took me couple of hours what should've been couple of minutes. everyone skips some steps in their description, assuming the reader knows em. modding tw3 guide documentation is poopoo
sorry for the rant and sure ,but i don't think im capable of writing smth that you'd publish rn and you'll end up writing it from scratch .im better for testings (noobs get stuck in places that seem too obvious to someone like you xD ) but ill surely do it when i get better at this. also appreciate all of your contribution to tw3 modding. thank you :)
This is a command line tool. You need to open a command line window in windows and type in the proper command line to start the tool. It will do its requested job and immediately terminates. There is no Graphical User Interface included. You may find an additional GUI on nexusmods (don't remember).
Pardon my stupidity. But I don't get it. Usually things like this don't take me long to master. When I start modding a new game, I watch video guides or read info from forums. But this time I'm at a complete loss as to what to do. Here let's say I decided to start learning modding witcher 3 with w3strings, with translations of mods for example. It would seem that there is nothing complicated here. Almost all other games that I modded I just had to open the file with notepad and replace the text. All this did not take more than 10 minutes. But here the situation is quite different. Just notepad can not open it. You need encoders and decoders. But I don't understand how to use them because of the lack of instructions. You said that we need to open a command line and enter the necessary lines. What lines? How to use your encoder? And I have already used the command line for texture mods for another game, but there I had no questions, because there was a detailed guide in the form of a video, everything was clear and I just repeated, so and mastered it. Again, here I do not understand anything. No adequate video guides, okay, this is too luxurious, how about a guide in the form of text and at the same time for newcomers to modding witcher 3? I'm certainly not all over the place, but I just want to understand how the hell do I get started? Let's take a situation right now where I want to translate a mod. To do that I need to change en.w3strings, right? Can you tell me what my next steps are? Let's say I open the command line and what? What lines should I write? And where do I put your encoder files? Perhaps there is some guide where all this is explained in detail, but I need it exactly particularly, for beginners. So that I don't just blindly write what you say without understanding anything. In short, I would like to know what to do? If you don't know a suitable guide, then tell me what are my steps in order after installing your file? Yeah, cyberpunk modding is much more beginner friendly, much more...
Edit: I just looked at the comments and you are there in detail exactly as I wanted you to write the instructions. But geez, why isn't it in the description? Do you really think that everyone understands everything and is already experienced?
It's not in the description because it is generally not possible to anticipate every user and their respective level of knowledge on required topics and possible pitfalls. While I did write extensive howtos, articles and try to answer question (if they are not already covered) on different topics in the past there will *always* be users who have a different, slightly new problem. Been there, done this, didn't get a t-shirt.
There is also the issue that I do have a (very!) limited amount of free time. So instead I encourage and hope that the community is healthy enough to help out each other while I generally try (or tried in the past) to use the time to provide new tools, e.g. the radish modding tools (no matter how much you think is required to make these things, I guarantee you it's more involved..).
In any case I hope you figured out how to use the encoders and started modding successfully. If not - there is some info in the nexusmods wiki on w3strings (https://wiki.nexusmods.com/index.php/W3_Strings,_their_IDs_and_Usage_in_Radish_Projects) which might help or you can ask questions in some of the more general w3 modding discord server(s) for help. Some experienced modders might give you some help if you ask them (nicely).
I'm trying to translate a mod but I get an error "ERROR - could not read line 7: stream did not contain valid UTF-8" The error appears because in Spanish there are words that have an accent, such as "vacĂo". The most obvious solution would be to add without accents but it is complicated because of how some are pronounced. Any ideas?
Forget it, I found a comment that said that I can save it and then with notepad++ I can change the encoding to utf-8, apparently excel changed the encoding to asci
how do you change the language ? i have a problem with arabic letters being every letter Separated and i think its because of the language doesn't link the letters correctly, i have no idea about changing language and this kind of stuff.
You change the language in your csv file. For example, an en.csv file contains:
;meta[language=en] ; id|key(hex)|key(str)| text ; 2114016000| |option_dlc_dctriss_defaultdlc|Dynamic Triss: Default to DLCYou change the language=en part, where "en" is English.
Since such a conversion is quite complicated and only solvable via available third party libs I don't think there is a workaround. Best option is to ask the original author for the source csv.
I've made a translation for Progress on the Path and all was fine when I started the game with the new de.w3strings file for the mod. Then I realized, that I missed a couple of entries related to map pin descriptions. So I translated those lines and made a few corrections to already translated lines as well. To my surpise, in game only the map pin descriptions updated according to the changes I've made in de.w3strings. But all strings for the mod's "Preview" section under the Glossary/Books tab remained unchanged. Are those lines somehow baked into a game save and can't be changed on a running game? EDIT: Checked a new game and the correct lines show now. Is there a way to make the game update the strings on a running game?
Is there a zip file of compiled projects, so someone could open one to each character and all the paths would be there? Man that would help me a lot in Sarcen's witcher 3 mod editor. ^_^'
Hello, rmemr! This utility is pretty useful, and it helped me a lot on my recent localization for some awesome mods! Thank you!
There's an interesting thing I found today when I was trying to install more mods to my W3 game. An .csv file already existed in the folder of the mod, so I open it with Notepad++ as I always do. However, something attracted my attention - it's "key(hex)/key(str)" displays as the way it should be! I was shocked because my previous translated files decoded by w3strings encoder won't show "key(hex)/key(str)" correctly, they were like encrypted codes. Below is the comparison.
Already-existed .csv file in the mod folder:
.csv file decoded from en.w3strings:
Technically, it will be more convenient for translators if they have the "key(hex)/key(str)" value. If possible, will there be a way to make the decoded file display "key(hex)/key(str)" properly?
I'm running into a new problem.It's a key (hex), not an id.There was a MOD with a string with the same key (hex) as the previously translated MOD.If you translate that string (at the time of installing that MOD), the previously translated MOD string will also change to the same translation.Please let me know how to avoid this.
String keys (hex or the textual representation) must be unique as the actual text is queried by that particular key. There is no workaround to provide two different text strings for the same hex key.
Fml. Couldn't have done a more complicated encoder?
The id space encoding is a nightmare and not applicable, when trying to merge in 2 string files into one, but both of them using IDs beyond the 2100000000 mark.
w3strings decoder/encoder v0.4.1 INFO - DECODING en.w3strings to en.w3strings.csv INFO - opening en.w3strings... INFO - identified language: en INFO - found 5 strings INFO - found 5 string key mapping infos ERROR - found unknown data block [0x122 218 bytes] after utf16 data! thread 'main' panicked at 'previous error', src\w3strings\binary\redcoded.rs:218 note: Run with `RUST_BACKTRACE=1` for a backtrace.
169 comments
modding tw3 guide documentation is poopoo
but ill surely do it when i get better at this. also appreciate all of your contribution to tw3 modding. thank you :)
Edit: I just looked at the comments and you are there in detail exactly as I wanted you to write the instructions. But geez, why isn't it in the description? Do you really think that everyone understands everything and is already experienced?
There is also the issue that I do have a (very!) limited amount of free time. So instead I encourage and hope that the community is healthy enough to help out each other while I generally try (or tried in the past) to use the time to provide new tools, e.g. the radish modding tools (no matter how much you think is required to make these things, I guarantee you it's more involved..).
In any case I hope you figured out how to use the encoders and started modding successfully. If not - there is some info in the nexusmods wiki on w3strings (https://wiki.nexusmods.com/index.php/W3_Strings,_their_IDs_and_Usage_in_Radish_Projects) which might help or you can ask questions in some of the more general w3 modding discord server(s) for help. Some experienced modders might give you some help if you ask them (nicely).
Please update this useful program for the new language introduces in NextGen (v4.0): Chinese (Simplified) = cnEdit: Nvm, for anyone having similar issues. You need to use "cleartext" as the language for Chinese (Simplified) for it to encode.
;meta[language=en]
You change the language=en part, where "en" is English.; id|key(hex)|key(str)| text
;
2114016000| |option_dlc_dctriss_defaultdlc|Dynamic Triss: Default to DLC
be;meta[language=en]
;meta[language=cleartext]
Looks like a UTF-8 <-> UTF-16 problem. Anyone knows how to solve it or whether it can be solved?
EDIT: Checked a new game and the correct lines show now.
Is there a way to make the game update the strings on a running game?
There's an interesting thing I found today when I was trying to install more mods to my W3 game. An .csv file already existed in the folder of the mod, so I open it with Notepad++ as I always do. However, something attracted my attention - it's "key(hex)/key(str)" displays as the way it should be! I was shocked because my previous translated files decoded by w3strings encoder won't show "key(hex)/key(str)" correctly, they were like encrypted codes. Below is the comparison.
Already-existed .csv file in the mod folder:
.csv file decoded from en.w3strings:
Technically, it will be more convenient for translators if they have the "key(hex)/key(str)" value. If possible, will there be a way to make the decoded file display "key(hex)/key(str)" properly?
The id space encoding is a nightmare and not applicable, when trying to merge in 2 string files into one, but both of them using IDs beyond the 2100000000 mark.
INFO - DECODING en.w3strings to en.w3strings.csv
INFO - opening en.w3strings...
INFO - identified language: en
INFO - found 5 strings
INFO - found 5 string key mapping infos
ERROR - found unknown data block [0x122 218 bytes] after utf16 data!
thread 'main' panicked at 'previous error', src\w3strings\binary\redcoded.rs:218
note: Run with `RUST_BACKTRACE=1` for a backtrace.
WHY ???
However if this is a vanilla, unmodified w3strings file from the game it may be a bug. Could you post the complete path of the file?