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Translation problem


galgat

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I have been translating a mod, and in one particular script there is some text that i translate.

 

 

 

let MatDressmsg := "PC これを置く"

 

the script works fine until I translate it to English like this

 

let MatDressmsg := "PC put this on"

 

then when the script is called the game crashes....

 

I think i have run into this b 4, but i do not remember what caused it...

 

I hope i have explained this well enough.

 

could someone please help me with this problem ??

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I have been translating a mod, and in one particular script there is some text that i translate.

 

 

 

let MatDressmsg := "PC これを置く"

 

the script works fine until I translate it to English like this

 

let MatDressmsg := "PC put this on"

 

then when the script is called the game crashes....

 

I think i have run into this b 4, but i do not remember what caused it...

 

I hope i have explained this well enough.

 

could someone please help me with this problem ??

 

Does the original mod require OBSE and if so, did you launch the CS using it?

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yes OBSE 18 is what the mod requires, and I did tell you the mod works fine until I try to translate any of the text in that one script.

 

 

I was wondering if it could be a font thing so I tried doing in unicode, (as well as adding a few more Japanese fonts ) also attempted saving from egg trANSLATOR, AND FROM Tes4OBSE...

 

I always use OBMM archive invalidater...

 

also tried some cleaning with Gecko... and an assortment of other Ideas, that failed.. completely redid the script in notepad++ once, just to see if that would help..

 

but every time I change the text from Japanese to english once in the game, if I try to pull up the settings menu ( which is what the script does ....)

 

I get the Oblivion has encounter a problem has error, Microsoft is searching for a solution.. I get this on My XP system, and My 64 bit vista lap top.

 

it is very frustrating...

 

I was really hoping someone else had encountered this problem, and might know the solution...

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yes OBSE 18 is what the mod requires, and I did tell you the mod works fine until I try to translate any of the text in that one script.

 

 

 

Did you launch the TESCS with the OBSE launcher? Mods require OBSE because the use the extended scripting capability that OBSE adds (and vanilla TESCS does not recognize). Because you are making a change to a script (which requires recompiling it), I suspect that vanilla TESCS is choking on an OBSE extension that is being used in the script. Launching TESCS with the OBSE launcher allows the construction set to compile OBSE extended scripts.

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yes I launched Tes4 with the obse lancher ( C:\Oblivion\obse_loader.exe -editor ) I have made a few mods..., I use OBSE a lot.....

 

Okay, thank you.

 

So, the mod works as long as you do not edit that one script? And the script does compile successfully in the TESCS? I assume so now.

 

Can you test the mod with the translated problem script with a new character (or a character which has never run any version of this mod before? Does it still crash then?

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yes I launched Tes4 with the obse lancher ( C:\Oblivion\obse_loader.exe -editor ) I have made a few mods..., I use OBSE a lot.....

 

Okay, thank you.

 

So, the mod works as long as you do not edit that one script? And the script does compile successfully in the TESCS? I assume so now.

 

Can you test the mod with the translated problem script with a new character (or a character which has never run any version of this mod before? Does it still crash then?

 

 

I can try that, I have been going back to A save b 4 installation with all other mods off to test it, but I supose testing with and entirely new character could be worth a try...

 

i will atempt this and see....

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I can try that, I have been going back to A save b 4 installation with all other mods off to test it, but I suppose testing with and entirely new character could be worth a try...

 

i will attempt this and see....

 

well that made no difference...

 

I am only guessing now...it all makes no sense.. but it might be the Unicode problem.. or something to do with the fonts..

 

I posted this hoping someone some where had, had this problem...My description would have I am sure jogged there memory.. it is such a unique Error...

 

1.Do not change the text, and everything is fine...

 

2.Change the text and everything crashes when script is called

 

Script is attached to a spell, when spell is cast script calls up a menu with options for the mod.

 

1.if I do not edit the text then spell calls script just fine....

 

2.If I edit the text to English then game crashes when spell is called...

 

it is Very irritating problem, such a simple thing to cause sOo much trouble.. Grrrrrr

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Oh by the way,

 

Message "text"

 

does not seem to be affected by this.

 

I can edit text in those with no adverse affect.

 

only the string assignments.. I have edited these in other scripts with no problem...some even in this same mod..

 

is a very strange bug or problem.

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I think my problem with that script is that OBSE editor is choking on its own code... [another Bug for the wonderful people who do OBSE]

 

this is sad, because I have no other way to transfer my translation for string variables except OBSE Tes4 editor...

 

I can change the text with core but core does not compile what is changes, and egg translator only allows editing of message boxes as best I can tell..

 

Egg translator lets me read the string variables, and copy them, but it does not seem to allow me to paste them into the script... Sad

 

Egg translator people must not have considered string variables as something that has to be translated.... ( Only seems to allow Message translations........ ;( )

 

core lets me change it but sense it does not compile it, the Japaneses text is still there, IN THE GAME... as if i never edited it... Grrrrr !!!

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