaleUniqueHadvar) and renamed them, but when I try to change said audio file in the CK, it just says it couldn't find the [insert default audio file name here]. Like, I can't edit the name of the file it uses to the one in my mod's folder, I can only click the file directory (which is what gives me the error message). What am I missing?
  5. Hey, sorry for the long wait, I've been super busy the last week. Anyways, I think I figured out what I have to do, and I've already create a new folder for the extra voice files in Data/Sounds/Voices, but I'm not sure which voice files I have to copy. So... Which one?:
  6. Damn... Kind of a bummer. But since I have no other choice... Better than nothing. Thanks :) Thank you! I'll start working on it right away!
  7. 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? Also, will this work with normal Skyrim? The Nexus page only says Skyrim SE and FO4.
  8. Wait, so in other words... The conditions are fine, but I have to make a copy of the audio file to assign it to the female version of the subtitle? If so, this won't be that hard with the tool you linked. It'll take some time before I learn how to do everything properly, but I'm definetely going to download it right now and give it a go. Thank you so much, yet again! I would've never figured this out myself, I thought there was something wrong with the conditions...
  9. Thank you so much! I've been using both xEdit and xTranslator lately, made quite a lot of progress, but these tips will definetely be useful. I did run into another problem, tho. Didn't want to be that kind of person, buuuuut... If you can, please take a look at it :b . (if you can't, that's fine, you already helped me a lot ♥ )
  10. Quite a lot, actually. But I don't think its conflicting with anything, the only mod I'm using is the USLEEP (which is in fact a requirement for the translation). or else other condition specific dialogue (aka the race commentary) would be bugged as well. Anyways, I'll try creating a new .esp and see how it goes, thanks :b
  11. New day, same old stress. I'm about to punch someone in the face. Look at this. This is a gender specific line from the beginning of the game. Now here's mine: Can you spot any visible differences? I sure as hell can't and I'm getting more and more stressed about this. There's no logic reason as to why this isn't working. Its exactly like the one from the main game itself. There's no explanation, at all.
  12. I did exactly as you said, re-did all the gender thing process using the CK instead, and it was still soft-locking. I did some testing and apparently it isn't an issue with the conditions themselves, its an issue with the game not knowing how to proceed once the initial condition isn't met. When I invert the conditions and put the female subtitle first, it plays out normally. But when male comes first... Yeah, soft-locks again. I tested this with Hadvar's next line as well, and it was the same. If I put the "check if male" condition first, it screws up. I'm super tired, I literally spent the last 3 to 4 hours trying to figure this out with your tips, but I'm done for today. Tomorrow I'll explain what I did with more detail, too tired for it right now, but basically, I did everything right (because it looked very similar to the race specific dialogue in the beginning, at least from a Creation Kit point of view), and it still wasn't working. Can you give me a screenshot of your condition? Like, left click them, and show me the values and stuff. Maybe a screenshot of the entire window or something, might spot something I'm missing. Also, keep in mind this is a line categorized as a "Scene", which means its dialogue that plays out regardless of player action (you just need to be close to trigger it, of course). The race specific commentary in the beginning is a scene as well, btw.
  13. Well... I'll try that with that one line and see how it goes, but... Do you know why exactly mine from xEdit didn't work as intended? :/ Considering I'll have to do this with a TON of subtitles in the game (I'm working on a translation mod), I didn't really want to rely on CK all the time, the interface is too cluttered with stuff I don't need for this kind of work, and it runs a bit slow on my computer. But still, while we're on the matter: Are those other conditions related to the gender thing as well? Or I just need the GetPCIsSex one?
  14. Long story short: I want to edit certain subtitles to certain dialogues so that they'll appear differently based on the player character's gender. To do that, I used TES5Edit to find some dialogues with Brynjolf, since he refers to the player as "lad" or "lass", depending on their gender. And here's what I found: So, first, I created a new, female character and played the intro until that point where Alduin breaks a tower with his head and you have to jump to a burning house right in front of the hole to proceed. Soon after, Hadvar appears and says something like "Still alive, prisoner? Keep close if you want to stay that way". This line was my target of practice. I wanted to see if I could change the subtitle to appear different based on the player's gender. So I went and found that same line in TES5Edit as well: Its inside its own dialogue branch. So what I thought I could do, was duplicate it, change the text of the second one, and then apply the gender condition in each one of them, male and female respectively (all of this in a new .esp, of course). Pretty much the same thing as it was with Brynjolf's dialogue (and yes, I remembered to change the number of "responses" in the dialogue header from 1 to 2). Thing is, this is glitching the dialogue. When I get to the point he should say that, he just says nothing at all, and just stands there, and my game is soft-locked because I can't proceed. At first I thought that, once the first condition (being male) wasn't met, the game just... Didn't know what to do, and couldn't proceed. So I inverted the conditions, making it so that the first (and original) dialogue just required you to be female to start. Aaaand... Same result. Hadvar just stood there. Then I thought "well, maybe it works differently for dialogues that don't lock the player in place, and are just being said sporadically as the player walks by". So I found another, different dialogue, right at the start of the game, where Hadvar says something to you depending on your race. This is what I found: Condition is slightly different, but still something related to the player, so I tried this one isteand, using "GetPCIsSex" istead of the "GetIsSex", and the rest was just like the one in the screenshot above. Aaaand... Same soft-lock. I don't know what exactly is causing this or why this isn't working, since I'm literally just altering the text, as far as I know. I thought that I was accidentally messing with the dialogue's ID, and then it wasn't being recognized by the game to be played at that time, but if I remove the condition and just change the subtitle, it plays out normally (with the edited subtitle). Pls, help! (keep in mind that I just want to alter the subtitle, the audio itself is supposed to play out normally).
  15. Yeah, these weren't exactly what I need :( There sure are a lot of strings there (curiously, a bunch of them belonging to Fallout 3's stuff), but none of them related to the actual menus. I guess I'll just have to package the .txt file with the mod :confused:
  16. Plain and simple: How do I edit the text visible in menus in general? Things like game settings, general stats, save/load game, etc. I know that all the strings related to it are stored in a .txt file inside Skyrim/Data/Interface, and if I alter that one, it does change the text in-game, but how do I make such alterations condensed in an .esp (aka a mod)? (if I have to use the Creation Kit to do that, its fine since its just a small amount of text, but still, I'm mainly using TES5Edit, any tips related to it would be great)
  17. Oh, hey, coincidentally, I did! I've been messing around with it for a bit, and I really liked the interface. Also did some testing with altering some of the text in the game (like perk descriptions, for example), and it worked! I'm still having trouble with finding everything (specially dialogue lines), but nothing that can't be solved with even more testing. Still, thanks for the recommendation ^^
  18. Oof. Okay. This is a long thread, but I insist that you read it. I really, really, really need help. Ok, so basically, here in Brazil, there's only one major fan translation for Skyrim, and... I really don't like it. There's several oversights, terms being translated in more than one way throughout the game, stuff they just downright missed and didn't translate, lack of gender-specific terms adaptation... Etc. So I decided to start a project to translate the entire game myself. And yes, I do know this is huge and would take me at least several months, and I'm up for the task. I've been searching for ways to do it, and so far, I think TESVTranslator is my best bet (but I'm open for suggestions). However, I'm very lost with the program. I don't really have any experience with modding, and the interface is still a bit confusing to me, but I think I can eventually get the hang of it. The problem is, the tutorial for it in its official page, is much more focused on translating mods to an existing language in the game (like, let's say, french), than translating the game itself to another language not already avaliable, plus its very basic and doesn't explain a lot. So... Are there any in-depth tutorials out there? Considering I want to translate the ENTIRETY of the game, and that includes even adapting some terms to be gender specific (like "vampire", for exemple, which has no gender in english, but does in portuguese), and some other tweaks to possessive terms (like "John Doe's Dremora", since we don't use an apostrophe here in Brazil to designate possession, but instead the term "de", which roughly translates to "of", so I'd had to change the order of the phrase to something like "Dremora of John Doe", or something). And here's a few questions: Also, will I be able to translate everything with just TESVTranslator? Or will I need the Creation Kit for some other stuff like menus (inventory, magic, shouts, map, etc)? And finally... What exact files do I have to translate? Because with TESVTranslator, I know I can open all the main .esm files, but also two .string files avaliable in the Data folder (related to the main Skyrim .esm and the Update.esm), and .bsa files as well. So what exaclty do I have to translate in order to get the full game to PT-BR? Will I need to download external .string files for the dlcs? I'm confused, pls halp EDIT. VERY, VERY IMPORTANT EDIT: Ever since making this post, I spent a few hours messing with TESVTranslator, and found out I could also open a .txt file containing all the strings of the interface in general (things like the info about your general stats, the "HIDDEN/DETECTED" text from when you're crouching, settings, and stuff like that). I can simply export it as a .txt file to replace the original, and it does work (as in "it changes the texts displayed in the menus ingame), but that wouldn't be practical for future users. My end goal is to condensate the translation into one mod, of course, which anyone can download from here or the Steam Workshop and install it in the game with no issues. So... I also need help with how I should export and condensate all my translated .txt/xml files and put them together in a working mod. Basically, I think I'll settle with TESVTranslator, but I still don't know whether I should translate the .esm or the .bsa files. I'm ignoring the .string file, since I compared it with just the Skyrim.esm file and they both have the exact same amount of "lines", so I don't think it makes a difference (but for the love of god, correct me if I'm wrong). Back to the esm/bsa thing: When comparing the dlcs .esms to their respective .bsas, they also share the same amount of string lines, so another occasion of both being the same, translation-process-wise (and again, if I'm wrong, tell me). HOWEVER, when I compare Skyrim.esm to Skyrim - Interface.bsa (the only main game .bsa that actually has strings), they have DIFFERENT amount of lines. The .bsa one has a few more, around 40 to 50-ish. This confuses me even more. I don't think there's a practical way to identify the extra/different lines, considering there are way over 30 thousand, so I don't know what to do. If anyone out there experienced with mod making can explain to me the difference between .esm and .bsa files, I'd be really, really grateful, as it could help me solve this out.
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