strusik Posted January 16 Share Posted January 16 Hi, I installed the Immersive Candles mod for Fallout 4 and found a problem in the game, which is that in those locations where these candles are present, the location names are shown in English instead of the localization language. This is because the mod replaces the text in these locations with its own. Is there any way to disable these text fields in the mod so that the game starts linking to the localized ones again? I've also tried opening the files with a mod translator program, but there are quite a few of these locations out there and manually translating the whole thing is not something I want to waste my time on P.S. I can not delete the mod, as the author wrote that it is not desirable to do it in the middle of the game This is a link to that mod:Ā https://www.nexusmods.com/fallout4/mods/58396Ā Link to comment Share on other sites More sharing options...
Guest deleted65729341 Posted January 16 Share Posted January 16 (edited) Hi. You will not be able to fix names that are replaced by other plugins using translation software. It is better to use FO4Edit for this task.Ā This utility itself will help you find all the names that change (by highlighting the entries in color), and will allow you to move the name you need to the last plugin that affects it. In this case, all the changes you need to make will only be in the āAnimatedCandles.espā plugin. As for removing the plugin, I won't argue with the author about such possibilities, but there are ways. I almost forgot. To avoid changing the names yourself, you could try doing something simpler. Try dropping the plugin (whose names you want to see) as low as possible in the loading order. Theoretically, this could solve your problem as well. I formed my answer a little incorrectly due to the fact that at first I didnāt think about what exactly you want to get in the end. On the contrary, you need to raise the "Immersive Candles" plugin as high as possible so that other plugins you use replace the names used in it.Ā *although, again, it is not a fact that this will not affect the candles themselves in these cells* As with the translator utility, you may be able to change some names to those used in your base game, but to do this you need to create a bat file of names from the main game file with your localization. Then apply it to the plugin you mentioned. Edited January 16 by SweetKate Link to comment Share on other sites More sharing options...
strusik Posted January 16 Author Share Posted January 16 8 hours ago, SweetKate said: Hi. You will not be able to fix names that are replaced by other plugins using translation software. It is better to use FO4Edit for this task.Ā This utility itself will help you find all the names that change (by highlighting the entries in color), and will allow you to move the name you need to the last plugin that affects it. In this case, all the changes you need to make will only be in the āAnimatedCandles.espā plugin. As for removing the plugin, I won't argue with the author about such possibilities, but there are ways. I almost forgot. To avoid changing the names yourself, you could try doing something simpler. Try dropping the plugin (whose names you want to see) as low as possible in the loading order. Theoretically, this could solve your problem as well. I formed my answer a little incorrectly due to the fact that at first I didnāt think about what exactly you want to get in the end. On the contrary, you need to raise the "Immersive Candles" plugin as high as possible so that other plugins you use replace the names used in it.Ā *although, again, it is not a fact that this will not affect the candles themselves in these cells* As with the translator utility, you may be able to change some names to those used in your base game, but to do this you need to create a bat file of names from the main game file with your localization. Then apply it to the plugin you mentioned. All I need is for the game to stop using the location names from the mod, that is, that the mod itself remains to work as it is, but the location names were from the vanilla game, in my language, and not in English from the mod Now I will try to use what you recommended to me and let you know how it turned out Link to comment Share on other sites More sharing options...
Guest deleted65729341 Posted January 16 Share Posted January 16 If I had even the slightest idea what language you are using, I could probably try to fix your problem myself. Ā Try the translator option first, because if you try to edit names through FO4edit, then this is not a fast way. Rough guide, I hope it helps you in some way. Link to comment Share on other sites More sharing options...
strusik Posted January 16 Author Share Posted January 16 1 hour ago, SweetKate said: If I had even the slightest idea what language you are using, I could probably try to fix your problem myself. Ā Try the translator option first, because if you try to edit names through FO4edit, then this is not a fast way. Rough guide, I hope it helps you in some way. I was writing another message for you, but it disappeared for some reason. Anyway, I completely removed the "Cell" tab in the esp file of the mod, and the names of the locations in the game became correct again as before. But I'm not completely sure I didn't break anything in the game by doing so. I'll just send a screenshot of what I removed, so that you with your more experienced view can say whether I did the right thing? The language is Russian, but it doesn't really matter as I just need to get back the vanilla names that are already in the localization for my game and have been replaced by mod Link to screenshot: https://ibb.co/QrJqSN0 I opened the tab structure on purpose, each "Block" has the same content, with different location names Link to comment Share on other sites More sharing options...
Guest deleted65729341 Posted January 16 Share Posted January 16 (edited) 20 minutes ago, strusik said: The language is Russian Cool. Russian localization. Replace with this what you made yourself.Ā If everything were so simple, then plugins would not require translation. Edited January 16 by SweetKate Link to comment Share on other sites More sharing options...
strusik Posted January 17 Author Share Posted January 17 19 hours ago, Guest deleted65729341 said: Cool. Russian localization. Replace with this what you made yourself.Ā If everything were so simple, then plugins would not require translation. Thanks a lot, it's good that I have some experience in programming and did these experiments with the backup file and didn't break anything in the gameĀ I hope you didn't waste your time to translate it all manually for me?Ā By the way, if you want, you can put it on nexus, I think it would be useful to someone, as there is only Ukrainian translation of this mod, I was looking for, I thought to install it, as I am from Ukraine, but it spoils the immersion in the game, when part of the locations in Ukrainian, and the other part in Russian Link to comment Share on other sites More sharing options...
Beyound453 Posted January 25 Share Posted January 25 (edited) Thanks for helping.. Edited January 26 by Beyound453 Link to comment Share on other sites More sharing options...
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