New to modding. How exactly do I install this? I managed to figure out how to turn the subtitles into the translated version but the spoken dialogue hasn't changed.
Hey! This mod is genuinely one of the funniest things I've seen in ages, and I'm considering biting the the bullet and trying my hand at making a similar one for Fallout 4. I know the general process of replacing dialogue/subtitles in Creation Kit, and I'm also very familiar with Hypertranslate. But I figured I'd try to ask if you could share any tips about how to speed up/automate the process? I imagine you must have had some way since this mod covers SO MUCH dialogue. Thanks!!
Yeah its a mammoth task, we had a web tech join our discord and he helped out.We had printed all the dialogue out into a CSV with Lazy Voice Finder and he took that and put it in a HTML doc, then used googles auto translate to translate it 40 times.
After that we fed our dialogue into the Elevenlabs API which also cost FormerlyBlue a fair bit of cash and I then converted them all into the correct file formats and wrote an xEdit script that auto translated all the voice lines in the game to the translated versions as the subtitles need to match in order for the Lip sync to generate.
Then I had to generate all the lip sync and batch them together with the .Wav into a .Fuz which is what the Engine uses. I listed all the tools I used in the description if you'd like to take a look.
Hi again! I've been working on my Fallout translated mod, and I've got most of the main quest translated and I'm working on the voice lines. I wanted to ask, just in case you were willing, would it be possible to buy the xEdit script that you used to change the vanilla dialogue lines into the badly translated lines? I totally get it if that's not possible, but in case you and the others you worked with are willing, I'll pay fairly for use of the script since I'm not much of a scripter myself.
No need to pay, I can provide it. It's a bit of a headache to use tho. I'll upload it soon.
Uploaded it, structure the csv like I said in the files description and it should be fairly self explanatory when you run it in xEdit. Only select the plugins you would like to translate, it will create its own esp. I'd recommend checking that esp has worked to a decent degree, if it is you can merge it into the rest of the mod. Plugin order matters, so it's important that your Form IDs in the csv line up with the plugin numbers you've selected.
Hey, I'm SO sorry to bother you again, but I've been trying to use the xEdit script you uploaded and I just can't get it to work. It's likely because I'm new to using xEdit and there's probably some things that I didn't realise I had to do, likely something really simple. I've followed your instructions as well as I could, so kind of embarrassing on my part, but I just can't get your specific script to do anything: all I get is the "Script terminated itself, Result=1" result after a few seconds. If this is something that could be an easy fix, I'd be really grateful for help. I can send over anything like my CSVs or whatever if that would help. Thank you so much again for providing the script.
I did figure out another way to automate the process, but thank you still for the script!
I'm getting a bug where all the dialogue and whatnot in the main game is translated fine, but only the subtitles in solstheim are working, the voicelines are normal. I have all of the plugins activated. Any help?
can I have your permission to port this mod to Bethesda.net for our console users to enjoy? I can take care of the work with porting. I’ll be sure credit you for your work and add a link to this page. Thanks!
Sure thing! I’ll see what magic I can do to get it working. When you mention your porting tools never work, what do you mean? And what tools were you using? So I know where the issues lie and can start troubleshooting from there. But thank you for your permission nevertheless!
With the new update in December 2023 things got shifted and shafted a little. After reading your comment, I decided to give it a go and see if it works. And it did! The bsa for Xbox is a little different than PC, but I had to break the mod up into 3 parts. One for the content esp, and 2 for dialogue esp, as the dialogue part was way too big to port on its own. 1gb limit per port. And sounds/voices shouldn’t be compressed, so this was my best compromise.
Thanks, please feel free to upload it. I'll let Blue know about it too. The voice files are about as small as they can be due to them being AI. Compressing it would probably destroy the sound quality so it is definitely better to just upload it in parts.
I completely agree with you, the sound is the last thing I want affected in such a mod as this. Thank you so much for allowing me to port this work of art and chaos. I tested it and it works perfectly.
234 comments
After that we fed our dialogue into the Elevenlabs API which also cost FormerlyBlue a fair bit of cash and I then converted them all into the correct file formats and wrote an xEdit script that auto translated all the voice lines in the game to the translated versions as the subtitles need to match in order for the Lip sync to generate.
Then I had to generate all the lip sync and batch them together with the .Wav into a .Fuz which is what the Engine uses. I listed all the tools I used in the description if you'd like to take a look.
I'll upload it soon.Uploaded it, structure the csv like I said in the files description and it should be fairly self explanatory when you run it in xEdit.
Only select the plugins you would like to translate, it will create its own esp. I'd recommend checking that esp has worked to a decent degree, if it is you can merge it into the rest of the mod.
Plugin order matters, so it's important that your Form IDs in the csv line up with the plugin numbers you've selected.
Hey, I'm SO sorry to bother you again, but I've been trying to use the xEdit script you uploaded and I just can't get it to work. It's likely because I'm new to using xEdit and there's probably some things that I didn't realise I had to do, likely something really simple. I've followed your instructions as well as I could, so kind of embarrassing on my part, but I just can't get your specific script to do anything: all I get is the "Script terminated itself, Result=1" result after a few seconds. If this is something that could be an easy fix, I'd be really grateful for help. I can send over anything like my CSVs or whatever if that would help. Thank you so much again for providing the script.
I did figure out another way to automate the process, but thank you still for the script!And the lore books.
"I saw you smoking!" - greatest battle line ever.
can I have your permission to port this mod to Bethesda.net for our console users to enjoy? I can take care of the work with porting. I’ll be sure credit you for your work and add a link to this page. Thanks!