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pls make localized mods - mods with string files


fruitgnome

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I don't mean that all modders should integrate in the Strings folder all languages, I mean make the mod in your language (preferred language) but use at least the function of localized mods, please!

So someone who translated the String files could send the file to the author and he could add it to his mod.

 

It's sadly that there are so many mods, which are not translated yet. And it would be so easy.

 

Great tools to make files localized are:

TESVSnip with String Localizer

The following two extra for translating existing String Files:

String Maker

String Edit

 

This is the best method:

Skyrim String Localizer:

ESP: example Realistic Lightning

Strings file: skyrim_english.strings

Process

Write esp + Strings

Strings file: skyrim_german.strings

Write Strings

Close that's it!

 

If there are unknown texts:

Create IDs

Type the text

 

Edit2: To explain more the system behind this:

Only an example

 

In my mod Breezehome Basement itself the safe has at his discription an ID and in the breezehome_basement_german.Strings is written after this ID Tresor and in the breezehome_basement_english.Strings is written after this ID Safe.

 

 

Edit:

For not to have so much work by translate things and only translate the things that are shown ingame, it could help a convention like write in the reference_ID at modding RIG "Readable In Game"!

I will link this article at new mods and at mods I like without Strings files, if anyone annoys this please pm me!

 

I hope this get support! THX

Edited by fruitgnome
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  • 3 months later...

I have built a fair number of mods, but I have no idea what you are talking about. Could you please explain in more detail what it is that a mod builder can do to make the mod translation-friendly?

 

For example: What is a string?

Edited by David Brasher
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See the files of my Breezehome Basement mod and you will understand.

 

There are Strings files, ILStrings files and DLStrings files. The system behind this is in the mod is for all text an ID and this ID is linked to the Strings files and the text like XML files for other multilingual programs.

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You just brushed me off and didn't really try to answer the question. "Go download my mod and the answer will pop into your head." If you are going to be a preacher for some cause nobody knows about, you are going to have to be more persuasive and eloquent than that.

 

Do you have some links to pages on the wiki that provide documentation about strings and mod translation? Do you have some links to tutorials on how to do what you are telling people to do? Could you explain where you go in the CK or other modding software to make the edits you are talking about? Could you provide a precise definition of the word "string" when used in this sense?

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You just brushed me off and didn't really try to answer the question. "Go download my mod and the answer will pop into your head." If you are going to be a preacher for some cause nobody knows about, you are going to have to be more persuasive and eloquent than that.

 

Do you have some links to pages on the wiki that provide documentation about strings and mod translation? Do you have some links to tutorials on how to do what you are telling people to do? Could you explain where you go in the CK or other modding software to make the edits you are talking about? Could you provide a precise definition of the word "string" when used in this sense?

 

A string is a piece of text. I'm presuming that the strings file contains every line used in a mod and you define either which row or which region some NPC should say or what a book should contain. So to translate your mod to a different language you simply translate the strings-file

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Forgive me my genuine ignorance, but if it is such an easy process as the OP says, why does the original mod maker rather than the translator need to do it?

 

If the translator is wise enough to know what string files are, then they are likely to be able to do this themselves, if they are not wise enough to know what string files are, then it won't help them even if the original modder has implemented this.

 

Or am I missing something?

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The original game woks also with the *.Strings, *.ILStrings and *.DLStrings files. If you play in german the game uses the German.Strings, German.ILStrings and German.DLStrings and if you play in english it uses the Englisch.Strings and so on.

Which tools can be used for this I wrote at first post.

 

It is important that the mod creator make these files, because if anyone make this it could be that the IDs are different. Escpecially if there will be updates of the mod. So the modder has to write the translator the new IDs and the orginal text (perhaps in english) and the translator only has to add this ID to the *.Strings files and the translated text.

 

If a mod uses only original texts this method is really easy. And its only a few clicks to have a mod in all languages.

 

If a mod uses new texts then you have to translate it manually and write the translation in the *.Strings files.

 

And if you would download my mod you can see the system behind this really fast, because I have only a few new texts. Only an example

 

In my mod itself the safe has at his discription an ID and in the breezehome_basement_german.Strings is written after this ID Tresor and in the breezehome_basement_english.Strings is written after this ID Safe.

Edited by fruitgnome
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That sounds like enough work to only be worth it as and when someone actually wants to translate the mod. (If someone wants to translate, then maybe as the original author I'd look into adding the strings).

 

Maybe it's just me being a noob, but the whole process of making a worthwhile mod takes me such a long time already that I'd be extremely unwilling to go to any greater effort unless there was actually a definite demand for it, especially as I mainly make the mods for myself, sharing is a bonus.

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