Ciccigomma Posted January 27, 2009 Share Posted January 27, 2009 Hi! I'm an italian player of Fallout 3 and due to the number high of excellent mods I wanna customize them translating by my own and for my personal use in Italian. I've searched in G.E.C.K. wiki to try to understand how to do it, but unsuccesful. If anyone can or have the patience to explain in every detail how to do it, I'll be very grateful. Link to comment Share on other sites More sharing options...
thegord Posted January 27, 2009 Share Posted January 27, 2009 It would probably be best to contact the mod authors with this question - they'll be able to tell you what entities their mod added and what their references are in the GECK. From there, it would just be a matter of translating names and text to Italian, right? Link to comment Share on other sites More sharing options...
Chambermade Posted January 28, 2009 Share Posted January 28, 2009 You could use FO3Edit:http://www.fallout3nexus.com/downloads/file.php?id=637 Example for Dialoges:First make a copy of the .esp you want to translate and rename it to mod_it.esp or something like that. hen open your .esp and you can see all (and only the) modded dialoges under "Dialog Topic". Now you can overwrite/translate the NPCs text in the right window under "NAM1 - Response Text" (just right-click and edit). The player's prompt text can be found under "RNAM - Prompt". Link to comment Share on other sites More sharing options...
Ciccigomma Posted January 28, 2009 Author Share Posted January 28, 2009 Chambermade thank you!!!!! :D Link to comment Share on other sites More sharing options...
Skotte Posted January 28, 2009 Share Posted January 28, 2009 If possible keep the translation as a separate .esp & use FO3edit to make it dependent (add master) on the file being translated. that way if there is an update you wont lose all the work done Link to comment Share on other sites More sharing options...
Ciccigomma Posted January 28, 2009 Author Share Posted January 28, 2009 If possible keep the translation as a separate .esp & use FO3edit to make it dependent (add master) on the file being translated. that way if there is an update you wont lose all the work done Sure! Thank you! Link to comment Share on other sites More sharing options...
Merkurlicht Posted January 28, 2009 Share Posted January 28, 2009 does this work with non-dialogue text too? like if a mod accidentally changes cell names? (especially interiors) Link to comment Share on other sites More sharing options...
Skotte Posted January 28, 2009 Share Posted January 28, 2009 does this work with non-dialogue text too? like if a mod accidentally changes cell names? (especially interiors) You mean... Door to (definitely not my language) toDoor to (definitely my language) Like that? yes, at least it worked like that in Oblivion. I haven't tested it in FO3 Link to comment Share on other sites More sharing options...
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