IMPORTANT: Beta12 -SST Dictionaries folder and Preferences folder have changed. Please, read the _Beta12_UpdateNotice.txt in falloutTranslator Folder to restore your parameters and dictionaries properly -Also, renaming the executable is not a mandatory anymore, but it's still an option if you want to go this way and keep things separated. Check the option menu -> options -> Startup -> "Use Executable Name", and rename you executable accordingly: Fallout4Translator, TesvTranslator or FalloutNVTranslator.
==================================================== The version 1.0.0beta9 add FUZ support:
New feature: Fuz generation map / and audio. While translating an esp/esm, you can generate a fuz map for the given loaded mod, if relevant. Then you can see for each dialog which are the linked .Fuz files, and you can play them (Audio). -Load an esm with some recorded dialog -in the main window open the npc/fuz map tab (bottom panel), the maps are dynamically generated -Edit a dialog -go to the last Tab of edit window called 'dialog and topic' -now you can see the associated fuz, and you can click on the '>' (play) button to listen it.
============================================================================= The version1.0.0beta4 improve the spellcheck by adding a 2nd api (HunSpell, alongside with the default MSWord one).
version 1.0.0beta1 : Big changes in this version and a lot of internal code refactoring. So: this version is in BETA. Any feedback welcome! I have tested the tool with caution, but since there are a lot of changes, it n,eed to be tested more deeply by more users than me. Note, except for the BA2 injection process, the general code for decompilation and decoding has not changed so this should work as intended If you don't want to test the 1.0.0 beta, just keep using the 0.9.9b for now.
Main Feature: Fallout4translator can now open more than one file at a time. This is opening some big new perpectives. -You can now copy paste text between files/check a whole folder(the only limit is the system memory ) -You can select more than one files in the loading files dialog or in the bsa/ba2 browser. Very effective when looking for scripts to translate in a complete archive, (by default, script without text to translate are discarded). -When exporting a Translated Pex file in a BA2 (BSA injection still in Todo list), you can choose to also inject all opened PEX files that belong to the same BA2 *and* are translated (meaning: without red/pink string) -You can navigate between files by using the top right ComboList or the shortcuts: Ctrl-Tab/Ctrl-shif-Tab. -Improved Undo: each file has it's own undo. -Improved internal heuristic caching, which is now generated on the fly. -Added a reverse String tool (menu tool->language specific) for testing purpose (farsi/arabic). -A lot of small fixes/improvement in various modules.
I know i said it already, but bro, this piece of code is awesome! And seeing how it keeps on improving is pretty interesting, keep up the outstanding work. Thank you very much and greedings.
Edit: Are you kidding me, fuz support?! dude seriously, you are a god. Thank you so much.
Hello McGuffin! If the file .ba2 for Fallout 4 contains .txt file for localization, on the way Interface/Translations/.txt, after localization, this file .txt not in packs .ba2 and placed separately, because in the program there is no option of packing in .ba2, there is only option "Finalize MCM/Translate As...". Please do so that the file .txt after localization remained inside .ba2 file. Thank you!
the generate fuz button have moved since a while, it's now in the main window -> npc/fuz map tab (at bottom) (I will probably need to update that outdated picture )
Well, I just checked, and actually the dialogs from the dlc you linked dont have any voice/fuz, so there is nothing wrong in that case you might need to try with another mod ordlc to check (like nukaworld or farharbor)
can someone tell me please how to translate all of the strings at once? its really pain in the azz to translate 200 lines!!! im talking about loading an esp and right click "focus.." and translate using ApiTranslation everytime!!!
Okay um thanks but i want to know how the "autotranslation" option appear? like how to make it appear? please help me !! been waiting for days and you always reply late. but its really okay for me to wait cause people have life! and stuff to do but please help me on this i like your software but the autotranslation option is not there for me. i activated the key. it worked and im also online. but there's no autotranslation!
Seriously, never say that again to people who give you stuff made on free time. Also, if you want help, you need to provide more input (version, screenshot of what you see, etc...), otherwise you are wasting the amount of time I can allocate to you.
Well i said i could wait you didn't fully understand me there. i told you i got a premuim key just to use your tool and there's no body on this planet would ever help me except you cause its your mod and you're the author who created it. i asked you cause i need an assitance i read every article you linked i googled for hours to get help but then no luck whatsoever. i'm sorry if i was rude before i told you i'd wait "even if you reply late" and that was a statement its true that you reply late cause i said "people have lives" so yeah i also have life to live i'm not 24/7 available so are you. i wasn't being a d1ck. i asked nicely.
Still, you don't give me enough input to troubleshoot your issue. Usually, if the translatorApi command is not active, it's because you are using languages pairs that are not either set or compatible with the Api. (Api is also disabled if you use the same language as source/dest like english -> english) If you want to add a new language you can edit the file xTranslator\misc\apiTranslator.txt file: the section ##ApiTranslatorLanguageEquivalences contains a list of known input language codes used by a given api. (usually the documentation for each language is available on each translator api webpage.)
i don't know what to tell you but, all language are there i set it to: source language: russian - destinition language: english my only issue and only is "AutoTranslation" tab is not there for me. i want to enable autotranslation for all stirngs just like in your first image:https://staticdelivery.nexusmods.com/mods/1151/images/215-3-1447323186.gif
you are not looking a the right place. The autoTranslation tab (which is now called Heuristic Suggestions) works only with the game dictionaries (you have to generate them for the language you want to use in the options -> dictionaties tab) The translator API is a different thing, you can call it in the edit windows or in the main list, through the contextual menu (select lines in the main line up to 200 lines, then right click -> translator Api (yandex/microsoft). It's explained in the article I linked to you earlier : http://www.nexusmods.com/skyrimspecialedition/articles/62/?
you can import SST over pex the same way (in vocab tab right click on dictionary -> applysst ), or use the file import menu. Pex compare is not available, those data are too much sensitive and are only enumerated, this would work only on very strict same version of a pex, which is impossible to verify.
Not sure what is your process here. If you import vanilla skyrim strings while the translator is in SSE mode you will get encoding issue, because the codepage have changed between skyrim and SkyrimSE.
To get a proper dictionary from older strings, you need to generate them in Tesvt mode (run the tool for Skyrim), then tranfer the dictionary from userdictionaries\skyrim to userdictionaries\skyrimSE.
Otherwise you need to generate your dictionaries with the SkyrimSE strings.
Also be sure you made a full update with the beta18a, because I updated the codepage.txt in the xtranslator\data\skyrimSE folder
you have to choose which gameMode you use in the translator. If you want to translate mod for SkyrimSE, run the translator for SkyrimSE (menu->options restart for SkyrimSE)
Generate your dictionary in skyrim mode (with Skyrim files) then Copy paste the content of your xTranslator\userdictionaries\skyrim folder to xTranslator\userdictionaries\skyrimSE folder. But I don't undestand why you don't want to generate them with SkyrimSE (unless you dont have the game?)
I modify the original spanish strings of Skyrim for apply corrections, and want apply these strings corrections in strings of SkyrimSE.
If i load the spanish strings of SkyrimSE and use "Load .strings as correction" for apply the Skyrim apperars the ? in the spanish caracters (á,é,í...)
I told you: Generate your dictionary in skyrim mode with Skyrim files, you can use there your modified Skyrim string then Copy paste the content of your xTranslator\userdictionaries\skyrim folder to xTranslator\userdictionaries\skyrimSE folder.
If you used that translator before you can also just copy paste your old dictionaries from your older installation
I am working on a way to choose codepage on the fly for espcompare/loadStringAsDest tool, but it's not ready yet
ah yes if you used the very old version of tesvTranslator, those dictionaries were in the cache folder. but those dictionaries are not as adavanced than the new ones.
if you still have your skyrim data, I strongly advise you to generate the new advanced dictionaries as I described above.
Strings with a $ are referencing UI entries in the Translate_language.txt file (or MCM/translate.txt file). these entries should not be translated or modified directly in esp.
unless there is an unknow entry (for me) this should be handled already, and from memory this is: record COBJ subrecord DESC You might have miss that all entries are stored in a 3 lists view (on top). DESC are usually in the second one (DLString).
Note: If you want to get all items in a single list, there is an option for that.
Another amazing update! Now I could finally translate Enai's MCMs without editing and recompiling their MCM scripts. The only thing is, after translating and saving VMAD strings, the strings don't show when I reopen the esp. Also I get CTD when starting game using the translated esp. I'm fully aware of that which strings should not be translated, so I don't think that's the issue here. Hope you enlight me as always.
You mean Apocalipse? If so then how do you translate it?
You have to activate the "VMAD" advanced option for that. Also, the message you are quoting is talking about an issue that was fixed since few weeks now.
From what I know, the differences are quite simple to handle, but I don't own and play Oblivion (neither Fallout3) so this probably won't happen because I wont be able to test what I am doing.
Hello, I got a problem when i compare 2 .esm file (what was the same just in 2 different language) i get this error 'The Esp/Esm has a wrong header version and/or is localized'. So what should i do?
you can't compare Esm that are localized (with strings files). Instead: load the esm as source language, then load strings for the destination langauge with the menu ->tool -> Load string as translation. then save your dictionary
424 comments
Comments locked
The author has locked this comment topic for the time beingBeta12
-SST Dictionaries folder and Preferences folder have changed. Please, read the _Beta12_UpdateNotice.txt in falloutTranslator Folder to restore your parameters and dictionaries properly
-Also, renaming the executable is not a mandatory anymore, but it's still an option if you want to go this way and keep things separated. Check the option menu -> options -> Startup -> "Use Executable Name", and rename you executable accordingly: Fallout4Translator, TesvTranslator or FalloutNVTranslator.
====================================================
The version 1.0.0beta9 add FUZ support:
New feature: Fuz generation map / and audio.
While translating an esp/esm, you can generate a fuz map for the given loaded mod, if relevant.
Then you can see for each dialog which are the linked .Fuz files, and you can play them (Audio).
-Load an esm with some recorded dialog
-in the main window open the npc/fuz map tab (bottom panel), the maps are dynamically generated
-Edit a dialog
-go to the last Tab of edit window called 'dialog and topic'
-now you can see the associated fuz, and you can click on the '>' (play) button to listen it.
Please read this article about the fuz setting:http://www.nexusmods.com/fallout4/articles/278/?
=============================================================================
The version1.0.0beta4 improve the spellcheck by adding a 2nd api (HunSpell, alongside with the default MSWord one).
Please read this article http://www.nexusmods.com/fallout4/articles/255/, if you wish to use it.
version 1.0.0beta1 :
Big changes in this version and a lot of internal code refactoring. So: this version is in BETA. Any feedback welcome!
I have tested the tool with caution, but since there are a lot of changes, it n,eed to be tested more deeply by more users than me.
Note, except for the BA2 injection process, the general code for decompilation and decoding has not changed so this should work as intended
If you don't want to test the 1.0.0 beta, just keep using the 0.9.9b for now.
Main Feature:
Fallout4translator can now open more than one file at a time. This is opening some big new perpectives.
-You can now copy paste text between files/check a whole folder(the only limit is the system memory )
-You can select more than one files in the loading files dialog or in the bsa/ba2 browser. Very effective when looking for scripts to translate in a complete archive, (by default, script without text to translate are discarded).
-When exporting a Translated Pex file in a BA2 (BSA injection still in Todo list), you can choose to also inject all opened PEX files that belong to the same BA2 *and* are translated (meaning: without red/pink string)
-You can navigate between files by using the top right ComboList or the shortcuts: Ctrl-Tab/Ctrl-shif-Tab.
-Improved Undo: each file has it's own undo.
-Improved internal heuristic caching, which is now generated on the fly.
-Added a reverse String tool (menu tool->language specific) for testing purpose (farsi/arabic).
-A lot of small fixes/improvement in various modules.
Any feedback on this is welcome
FAQ: http://www.nexusmods.com/fallout4/articles/35/?
A basic tutorial for simple dictionaries cache and quick first steps: http://www.nexusmods.com/fallout4/articles/23/?
How to make advanced dictionaries and use internal FORMID for translation: http://www.nexusmods.com/fallout4/articles/88/
A tutorial/Howto use the OldDialogStyle tool for the NewDialog Mod: http://www.nexusmods.com/fallout4/articles/11/?
Translate pattern based mods like Better Item Sorting (.strings version): http://www.nexusmods.com/fallout4/articles/41/
Hints/tips/tricks: http://www.nexusmods.com/fallout4/articles/89/
Important:
If Fallout4translator doesnt seem to start, you have probably an outdated version of Avast antivirus. Solution: Update Avast
Edit: Are you kidding me, fuz support?! dude seriously, you are a god. Thank you so much.
Please, use the sseTranslator page ( http://www.nexusmods.com/skyrimspecialedition/mods/134? ) for comments or issues.
http://prnt.sc/eutf0l
This is just a subtitle for some noise/Sound effects like "applause" etc...
if you have a full fallout4 installation, i recommend to use the fuz/npc map to get more input about what you translate when you work on dialogs.
edit: Done, updated the picture
you might need to try with another mod ordlc to check (like nukaworld or farharbor)
its really pain in the azz to translate 200 lines!!!
im talking about loading an esp and right click "focus.." and translate using ApiTranslation everytime!!!
how to select all and translate?
http://www.nexusmods.com/skyrimspecialedition/articles/62/?
note that only msTranslator and yandex are supporting multi-translation at once
https://gyazo.com/e8b5632ccfa633c6e084787af467b07c
where is that i couldn't find it!
Seriously, never say that again to people who give you stuff made on free time.
Also, if you want help, you need to provide more input (version, screenshot of what you see, etc...), otherwise you are wasting the amount of time I can allocate to you.
Usually, if the translatorApi command is not active, it's because you are using languages pairs that are not either set or compatible with the Api. (Api is also disabled if you use the same language as source/dest like english -> english)
If you want to add a new language you can edit the file xTranslator\misc\apiTranslator.txt file: the section ##ApiTranslatorLanguageEquivalences contains a list of known input language codes used by a given api.
(usually the documentation for each language is available on each translator api webpage.)
destinition language: english
my only issue and only is "AutoTranslation" tab is not there for me.
i want to enable autotranslation for all stirngs just like in your first image:https://staticdelivery.nexusmods.com/mods/1151/images/215-3-1447323186.gif
The autoTranslation tab (which is now called Heuristic Suggestions) works only with the game dictionaries (you have to generate them for the language you want to use in the options -> dictionaties tab)
The translator API is a different thing, you can call it in the edit windows or in the main list, through the contextual menu (select lines in the main line up to 200 lines, then right click -> translator Api (yandex/microsoft).
It's explained in the article I linked to you earlier : http://www.nexusmods.com/skyrimspecialedition/articles/62/?
Endorsed
I can consider adding this in the future.
And is there any way to compare/import sst into pex file?
Pex compare is not available, those data are too much sensitive and are only enumerated, this would work only on very strict same version of a pex, which is impossible to verify.
How I can prevent importing previous SPANISH strings (Skyrim >> Skyrim Special) appear ? as these characters when apply translation?
á é, í, ó, ú, ñ, ¡ and ¿
If you import vanilla skyrim strings while the translator is in SSE mode you will get encoding issue, because the codepage have changed between skyrim and SkyrimSE.
To get a proper dictionary from older strings, you need to generate them in Tesvt mode (run the tool for Skyrim), then tranfer the dictionary from userdictionaries\skyrim to userdictionaries\skyrimSE.
Otherwise you need to generate your dictionaries with the SkyrimSE strings.
Also be sure you made a full update with the beta18a, because I updated the codepage.txt in the xtranslator\data\skyrimSE folder
If you want to translate mod for SkyrimSE, run the translator for SkyrimSE (menu->options restart for SkyrimSE)
Copy paste the content of your xTranslator\userdictionaries\skyrim folder to xTranslator\userdictionaries\skyrimSE folder.
But I don't undestand why you don't want to generate them with SkyrimSE (unless you dont have the game?)
If i load the spanish strings of SkyrimSE and use "Load .strings as correction" for apply the Skyrim apperars the ? in the spanish caracters (á,é,í...)
Generate your dictionary in skyrim mode with Skyrim files, you can use there your modified Skyrim string then
Copy paste the content of your xTranslator\userdictionaries\skyrim folder to xTranslator\userdictionaries\skyrimSE folder.
If you used that translator before you can also just copy paste your old dictionaries from your older installation
I am working on a way to choose codepage on the fly for espcompare/loadStringAsDest tool, but it's not ready yet
but those dictionaries are not as adavanced than the new ones.
if you still have your skyrim data, I strongly advise you to generate the new advanced dictionaries as I described above.
How to translate these lines
these entries should not be translated or modified directly in esp.
Just one request can do add the posibility to translate/modify the text in the description windows attached to an item ?
link to see what i mean : http://image.noelshack.com/fichiers/2016/41/1476314154-screenshot1.jpg
Thank in advance
You might have miss that all entries are stored in a 3 lists view (on top). DESC are usually in the second one (DLString).
Note: If you want to get all items in a single list, there is an option for that.
I have found .... i have not see the other strings :/
You mean Apocalipse? If so then how do you translate it?
Also, the message you are quoting is talking about an issue that was fixed since few weeks now.
I have another question - is it possible to make this translator compatible with Oblivion mods?
I got a problem when i compare 2 .esm file (what was the same just in 2 different language) i get this error 'The Esp/Esm has a wrong header version and/or is localized'. So what should i do?
Instead: load the esm as source language, then load strings for the destination langauge with the menu ->tool -> Load string as translation.
then save your dictionary