Seems that this awesome tool doesn't work with the latest version of Dynamic String Distributor. Translating the Nolvus list, with experimental textures, sounds and scripts (I disabled this last one after) enabled, the game loads but crashes when trying to display the main startup menu (new game/continue etc). I disabled scripts, sounds, textures then just used the SKSE folder as a mod in MO2, but the crash still happened. Only fix was to download Dynamic String Distributor version 1.2 and now the game starts without crash. I don't know yet if doing so actually disabled translations, alternate start messages and such are translated so far
Thanks found it, will send files in the discord. Seems Nolvus v6 doesn't include Net script framework so logs are in Documents/My Games/Skyrim Special Edition/SKSE
Got a few questions: - Can this be made to read dictionaries from xTranslator and use them instead of nexus mods? I have a lot of dictionaries from translating mods for personal use (many are custom translations, other translations from nexus that I tweaked or fixed), and not sure if I can re-use them with this mod. - Can this program (or the string replacer) make it so, if a submod (untranslated) edits a line but it's unchanged from the parent (translated), the game uses the translated line? For example, if I have COTN translated, can it be made so the hundred patches needed for it to work with other mods automatically pick lines from the translated COTN mod? Otherwise, the patches will revert the translation. - Does it patch vanilla strings by default? As in I have the game in English to play lorerim, but I've set the translation language in this tool to Spanish. Will it automatically generate the translation for the vanilla lines? - Does it keep track of line changes? As in the translation was generated for one line, then that line changed at some point in the English files. Does it detects the translated line as no longer valid, or does it apply it regardless of not being a correct translation anymore?
Can I request for this to be implemented? Or if I implemented it myself (If I finally get to properly learn python), will it be accepted? The problem with using finalized esm and esp is that often they're incomplete/outdated. For example, I have a translation that was made with xtranslator for an old version of a mod. With xTranslator dictionaries I can open the new esp, and it'll automatically detect all lines that have changed and not apply the old translation to them. If I use the old translated esm/esp instead, the result is those lines are wrongly translated. And often incorrect information is worse than information in a different language.
Good to know then.
The problem for me is that would turn the audio to Spanish, and with many mods... it's a bit jarring to have different npcs speak in different languages. So I want to keep the game in English (so the audio is consistent), but have this generate the translation for the vanilla game's texts, with maybe a translation improvement mod on top. Is that a usecase that may be supported in the future?
1. If you get it implemented and working, you could create a pull request and I'll review it and merge it if it's adequate. 3. As stated in the FAQs in the description, you can change text language and voice language separately.
Traceback (most recent call last): File "D:\SSE-AT\app.py", line 110, in <module> File "D:\SSE-AT\main.py", line 939, in main File "D:\SSE-AT\main.py", line 154, in exec File "D:\SSE-AT\main.py", line 164, in start_main_app File "D:\SSE-AT\main.py", line 282, in load_user_data File "D:\SSE-AT\translator_api\google.py", line 32, in __init__ File "D:\SSE-AT\googletrans\client.py", line 61, in __init__ File "D:\SSE-AT\httpx\_client.py", line 467, in __init__ File "D:\SSE-AT\httpx\_client.py", line 87, in get_proxy_map File "D:\SSE-AT\httpx\_config.py", line 335, in __init__ File "D:\SSE-AT\httpx\_models.py", line 90, in __init__ httpx._exceptions.InvalidURL: No scheme included in URL.
thank you for the new version, I would like to ask, if possible, when there is an update that it updates the version we already have instead of downloading a new one, thus maintaining the settings, folder paths and downloads of the translations.
Hi! First of all thanks for this, its amazing and works great. There's any way to make this work in other games such as Fallout 4? At least to find unstranslated mods in the modlist. Thanks again for the work
It can handle most translation tasks, but some parts may still be missed. Additionally, when dealing with multiple translations for the same mod, manual verification is required. I believe the best solution is to install the translation mod alongside the original mod every time.
First of all, I truly appreciate the effort making this tool, and it works wonderfully, but I encountered some strange thing (not a bug or something) that makes me a bit uncomfortable, and is that any save made on exteriors (specifically Skyrim, not a city), have the name "Mandoble" (Longsword) on them. This just happens on the save's names, not on the activators or location's name, and I am not sure what might be causing this. Like I said, this is not gamebreaking, but annoys me a bit, could you know why could this happen?
PD: Sorry if you can't understand some parts of this text, I am not that good at english.
That's the entire point of this project: the goal was to translate as much as possible without even affecting the original mod list. That's achieved by using the Dynamic String Distributor by SkyHorizon which injects the translations into the game per SKSE without affecting the original plugins. I suggest reading the description.
232 comments
Issues or error messages posted here, will generally be ignored!
I disabled scripts, sounds, textures then just used the SKSE folder as a mod in MO2, but the crash still happened.
Only fix was to download Dynamic String Distributor version 1.2 and now the game starts without crash. I don't know yet if doing so actually disabled translations, alternate start messages and such are translated so far
- Can this be made to read dictionaries from xTranslator and use them instead of nexus mods? I have a lot of dictionaries from translating mods for personal use (many are custom translations, other translations from nexus that I tweaked or fixed), and not sure if I can re-use them with this mod.
- Can this program (or the string replacer) make it so, if a submod (untranslated) edits a line but it's unchanged from the parent (translated), the game uses the translated line? For example, if I have COTN translated, can it be made so the hundred patches needed for it to work with other mods automatically pick lines from the translated COTN mod? Otherwise, the patches will revert the translation.
- Does it patch vanilla strings by default? As in I have the game in English to play lorerim, but I've set the translation language in this tool to Spanish. Will it automatically generate the translation for the vanilla lines?
- Does it keep track of line changes? As in the translation was generated for one line, then that line changed at some point in the English files. Does it detects the translated line as no longer valid, or does it apply it regardless of not being a correct translation anymore?
3. As stated in the FAQs in the description, you can change text language and voice language separately.
File "D:\SSE-AT\app.py", line 110, in <module>
File "D:\SSE-AT\main.py", line 939, in main
File "D:\SSE-AT\main.py", line 154, in exec
File "D:\SSE-AT\main.py", line 164, in start_main_app
File "D:\SSE-AT\main.py", line 282, in load_user_data
File "D:\SSE-AT\translator_api\google.py", line 32, in __init__
File "D:\SSE-AT\googletrans\client.py", line 61, in __init__
File "D:\SSE-AT\httpx\_client.py", line 467, in __init__
File "D:\SSE-AT\httpx\_client.py", line 87, in get_proxy_map
File "D:\SSE-AT\httpx\_config.py", line 335, in __init__
File "D:\SSE-AT\httpx\_models.py", line 90, in __init__
httpx._exceptions.InvalidURL: No scheme included in URL.
Thanks anyway, great job.
PD: Sorry if you can't understand some parts of this text, I am not that good at english.
I suggest reading the description.