dizietemblesssma Posted July 19, 2021 Share Posted July 19, 2021 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 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 19, 2021 Share Posted July 19, 2021 The only translation files that I know of are the ones for use with MCM menus. Anything else that needs to be translated, as far as I have seen, requires editing the ESP and / or re-compiling the scripts. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 20, 2021 Share Posted July 20, 2021 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.STRINGSMyMod_English.DLSTRINGSMyMod_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. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted July 20, 2021 Author Share Posted July 20, 2021 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? Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 21, 2021 Share Posted July 21, 2021 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. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted July 22, 2021 Author Share Posted July 22, 2021 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 Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 23, 2021 Share Posted July 23, 2021 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. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted July 25, 2021 Author Share Posted July 25, 2021 Thankyou GhaunadaurI'm going to try this on a new version of my mod, after I convert all the text in the scripts to messages in the CK! :) diziet Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 26, 2021 Share Posted July 26, 2021 No problem. Good luck! :smile: Link to comment Share on other sites More sharing options...
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