Fallout 4

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Epervier 666

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Epervier 666

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  1. Epervier 666
    Epervier 666
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    Hi

    Concerning the databases :
    Chinese one : I don't have the strings for DLC Automatron. So the database is not fully complete
    Japanese one : I have all strings, but the ones from DLC Nuka World seems a little small. and I remove 9000 entry incomplete, so I think the database is not complete too.

    I have made an article to explain How to create a database.
  2. deleted104002763
    deleted104002763
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    After translating the Dead Money DLC, I went into the game to test it and everything disappeared from the map, textures and 3D models. I must have translated something I shouldn't have, the problem is, what? translated directly from the .esm file. It worked several times, not now. screenshot below https://ibb.co/9934cmV
  3. craftymonkey
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    Hi! Can't open esps for new Skyrim:

    https://i.gyazo.com/d0afe2b5f90635b9f8d2b0fbf59f9594.png

    That's what I get.
    1. Epervier 666
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      Hi

      You use a old version !! you have to grab the last version on the skyrim special edition nexus site
  4. Ypselonia
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    Hello,

    Will you add BSA Support for the new Skyrim SSE Version ? The Translation seems the same, but the BSA Format has changed a little.
    1. Epervier 666
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      As soon as Steam gives me the new game (so the 28th), I will look into the format and release an update.
      Several questions remains however :
      - Archives : What format will they use... If ba2, then we're good (I already use it for fallout 4)
      - Files name : Actually, to detect which game is used, I look into the file for master. But if the filename is still Skyrim.esm, I will have to find a way to differenciate them
      - File content : Well, I will have to scan the file to search for new grup and field name. Hopefully, they will be the same
      - Script format : If they use the same than for fallout 4, then we're good

      whatever the result, yes, an update will come
    2. Ypselonia
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      The Changes in the BSA are not so big. Its seems a New Header and an better Compression ..

      Scripts are the Same as in Skyrim ... best take an look here :

      http://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/
  5. vjnmrf6
    vjnmrf6
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    Update Russian translation for version 86. Fixed known bugs

    https://yadi.sk/d/PKisKeWix8xSD
    1. Epervier 666
      Epervier 666
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      Thx ! I will include it in the next version.
  6. craftymonkey
    craftymonkey
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    I have a suggestion. Most of the mods have lines that don't need a translation, and those lines are everywhere in the mod. Now let's imagine we have many different categories in the mod, for example, CONT, BOOK, CELL etc. When I translate something, I translate from category to category and when a category needs a full translation, ESM-ESP translator makes the category name (For example, CELL) green, because all of the lines are translated. But if some lines don't need a translation we can't determine if we need to return to this category in the future or not and whether we didn't translate something or the lines just didn't need a translation at all (because we can see only something like CELL, 16/33). Possible and easy solution for this would be *right click on category -> ready.* This would give the category a special color or icon so we would know that it doesn't need any more work. The biggest the mod the easier to forget what you translated and what you didn't especially in larger mods where we can see tons of different categories.
    1. Epervier 666
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      You gave me a hard time for this one.
      Next version (soon...)

      Here is how it will work : I can't follow your suggestion, because only the main table is saved, so when you will reload a saved translation, the grup table will be back to original. So I just divert something I made some time ago : ignored line. You will be able to mark lines as ignored (they will appear in red, unless you changed the color) By doing that, they will be... ignored :p. That means they won't be count in the total. So if you have 10 lines in grup "CELL", you translate and validate 5 of them, and you mark the other 5 as ignored, the table will display 5/5, and appear green.
    2. craftymonkey
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      Thanks a lot, it will be very useful! Can't thank you enough for your project.
  7. deleted20031484
    deleted20031484
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    Thanks very much!

    I've downloaded the other translator, i thought it was the same as i used for SKyrim.

    But sadly the other Translator hasnt any Database, and no Strings, nothing!

    I had to translate everything from English into German myself.

    Today i was looking again on Nexus for these German Strings, and then i finally found your Great Translator!

    I remember i used it for every Elder Scrolls Game, since years and finally yaaaay i found it! :o)

    Now i can start translate these english files into German with just one click, thank you so much!

    1. Epervier 666
      Epervier 666
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      You're welcome

      I think that the other translator can create its dictionaries directly by settings the rights games folders in the options. But I don't know how that works exactly. You have to ask its creator if you prefer using its tool. But I'm glad if you like mine more :p Your call
  8. archerarcher
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    EDIT: moved...
  9. AviorDolores
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    Pardon me!
    A wrong thought that the problem was in your program. However, everything works as it should.
  10. peri8dot
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    Hello.
    I really thank you for sharing this great tool.

    I noticed the comment area shows "emotion type" when I saw INFO. It's wonderful.
    Is it possible to show speaker(NPC's name) or voice type like that?
    1. Epervier 666
      Epervier 666
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      Hi

      That's the case, but only if the NPC is part of the mod. I'm trying to find a way to do it better.
  11. Deathskull92
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    Latest (2.83) version crashes (unhandled exception, invalid filter string, if it helps you, but I cannot paste the text of the error, because it is in Hungarian ) when trying to save the translation to an xml file (if using another, Hungarian language in the program). (2.64 worked fine)
    1. Epervier 666
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      Hi
      If I understand properly, You paste or write a text in hungarian in a filter textbox (like the original one for example) and the tool crash, is that right ? If that the case, can you tell me of an hungarian mod and what word I should type to reproduce the error ? (juste write it here and I will copy/paste it)

      EDIT : oh, and can you precise me what encoding you're using (in the options)
    2. Deathskull92
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      The problem is, when I set the language of the program to Hungarian (by loading a lang.xml, which includes a Hungarian translation from a previous version), I cannot save the translation to an xml file. If using English language, there aren't any problems with saving (or anything). Here's the error log: http://pastebin.com/H2B4FgFn

      Edit: Found the cause of the problem. There were some lines with a text like this in the Hungarian translation (but they were removed from the English in the new version): "Text files (*.txt)|*.txt|All files (*.*)|*.*"
    3. Epervier 666
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      Could you send me your lang.xml ? so that I can reinclude Hungarian language in the tool (even if a lot of texts has changed since then).