I would like to convert the English language files so that I can adapt my own translation to them. My own translation is in Hungarian. I am having trouble converting the original English files.
All the english files are converting for me but I definitely get the same issue when extensions are in lowercases like yours. Not sure how you got the files in lowercases as most tools are converting game files to .MBIN in uppercases. just change the extension to uppercases and it should work.
It already works with uppercase file extensions. I unpack the pak file with HGPAKtool and the extension is lowercase by default, I didn't change it to lowercase file.
Thanks for the help, I didn't even think about it not working with lowercase file extensions.
Does this tool no longer work as of the Worlds Part II update?
I have extracted the .mbin files using HGPAKtool (PSArcTool is not updated and working with the World Part II update).
I open the Translator 5.0.exe, pick the source file and hit convert.
The window becomes uninteractable and makes the Windows ding/error sound as if there is a window on top that I have to interact with, but there isn't. The progress bar is at 0%. I can hit ESC and interact with the window again, but I can't seem to make it do anthing.
I understand then that this is a converter and not an application itself. That is, it converts the file to txt and we must use another application to edit, save the texts.
I don't know anything about unpak or how to get the files to translate it. I only know how to translate, could you guide me to get the Languages Files of the game. Appreciate that!
You need PSARCTool and uncompress it. then if you have steam game version go into C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS and drag and drop the NMSARC.MetadataEtc.pak file over psarctool exe file to unpack the .pak file. you will find all the language files into the LANGUAGE folder. Then you can use my tool. Don't forget to keep a LANGUAGE folder including only the files you edited and drag it over psarctool exe back to create a working mod with your language changes.
Thank you for the instruction, so basically I want to translate English to Vietnamese, I have to translate all the files with English in that folder right?
exactly. Be sure to make some small tests first as some pacific characters can't be handled in conversions right now (see post below) and I'm not sure if all vietnamese chars are supported.
Thank you for that confirmation appreciate that. Just one last question about this, after I translate it all to Vietnamese, I only have to re-pack the Files that contain Vietnamese Chars in there right? Cuz after I unpak it showed up so many stuffs like "Language, Models, Materials, Metadata.etc". Thank you for support me and my community :3
Indeed, it seems some languages are not converted for some reason, like japanese, korean or tencentchinese. I will investigate.
PS : that's annoyous but these characters are encoded differently than occidental ones and I can't get them to get decoded properly from my first attempts. I'm surprised that Traditional Chinese works and not Tencent Chinese though.
I don't specify the limits, the game does. You can try to place more characters as the 1024 chars is just a warning and see if you can see the full text in game. It somehow works for the internal "wiki" pages.
Just suggestions. 1. It would be better if converted file would be in CSV format. CSV a plain text format, but it can be opened by Excel, Google Tables, etc. with more useful layout and so on. 2. If it possible, would be better export in converted file 3 columns: Field_name, English_translation, Current_lang_translation. English_translation needed for more context and meaning.
Hello, Well, I disagree on both points for the following reasons : 1. Nope, csv and excel arrays are absolutely not suitable for multiline text sections. nor for display because you would need to enlarge cells to ridiculous width and height (variable for each string) nor for edit as you would need to double click at each edition. Further more, txt format allows mass replacement and mass searches so much handy in Notepad++ than excel will ever provide. 2. If I agree having the english default translation could be a plus if you want to control the translation is faithful, it once again is not practical with multiline text sections. It would just not work neither in csv nor in txt format and would need to input 2 files to get the working file.
1. CSV CAN BE opened by Excel etc. but in core it's just plain text format, so can be opened with N++ or another text editor. The difference is just ";" (or another splitter). So your current file is like: FIELD_NAME {Translation_string} and CSV is like: FIELD_NAME ; {Translation_string} or for 3 cols version FIELD_NAME ; {Lang1_string} ; {Lang2_string} That's it. CSV like txt can be mass whatever you need/want.
2. As for the two files. Yes, either give the opportunity to select the second file to collect translations from both into one txt/CSV (it is better and possible to open any two translations or give the opportunity not to choose the second one at all), or try to open the English file automatically (the same path, but different suffixes in file name) (worse, because there is more chance that the file is not found).
BUT, it was just suggestions, so it only your opinion is relevant for what you want with the each util or mod %). Thank you anyway.
1. Just saying it would be a nightmare to edit the file in excel. If you edit it in N++, then .txt is as good as .csv. 2. The issue is not how I could load the 2 files. The issue is that it will create double sized files for occasional lookups to the original english version. At least on my side, having retranslated 90% of the game language, I used my current language on the left view of N++ and the english one on the right view when I needed to rework the conversion and it worked pretty well even if they could get out of synch as language length are different. If you create a full new language, the best thing is to start from the english, so you already have the base version. if you want to fully compare and upgrade your current existing language based on the true english basic material, then yes, maybe using both as you propose could help a little. I'm not sure a lot of people will do that though as I could see what amount of work it took from me already doing it for my language. Most of the time, I even didn't need the english version, as the translation was obviously wrong and I could fix it without checking the english version.
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I am having trouble converting the original English files.
I unpack the pak file with HGPAKtool and the extension is lowercase by default, I didn't change it to lowercase file.
Thanks for the help, I didn't even think about it not working with lowercase file extensions.
I have extracted the .mbin files using HGPAKtool (PSArcTool is not updated and working with the World Part II update).
I open the Translator 5.0.exe, pick the source file and hit convert.
The window becomes uninteractable and makes the Windows ding/error sound as if there is a window on top that I have to interact with, but there isn't. The progress bar is at 0%. I can hit ESC and interact with the window again, but I can't seem to make it do anthing.
Any clues?
(I am on Windows 11)
How to repack txt to mbin and mbin to pak.
then if you have steam game version go into C:\Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS
and drag and drop the NMSARC.MetadataEtc.pak file over psarctool exe file to unpack the .pak file.
you will find all the language files into the LANGUAGE folder.
Then you can use my tool.
Don't forget to keep a LANGUAGE folder including only the files you edited and drag it over psarctool exe back to create a working mod with your language changes.
Be sure to make some small tests first as some pacific characters can't be handled in conversions right now (see post below) and I'm not sure if all vietnamese chars are supported.
PS : that's annoyous but these characters are encoded differently than occidental ones and I can't get them to get decoded properly from my first attempts.
I'm surprised that Traditional Chinese works and not Tencent Chinese though.
Our language is too much word.
Just suggestions.
1. It would be better if converted file would be in CSV format. CSV a plain text format, but it can be opened by Excel, Google Tables, etc. with more useful layout and so on.
2. If it possible, would be better export in converted file 3 columns: Field_name, English_translation, Current_lang_translation. English_translation needed for more context and meaning.
Well, I disagree on both points for the following reasons :
1. Nope, csv and excel arrays are absolutely not suitable for multiline text sections. nor for display because you would need to enlarge cells to ridiculous width and height (variable for each string) nor for edit as you would need to double click at each edition. Further more, txt format allows mass replacement and mass searches so much handy in Notepad++ than excel will ever provide.
2. If I agree having the english default translation could be a plus if you want to control the translation is faithful, it once again is not practical with multiline text sections. It would just not work neither in csv nor in txt format and would need to input 2 files to get the working file.
The difference is just ";" (or another splitter). So your current file is like:
FIELD_NAME {Translation_string}
and CSV is like:
FIELD_NAME ; {Translation_string}
or for 3 cols version
FIELD_NAME ; {Lang1_string} ; {Lang2_string}
That's it. CSV like txt can be mass whatever you need/want.
2. As for the two files. Yes, either give the opportunity to select the second file to collect translations from both into one txt/CSV (it is better and possible to open any two translations or give the opportunity not to choose the second one at all), or try to open the English file automatically (the same path, but different suffixes in file name) (worse, because there is more chance that the file is not found).
BUT, it was just suggestions, so it only your opinion is relevant for what you want with the each util or mod %).
Thank you anyway.
2. The issue is not how I could load the 2 files. The issue is that it will create double sized files for occasional lookups to the original english version. At least on my side, having retranslated 90% of the game language, I used my current language on the left view of N++ and the english one on the right view when I needed to rework the conversion and it worked pretty well even if they could get out of synch as language length are different.
If you create a full new language, the best thing is to start from the english, so you already have the base version.
if you want to fully compare and upgrade your current existing language based on the true english basic material, then yes, maybe using both as you propose could help a little. I'm not sure a lot of people will do that though as I could see what amount of work it took from me already doing it for my language. Most of the time, I even didn't need the english version, as the translation was obviously wrong and I could fix it without checking the english version.
How can I escape the closing bracket character? The NMS_LOC5_ENGLISH.MBIN (NMSARC.86055253.pak) contains this line:
UI_ALIEN_CLOSING_BRACKET{ }}-}
and when I try to compile the TXT to MBIN I get this error:
Missing start bracket at UI_ALIEN_CLOSING_BRACKET
CONVERSION_ABORTED