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  1. Cutleast
    Cutleast
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    Locked
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    If you have an Issue, please join our Discord and send us the full log there.

    Issues or error messages posted here, will generally be ignored!
  2. 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
    1. Cutleast
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      Please send us at least one of the crash logs via our Discord server linked in the sticky post.
    2. Noted! Where can I find the relevant crash logs?
    3. Cutleast
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      In case of Nolvus, you'll find it in the overwrite folder.
    4. 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
  3. Frodo45127
    Frodo45127
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    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? 
    1. Cutleast
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      • As there is currently no direct import feature for xTranslator dictionaries, you'd have to finalize your translations and import them in SSE-AT.
      • This is already the case with Dynamic String Distributor: DSD strings override everything else
      • No, you have to set your game to Spanish in the Skyrim.ini file.
      • No, the original strings are not tracked.
    2. Frodo45127
      Frodo45127
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      • 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?
    3. Cutleast
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      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.
  4. zhuabaobao123
    zhuabaobao123
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    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.
  5. SirOminos
    SirOminos
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    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.

    Thanks anyway, great job.
    1. Cutleast
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      When updating, you can just extract the content of the downloaded archive onto your existing SSE-AT folder and everything stays as it is.
  6. GennyWoo
    GennyWoo
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    Please add openrouter support over openai 🙏
  7. GennyWoo
    GennyWoo
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    This is amazing
  8. milordgr
    milordgr
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    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
  9. 347398908
    347398908
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    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.
  10. DavoKronno
    DavoKronno
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    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.
    1. Cutleast
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      You can search SSE-AT's translation database for certain phrases so you could check where that phrase comes from.
  11. Rtist
    Rtist
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    Do you think it's possible to translate entire mods like " LORERIM " ? I mean, most of it, not necessary all without crashing ? If someone tried
    1. Cutleast
      Cutleast
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      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.