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Info on localisation


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From what I have read an esp file can have associated strings files that allow for localisation of the esp:

a) this implies localisation of text in the esp but not scripts, is that right?

b) if so is the only way to localise a script to use CK messages as properties in the scripts?

c) is there nice tutorial on localisation? I have read the description pages for varuois tools on the nexus, but they all seem to assume the reader knows what is going on.

 

I ask because I've recently moved some functionality from the MCM menu of my mod (easy to localise) to messageboxes and menus in the game, which can't be localised the MCM menu way.

 

 

diziet

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If the string is on the MCM script, it can be localized. That said, if you create functions on the MCM with the text you want to display, you could remotely call them from other scripts and benefit from the localization. However, that won't be useful for menus and message boxes whose strings are defined in the Creation Kit. And I have no clue about localization beyond what MCM is capable of doing.

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If the string is on the MCM script, it can be localized. That said, if you create functions on the MCM with the text you want to display, you could remotely call them from other scripts and benefit from the localization. However, that won't be useful for menus and message boxes whose strings are defined in the Creation Kit. And I have no clue about localization beyond what MCM is capable of doing.

I already provide language files with my mod for the MCM menu, however I've never had notifications or messageboxes ingame succesfully translated even when called from MCM script hotkeys, only the menu itself and messages while in the menu. Could you elaborate on where you say:

That said, if you create functions on the MCM with the text you want to display, you could remotely call them from other scripts and benefit from the localization

 

diziet

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That was a theory. I've never tried it myself. I long suspected that it might be possible to have on the MCM something like

Function myCustomNotification(Bool myStatus)
  If myStatus == false
    Debug.Notification("$TextA")
  Else
    Debug.Notification("$TextB")
  EndIf
EndFunction

And then in a separate script

MCMScript.myCustomFunction(false)
;replacing MCMScript with whatever variable used to reference the mod's MCM script

I know Debug.Notification will work on an MCM script as I use it with localization within an OnUpdate event registered for when the menu closes. Just never tried remotely, but in theory it should work.

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