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Translation of mods


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I have read allusions to, but no actual statement to the effect, that a mod esp can have automatic translations for a user if one includes strings file with it, one for each language. Some allusions referred to strings files in bsa files, and others to loose files. So, difficulty aside, is this correct?

 

If it is, then presumably it only applies to the esp but not scripts (message boxes etc.) but I see no reason why a messsage box couldn't display a msg property in the esp.

 

If so, is a strings file in a format that can be given to a translator and it easily altered to suit?

 

I am aware of translation files for MCM menus and I already use these.

 

diziet

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I have read allusions to, but no actual statement to the effect, that a mod esp can have automatic translations for a user if one includes strings file with it, one for each language. Some allusions referred to strings files in bsa files, and others to loose files. So, difficulty aside, is this correct?

Yes, .esp files can be localized with SSEEdit. It's easy to do, just right click on the plugin and choose Other -> Localization -> Localize plugin.

SSEEdit will then create 3 strings files in the Data\Strings folder, for example

 

MyMod_English.STRINGS

MyMod_English.DLSTRINGS

MyMod_English.ILSTRINGS

 

Make copies of and rename the files for different languages. In my experience, certain strings won't display correctly when packed in a compressed BSA, and you will get an <lookup failed> error. So either leave the BSA uncompressed or use the loose files.

 

If it is, then presumably it only applies to the esp but not scripts (message boxes etc.) but I see no reason why a messsage box couldn't display a msg property in the esp.

That's correct. The strings files will only contain the text that would normally be stored in the .esp file. Text in scripts is not included.

 

If so, is a strings file in a format that can be given to a translator and it easily altered to suit?

I'm using xTranslator for editing strings files. Translations can be saved to a SST file and easily be loaded again if you need to make changes later.

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This is cwl, presumably a change to the esp that doesn't involve on screen text would not need new strings files? I'm just going through in my head the workflow I'd need:)

 

Do terrible things happen if a change in the esp is made and the english strings files are updated but the others left unchanged due to lack of knowledge of the new translations?

 

 

diziet

 

edit: when using xedit subsequently on an esp that was previously localised, are the strings files updated on saving, or does the localisation have to be done again?

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Each time the esp is changed, chances are that the string ID's in the plugin and in the strings files are no longer matching. That would need to be tested in game or checked with xTranslator. I found it safest to redo the strings files after updating the esp.

 

Same applies to outdated translations. But then it's up to the mod users to ensure they're not using an outdated translation.

 

Not sure about xEdit, never tried that. I always de-localize the plugin before making any alterations.

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xedit is just FO4/SSEdit etc, so you use SSEedit to de-localise, this puts the strings from the english (or your main language) back in the esp? Then you alter and localise again to make new strings?

 

I've been looking at xtranslator, if I understand it correctly, I can make a dictionary of already translated terms from the old strings files such that after localising again I can use that dictionary to translate new strings files? Presumably any new strings shown in xtranslator would be in my main language(english) unless I then manually translated them?

 

diziet

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xedit is just FO4/SSEdit etc, so you use SSEedit to de-localise, this puts the strings from the english (or your main language) back in the esp? Then you alter and localise again to make new strings?

Yeah, I know xEdit. What I meant so say was that I never tried to edit a localized plugin with it, so I can't tell if the strings are updated. I know that Creation Kit doesn't. That's why I de-localize the esp, make my edits, then localize again. This method worked well for me. Yes, by de-localizing, the strings will be written back into the esp file.

 

 

I've been looking at xtranslator, if I understand it correctly, I can make a dictionary of already translated terms from the old strings files such that after localising again I can use that dictionary to translate new strings files? Presumably any new strings shown in xtranslator would be in my main language(english) unless I then manually translated them?

Exactly. If you exported the translation to a sst file previously, you can just import it again, so you only need to translate the newly added text.

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