dizietemblesssma Posted June 1, 2021 Share Posted June 1, 2021 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 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 2, 2021 Share Posted June 2, 2021 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. Link to comment Share on other sites More sharing options...
dylbill Posted June 2, 2021 Share Posted June 2, 2021 Skyrim Strings Localizer may help: https://www.nexusmods.com/skyrim/mods/2889 although I've never used it and don't know if it works for SSE. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted June 2, 2021 Author Share Posted June 2, 2021 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 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 2, 2021 Share Posted June 2, 2021 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 scriptI 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. Link to comment Share on other sites More sharing options...
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