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This page was last updated on 28 October 2016, 3:14PM
- Changelogs
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Version 2.41
- - Bugs fixes here and there (as usual).
- Added the ability to reorder automatic translation lines
- Fixed a bug in the search windows
- Added a new automatic translation Method. It will use generic words. For example, we enter in the table "Breton/Bréton" "Argonian/Argonien" "Bosmer/Bosmer". If now we translate a line saying "Whazzza Breton" by "Ca va, Bréton ?", and if the line "Whazzza Argonian" exists, it will be translated as well.
- Added an option to regenerate scripts lines (SCTX) (not present in Skyrim) : If no SCDA exists, then the script will be translated as the original and validated, else, if all SCDA are validated, the SCTX will be translated.
- - Bugs fixes here and there (as usual).
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Version 2.40
- - Bugs fixes here and there.
- Modification of how the Morrowind scripts are analysed. Now, all the scripts will be analysed without problem, but you will still have to recompile de script via the CS for the ones using MWSE.
- I have added a window allowing mass translation. It's very basic, and you have to have the xml corresponding. Can be useful if you reinstall completely a game and have all the translation xml.
- I have added some options in the options window.
- I have added a column "Comment". This column will display race and sex of NPC, and, for Skyrim, the script line corresponding to the line. Now, if you know a little about scripting, you won't translate some things in the scripts that must not be translated. You can write everything you want in the comment column.
- I can now decompile totally a Skyrim script. So even if the modder don't provide source files, ou will be able to see the real script (in the script windows, or in the script source window (which you can access via a right click on a script line)).
- Because of this modification, I have modified the script source window. in there, if the modder let the script source, you can view it, and view my version of the decompiled script by checking the checkbox "alternative source")
- Fallout 3 scripts can now be translated directly, without recompilation.
- In the options window, in the DefGrups tab, I have added the ability to define a maximum length. They are filled for Morrowind only. When you translate, if you go over the maximum length, the translated text will become red. Take care, because the application won't prevent you to go over the max length. It will only warn you by this way.
- I have added several little things here and there, but I can't remember what :)
- - Bugs fixes here and there.
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Version 2.39
- - Added the ability to display the race of the NPC. By default, these lines have the status "ignored" (red) and are not displayed in the main table, but in the linked lines table.
- Added tooltip/pop-up here and there (in the main windows). The next version will have more, thus helping with my lack of update of the guide.
- Added the translation without numbers. If a text to translate contains one or more numbers, and if the same line exists in a database, but with different numbers, the line will be translated correctly.
- Added the translation line by line. If a text contains several lines, the application can attempt to translate it one line at a time. Useful for Recipes.
- Optimization of the translation without punctuation.
- Little things here and there.
- Little fixes here and there.
- For german pepole, here is a message from Ypselonia :
Hinweis zur deutschen Übersetzung: Texte die mit einem ** versehen sind, müssen noch besser/genauer formuliert werden.
- - Added the ability to display the race of the NPC. By default, these lines have the status "ignored" (red) and are not displayed in the main table, but in the linked lines table.
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Version 2.38
- - Added the ability to display sex of Morrowind NPC.
- Added some fields to analyse in Skyrim and Fallout 3 and New Vegas.
- I completely redid the management of the DefGrups (the table in Options which list fields and grup to analyse for the games). You can now disable fields without disabling the grups (NAM2 by example).
- The textbox TRANSLATED dispose now of a spell checker (the windows one). Only French, English, German and Spanish are covered. I can't add a new language to that, because I'm using a specificity of a WPF field. But there is a custom dictionary where you can add words in it.
- I completely redid the Databases Windows. They're almost all the same now.
- I added here and there the ability to filter text by something which is NOT in the text. Simply add a "!" before the text, and you will get all texts which don't contains the Filter. (I hope I'm understandable).
- I added the direct translation of the compiled script of Fallout New Vegas. Fields to translate are SCDA, ans when all texts are translated and validated, the SCTX (the script in plain text) will be automatically translated. If I missed something to translated, tell me !
- I modified a lot of code here and there. Little bugs you didn't knew existed. And some things will be faster.
- - Added the ability to display sex of Morrowind NPC.
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Version 2.37
- - Fixed text detection in scripts. You will now have more texts to translate.
- In options, I have added some... options for that : Abilities to detect ALL texts scripts (dangerous ! in scripts, you don't have to translate everything)
- In options again, you can now add a line to detect sex of NPC.
- I have added a new menu "filter", in which you can filter the main table by colors.
- In this menu, you can filter by caracters number (for example, you can find text with more than 255 caracters, useful for Morrowind)
- I have added a caracters counter in the main textbox.
- A the same place, I have added 3 buttons : make the selection lower case, upper case, and make the first letter of all selected lines in upper case.
- I have modified the default name for the saved translation. Now it takes in account the CRC of the mod. So no more same name (and overwrite) like mod.xml for mod.esp and mod.esm.
- - Fixed text detection in scripts. You will now have more texts to translate.
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Version 2.36
- - Bug corrected when reading a string file in utf8 (for chinese, japanese...)
- Spanish Translation updated.
- Minor fixes concerning the application translation.
- - Bug corrected when reading a string file in utf8 (for chinese, japanese...)
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Version 2.35
- - I have added the ability to compare 2 mods (Database Menu).
- I have added the ability to add a prefix on several selected lines. (I used this for WMX mod for New Vegas, where I needed to add "MODS - " before every weapon mod name.)
- I completely remade the options window. The main changes are in the databases tab. Open then window, you'll understand.
- I have added a completely new database. It's empty and you will have to fill it yourself. This database contains only 2 columns : Original and Translated. So It works on text only. You can import in it xml files. So by this way, I quickly created an Elder Scrolls Database, containing all text from all elder scroll games.
- You can quickly compare the mod you translate with this database. Just tak a look at the translation menu.
- I have completely remade the "Search without space and punctuation" principle. Now it's based on a dictionary, generated from databases (your choices, look in the option window). To understand how it works, he best way is to try it :
- Open the SkyComplete mod and compare it with the dictionary.
- Some things like "11. To Kill an Empire" are translated by "11. The Name of the quest in my own language"
- This kind of comparison allows things like "Black Tower" and "Blacktower" to be translated. It's long and hard to explain, but it's easy to understand once you start using it.
- This type of translation have a new color in the main table.
- To be more precise, OnlyText Database won't take, during an import, lines which have Original text equals to translated text. Dictionary without punctuation won't take in account lines with less than 4 characters.
- Mod analysis is faster now.
- I have done some other things, but as usual... I can't remember them...
- - I have added the ability to compare 2 mods (Database Menu).
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Version 2.33
- - I have changed the name of the program. It was it's first name, but due to an error (yeah, I'm stupid), I let it for a very long time.
- Bug fixed in Morrowind scripts analysis
- Bug fixed in Suggestion Table
- Bug fixed in Linked entries Table
- The primary and custom databases have been moved to a folder named BDD. The moving is automatic, but I suggest you save your databases before launching the application.
- All english databases and all french/english databases have been regenerated to includes fields discovered in the past months
- Here is the method I used to generate Databases (except for Morrowind which is a pain in the a**) :
- Begin with a New database or start with the only english ones I provide
- If new database, start by importing all english games and dlc
- If you wish, you can imports unofficial patch too (I did this, but with the "only insert" options checked, to be sure that no original data will be overwritten)
- Then you can import, in the translated column, the game and dlc in your own language, with the "only update" option checked (to not adding translated text without original ones)
- You can eventually import the unofficial patch in your own language
- Finally, to decrease the size of the database, you can go in the database window, modify it, and click on purge : It will remove all lines where there is not original AND translated text.
- The german translation have been updated by MCsSpawn. Thanks to him !! I don't speak german, so I don't know which translation is better. I provide in the zip file another lang.xml which contain the old translation.
- I have changed some functions in the application, but I don't think you will see any differences.
- - I have changed the name of the program. It was it's first name, but due to an error (yeah, I'm stupid), I let it for a very long time.
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Version 2.32
- - Bug fixed for Morrowind part : The translation of NAME in INFO grup works again now
- Little bugs fixed
- - Bug fixed for Morrowind part : The translation of NAME in INFO grup works again now
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Version 2.31
- - Spanish Translation by Fiama ! big thanks to her/him.
- Bug corrected when analysing Skyrim script files. All function where not treated properly. Don't worry, your previously translated mod aren't corrupt. but maybe they lack some text.
- I have completely changed the way the application works. You won't see any difference, except maybe it will be faster.
- You can now open directly and translate pex files
- You can now translate the scripts attached to quest or dial in Oblivion and Morrowind.
- You can now load sst file as translation (TESV Translator dictionary)
- Just a quick reminder : all openable file can be drag and drop on the main window to open them, or on the exterior Database to... open them as a database
- If the author of a Skyrim mod has included the source script files, then the source will be visible in the script window when you translate it
- The dialog windows (open file) have been slightly modified : You have now a combo to select which type of file you wish to open.
- You can now view all changes you made on a line (right clic on the line, the option is there) and so cancel a change (sorry, I can't implement a CTRL+Z feature, but it works almost the same). Be careful, because when you save your file, changes are applied and you can't be back.
- The automatic translation 3 is now automatically applied when you modify a line.
- Others changes have been made, but I can't remember which... let's say the application have greatly evolve again :)
- - Spanish Translation by Fiama ! big thanks to her/him.
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Version 2.30
- Big changes ! Ready from one month, but available now for fear of bugs. Hope there won't be any more...
- Bugs corrected everywhere
- Bugs corrected when analysing Morrowind Script
- Bugs Correct when analysing Oblivion Script
- Bug corrected in MCM analysis : If the author used line separator LF and not CRLF, then some line could be missed. Now, it's working (and the final result will only include CRLF)
- Say Bye to MCM tab. Now, MCM entries are accessible directcly on the main table. BUT if you had, saved file using mcm, you will have to load your mod, then load the save of the translation of this mod AND then load the save of the translation of the MCM of this mod (usualy the name of this xml is modname_MCM.xml). You have to do this once, and then when you save the translation, the MCMs translations will be included in the main save file.
- I have done the same thing for the scripts ! Say bye to this tab too ! (but generally, you have nothing to translate in script, except when the mod use a MCM menu which don't use translated file automatically).
- The Language window used to translate the application has been modified. It's now easier to translate the application.
- There is a new translation method (F6) which will try to translate a text without punctuation. Very handy for Follower Commentary Overhaul for example. Beware that this function is slow (because it removes all punctuation and spaces, and do the same on all the database during the search) (this does not modify the database of course)
- There is now a new window to configure the automatic translation (they're not in the options window any more)
- There is two new automatic translation :
- The second will try to replace some words with a database word, then search a line using this replacement, then replace the result. I know it's not very clear. Here is an example on the Reproccer.Esp of the Skyrim Redone mod : You have several "Elven Light Shield". In the database exists "Elven Shield". So in the configuration, you will enter the original "Elven Shield", the translated one will be fill automatically or you will have to fill it (in french it's "Bouclier Elfique". Then you enter "Elven Light Shield" and its translation (in french "Bouclier elfique léger"). Now you select every line with "elven light shield" (like "Elven Light Shield of Eminent Blocking") and lauch the function (CTRL+F9). And bam, all composed line with elven light shield will be translated :)
- The third one use prefix and suffix. You just enter the word (like "[DreamCloth]"), translate it (like "[HabitReve]"), indicate if this text come before or after the text, and launch the function (CTRL + F9). Lines like "Master Robes [Dreamcloth]" will be translated :)
- In the automatic translation option window, there is a tab allowing you to choose in which order and in which table the automatic translations and the instant translations (you know, when you select just a portion of text and hit F5 to see if a translation od only this part exists (very useful for recipes for example)). Simply reorder the lines. I think the current order is the best.
- You can now import files in the main database. But know that the bigger is your database, the longer will be the functions to translate. You can by this thing create a database named "AllElderScroll", but I suggest you limit its use for specific translation.
- You can now import multiple file at once in the Custom Database. Simply drag and drop the files on this window. A preview of the table will appear for each file, to not import something you didn't really wanted.
- Improvements were made here and there in the application.
- For Oblivion : Added Grup APPA (apparatus)
- For Fallout 3 and Fallout New Vegas : Added fields XATO for grup ACTI, ONAM for grup AMMO and XATO for grup REFR.
- Big changes ! Ready from one month, but available now for fear of bugs. Hope there won't be any more...
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Version 2.27
- - Bug corrected when validating a scrip line
- The size and positions of the database windows are now saved.
- - Bug corrected when validating a scrip line
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Version 2.26
- - Bugs corrected in the translation of Oblivion Scripts
- Bugs corrected when loading a saved translation file on a mod.
- Options for loading a saved translation file on a mod are applied for MCM too. For example, if you have an old version of "Achieve that" already translated, ou can analyse this translated mod, then save it directly. Then analyse the new original version, check ID and Original options in the options and load the file you made before. It sould work. But take care, because there is only one column to check, so if the modder change a variable name or the meaning of the variable, the translation won't be correct. For this reason, I will never do the same thing on scripts (if the modder add only a variable to its scripts, all proposed translations will be wrong).
- The groupboxs size are now saved when you exit the application in the main window and in the databases windows.
- - Bugs corrected in the translation of Oblivion Scripts
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Version 2.25
- - Little Bugs corrected everywhere...
- A big bug in the bsa reintegration has been fixed (it didn't concern every bsa, only those which were not compressed by default, but with files inside it compressed)
- Adding an option to automatically validate line when it corresponds exactly to the database (with the same GRUPs,IDs, EDIDs, Fields, Original Texts)
- The display validate line and display unvalidate line, in the display menu, will now be remembered when you exit the application
- When you load a saved translation over a mod, more type of search were added (before, it was All Fields, then original texts only and then, if you checked the option, grup+id+edid+field+index. Now it add grup+edid+field+index and grup+id+field+index)
- When you load a xml over a mod, you could select any saved translation file. You can now load Database file too (so you don't have to change your current database of, let say Skyrim, if you want to compare your texts too the oblivion datatabase).
- Options for loading a saved translation have been moved to the option window.
- These options are now being applied to the loading of an already translated mod.
- The encoding type UTF8 was added. If I'm right, It will allows to read and translate Japanese mod.
- The selection of the visible columns is now done by a right click on the columns header. It works now on the databases windows too.
- You can now analyse and translate tlk files (Bioware game). It doesn't work for all tlk files. as far as I could test, it works for Baldur's Gate 1 and 2, Icewind Dale 1 & 2, Planescape Torment, Kotor 1 & 2. It should be working for Baldur's gate enhanced editions too IF you select UTF-8 encoding as input and output encoding. I haven't test heavily these tlk translation, so please, if you use them, save your original file first. I know that's not a very useful function, because I can translate tlk files, and not bioware mod (Weidus one). But you can install your mods first, and then translate the file. Feel free to give me any indication if you encounter bugs.
- I wanted to add Dragon age and Mass effects too, but the files are far more complicated than the others.
- - Little Bugs corrected everywhere...
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Version 2.24
- - Bugs corrected in the translation of strings files
- Bugs corrected in the translation of morrowind scripts
- Bugs corrected in the translation of some fallout mods
- - Bugs corrected in the translation of strings files
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Version 2.23
- - The program can now translate the compiled part of the script of Morrowind and Oblivion. So you don't have to recompile and the mod should work directly. It doesn't work for scripts using wmse (And I'm not sure about the ones using obse). The script window will be different if the analysis succeeded or not.
- I have made some modifications in the code... but it was a long time ago, so I don't remember what exactly. I suppose the program will be better (sorry, my memory is... wait, what was I talking about ?)
- - The program can now translate the compiled part of the script of Morrowind and Oblivion. So you don't have to recompile and the mod should work directly. It doesn't work for scripts using wmse (And I'm not sure about the ones using obse). The script window will be different if the analysis succeeded or not.
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Version 2.22
- - Bug Fixes : put the files back in the bsa works now in the bsa compressed by default (it was not the case)
- The script window (for other games than Skyrim) has been a little improved
- - Bug Fixes : put the files back in the bsa works now in the bsa compressed by default (it was not the case)
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Version 2.21
- - Bug Fixes : Now, the script are properly written in UTF8 (before, they were in your selected output encoding)
- Added a new window : If the author provided the sources script in a subfolder "Source" in the script folder, when you double-click on a script, you can see this source.
- - Bug Fixes : Now, the script are properly written in UTF8 (before, they were in your selected output encoding)
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Version 2.20
- - Minor bugs fixes (again, but you probably didn't know they existed)
- Added filtering fields in scripts Tab
- I have changed the way scripts are analysed. And the application contains (I think) all the Skyrim functions name so they are not proposed anymore for translation.
- You can now modify scripts more easily for Oblivion and Fallouts game (menu translation, script window)
- If the mod contains a mcm menu, but mcm tab isn't accessible, it means that the mcm menu is not multi-language. BUT, the options are in a script. If it works as I wish, this script will be blue in the script tab.
- Before, when there was extra space at the end or at the beginning of a line, it was removed in the translation. But some mods does that in purpose, so I removed that. Extra spaces will be preserved.
- BIG CHANGE : You can now save the scripts, strings and mcm menu directly in the bsa !!!!
- - Minor bugs fixes (again, but you probably didn't know they existed)
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Version 2.19
- - Minor bugs fixes
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Version 2.18
- - Big bug fix : GMST Field with no texts weren't translated correctly. They are now. (Thanks to Ypselonia)
- When you open a mod with a bsa file containing scripts, now all the scripts in the bsa are opened. Before, only those listed in the mod were.
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Big bug fix : GMST Field with no texts weren't translated correctly. They are now. (Thanks to Ypselonia)
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Version 2.17
- - Only small bug fixes.
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Only small bug fixes.
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Version 2.16
- - Corrected a lot of little bugs, again.
- Added some little things here and there.
- Corrected a bug in the translation of Fallout Mods. No worries, it's something that normally don't impact the game.
- I have added an option which allow to change the fonts of the textboxes and table.
- I have added a window used to translate Morrowind script.
- I have updated the Morrowind database english only, and all the english/french databases.
- Now, a new folder for each game is created for saving xml file.
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Corrected a lot of little bugs, again.
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Version 2.15
- - Corrected a lot of little bugs
- Added a lot of little things. Take a look in the main context menu.
- I have added an option which allow to try the automatic translation on one or more lines. As you may know, automatic translation happens when you modify a line (like you translate a spell, and the spell book associated is automatically translated). Sometimes, the field is already translated, and you don't want to modify it.So two choices : You select the spell line and you hit F9, or you select the book line and you hit f9. That's right, it works in reverse too.
- I have added an option to change all same text : You forgot to put a dot in a text, and this text is present several times. You just correct a text, and hit SHIFT+F9, and the modifications will be applied everywhere, except on Validated lines (green ones).
- I have corrected a thing in the Morrowind translation. Not a bug, but I didn't treat the dialog choice you can have. Now it works.
- You can add, via the main context menu, a VALIDATED line in your custom base.
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Corrected a lot of little bugs
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Version 2.14
- Bugs fixes only
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Version 2.13
- - Corrected a lot of little bugs
- Added a lot of little things (that's the little things which change life !)
- OK, the truth is I don't remember what I've done exactly since the last version, so here is what I remember :
- You can now modify the color used by the program
- There is a new database for you to search in. Well, in fact, it's just another window where you can load a mod or an xml file. But it's really useful, you'll see...
- I have added a contextual menu in almost all database window which allow to transfer the selected cell text to the main window.
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Corrected a lot of little bugs
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Version 2.12
- - OUPS ! I forget something when I uploaded this version. A new version is uploaded now. Sorry for the 3 people who downloaded it.
- Corrected some little bugs
- Added little things
- Corrected a BIG bug which prevented some text to be analysed. Concerned mainly the QUST GRUP.
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - OUPS ! I forget something when I uploaded this version. A new version is uploaded now. Sorry for the 3 people who downloaded it.
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Version 2.11
- - Corrected some bugs
- Added ability to open String Files directly
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Corrected some bugs
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Version 2.10
- - Corrected some bugs
- Added German Translation (Guide not complete.. as the english one :p) (BIG thank you to Ypselonia)
- Added MORROWIND Support
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
Concerning Morrowind Database : I give the english only one, and the english/french ones. They're harder to build than the others, because they don't have unique ID/EDID (well, INFO field is supposed to have, but they're not UNIQUE). Worse, Edid of DIAL and CELL are the actual displayed text, so you can't import them automatically. You have to complete the database by hand. I have added a little function which will, during the import, modify the import table to try again the importation with new data. If you have some INFO field not imported, try to be sure to have translated the corresponding DIAL. Then retry the IMPORT.
I have added a button in the database window, wich allow to import a text file to complete the database (for example, if you have all original CELL, and in the file, several lines with original cell + TAB + Translated Cell, then the database will be completed.
All these things don't affect the translation of a mod. Only the database !
(but if you translate scripts, I think you have to go in the TESCS and recompile the scripts... I think)
- - Corrected some bugs
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Version 2.07
- - Corrected a bug occurring when saving Localized mod
- Added a color for lines translated from custom columns in databases
- Added ability to display or not the empty text, in the menu (only if in options, you choose to analyse these kind of fields)
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Corrected a bug occurring when saving Localized mod
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Version 2.06
- - Corrected minor bugs (again)
- Improved the ability to search in the translated text field (CTRL+F) (and once the window openend, F3 or Shift F3) (and improve search function in general)
- Added Menu options to sort the table by color (line status)
- As usual, completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Corrected minor bugs (again)
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Version 2.05
- - Corrected minor bugs
- added the ability to search in the translated text field (CTRL+F)
- Added buttons to quicly erase filter text fields
- Completed english translation of the application (If you were in progress of translating the program, save your file, copy the new one, and import the old one.)
- - Corrected minor bugs
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Version 2.04
- - The main windows will now be opened where and how it was closed the last time.
- Added an option to search the translation of selected text on the web. The default web site is Google translate, but you can use the one you like (this option will open your browser and make the search, it will NOT copy the translated text for you. Sorry, but all API I found where this results can be achieved cost a lot. This application is free !
- Added an option to analyse a whole folder of mod. This option won't allow you to translate. It's only there if you see not translated text while playing, and you want to search which of your mod is not translated. This kind of analyse won't do MCM or Script files
- Corrected the scripts analysis. I saw that when I tried to translate "Mark book as read", I didn't have all the scripts available. It was because the structure of the script is not exactly the same for some GRUP (QUST, PERK, PACK). It works now.
- I added Status bar in tabpage Scripts and MCM.
- If you translate the application, think of saving your lang.xml before overwrite it (and then reimport it)
- - The main windows will now be opened where and how it was closed the last time.
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Version 2.02
- - Corrected a BIG BUG !!!!! The translated files were incorrect in some case ! Please update, and plesae, forgive me !
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Version 2.01
- - Added a filter to display only validated lines or unvalidated ones.
- Corrected some wrong english text in the application. The Lang.xml file has been modified. If you were in progress of translating the program, save your file, copy the new one, and import the old one.
- The size of the columns in the Language window will be saved
- The smoothprogressbar.dll file won't be created in your root folder any more
- An option have been added, allowing you to analyse and translate empty text lines.
- English Guide is still not complete, but I have translated more (and yes, my english is bad).
- Removed database files which were in the program only zip file.
- - Added a filter to display only validated lines or unvalidated ones.
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Version 2.00
- I'm back !!
I reworked almost all the application, here are the functions, not sorted
- Like before, the application can analyse mods using "localized Strings" or not.
- The application can now translate scripts
- The application can now translate MCM menus.
- The application now works with different encoding. You can now open or translate in russian for example.
- The application now contain s a mini database allowing different automatic translations. Go see in the options !
- The application can now "suggest" translations. (you have to display suggestion via the display menu).
- The application propose now only one text by line. You won't have a text and a description on the same line. The queries are faster now !
- For those of you who liked descriptions (like me), the application can display the lines linked with the selected one.
- Options and language files have completely changed. It's easier to translate the application now. And if you have done a previous translation, you can import it.
- Displayed lines of the mod can have several colors. Only Validated lines (green ones) will be used for translation. Buttons in the end of the lines are used to validate or invalidate a line.
- I have begun to translate the manual, but haven't finished.
- You have to download again the database, because its format changed.
- Everything is faster !
- Don't forget to take a look in the options, a lot are new, and you have to check some box... for example in Automatic Translation.
- You can drag and drop a mod to the application to open it.
- Custom base changed, and so its working. It's now a second database.You can use it for, by example, put in the unofficial patch. This way, if a mod used the texts of the patch, the translations will be found. You can choose to fill automatically this mod everytime you save a translation. Only validate lines will be added of course.
- You can load an already translated mod like a saved translation. Correspondance will be done by GRUP+ID+EDID+FIELD+INDEX.
- You can open your saved translations like a mod.
- A billions bugs have been fixed, and a few have been added I think.
- A big thanks to the members of the french forum la confrérie des traducteurs, who helped me beta test it.
- I'm back !!
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- Author's activity
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October 2016
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28 Oct 2016, 3:14PM | Action by: Epervier666
Attribute change
file name changed to 'ESP-ESM Translator VERY OLD Version'
small description changed
long description changed
May 2016
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12 May 2016, 6:45AM | Action by: Epervier666
Permission change
no comment topic or discussion tab
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- Mod page activity
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April 2024
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23 Apr 2024, 2:32PM | Action by: Xubram
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'ESP-ESM Translator VERY OLD Version'
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20 Apr 2024, 8:45PM | Action by: Paperboy2022
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11 Apr 2024, 4:38PM | Action by: phitrux
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07 Apr 2024, 7:36AM | Action by: Le077
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02 Apr 2024, 10:51AM | Action by: motia22
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March 2024
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30 Mar 2024, 1:02PM | Action by: Tebesero
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26 Mar 2024, 4:57AM | Action by: li003
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12 Mar 2024, 5:59AM | Action by: mrziken
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February 2024
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13 Feb 2024, 5:26AM | Action by: xcdxcdxcd
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08 Feb 2024, 12:29AM | Action by: suryken84
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January 2024
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31 Jan 2024, 11:58AM | Action by: Pasiflora
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26 Jan 2024, 4:05PM | Action by: alexangp
Tracked
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07 Jan 2024, 1:15PM | Action by: Teddycat2000
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04 Jan 2024, 9:33PM | Action by: revoltidillo
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December 2023
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31 Dec 2023, 1:14PM | Action by: LAKE857
Endorsed
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17 Dec 2023, 10:14AM | Action by: Hujunbin
Endorsed
'ESP-ESM Translator VERY OLD Version'
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