Difference between revisions of "User:Atap"

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(Created page with "Workspace page for Atap Skyrim and other Creation Engine games utilize an in-built localization system to support multiple languages. Historically, this system has been misun...")
 
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Skyrim and other Creation Engine games utilize an in-built localization system to support multiple languages. Historically, this system has been misunderstood by the modding community, who have opted to directly translate plugins rather than localize them. This article documents this system and how to localize plugins.
 
Skyrim and other Creation Engine games utilize an in-built localization system to support multiple languages. Historically, this system has been misunderstood by the modding community, who have opted to directly translate plugins rather than localize them. This article documents this system and how to localize plugins.
  
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To localize plugins the third party tools [https://www.nexusmods.com/skyrimspecialedition/mods/164 xEdit] and [https://www.nexusmods.com/starfield/mods/313 xTranslator] are both necessary.
  
 
== Advantages Over Direct Translation ==
 
== Advantages Over Direct Translation ==
  
The vast majority of translations available on Nexusmods and other sites are created by copying a mod's plugin file (esm, esp, or esl) and directly replacing the text inside. The translated plugin file then overwrites the mod's original plugin file, and the translated text appears in game. This method (referred to as 'direct translation' in this article, though there is no commonly accepted name for it) is perfectly functional, but has some notable shortcomings. The largest by far is that translations are not preserved through updates. Any change to the original mod's plugin file must be forwarded to the translated plugin, either by re-translating the original or recreating all changes in the previously translated plugin. This is both time consuming and leaves much room for error.
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The vast majority of translations available on Nexusmods and other sites are created by copying a mod's plugin file (esm, esp, or esl) and directly replacing the text inside. The translated plugin file then overwrites the mod's original plugin file, and the translated text appears in game. This method (referred to as 'direct translation' in this article, though there is no commonly accepted name for it) is perfectly functional, but has some notable shortcomings. The largest by far is that translations are not preserved through updates. Any change to the original mod's plugin file must be forwarded to the translated plugin, either by re-translating the original or recreating all changes in the previously translated plugin. This is both time consuming and leaves much room for error. Localizing a plugin ensures that only changed, added, or deleted records will need their translations to be modified.
  
Another major issue involves distributing mods intended to include multiple languages. If utilizing the  
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Another major issue involves distributing mods intended to include multiple languages. If utilizing the direct translation method, one must include multiple plugin files in their mod and a mod installer (FOMod or similar program) for the user to select what language they intend on installing. This results in the user downloading multiple large, unused plugin files, and has the same version control issues as documented above. In contrast, localized plugins automatically adjust to the game language and have a much smaller footprint in regards to unused files.
  
  
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== The .STRING format ==
 
== The .STRING format ==
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Each plugin must have three files for each language: a .STRINGS file, a .ILSTRINGS file, and a .DLSTRINGS file. The vast majority of in game text is stored in the .STRINGS file. Subtitles for dialogue are stored in .ILSTRINGS files, and book or journal entry text is stored in .DLSTRINGS files. More technical information on the format can be found on [https://en.uesp.net/wiki/Skyrim_Mod:String_Table_File_Format the UESP], but this information is not necessary for localization.
  
 
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It is nessa
 
== Converting Direct Translations to .STRINGS ==
 
== Converting Direct Translations to .STRINGS ==

Revision as of 16:32, 4 November 2023

Workspace page for Atap

Skyrim and other Creation Engine games utilize an in-built localization system to support multiple languages. Historically, this system has been misunderstood by the modding community, who have opted to directly translate plugins rather than localize them. This article documents this system and how to localize plugins.

To localize plugins the third party tools xEdit and xTranslator are both necessary.

Advantages Over Direct Translation

The vast majority of translations available on Nexusmods and other sites are created by copying a mod's plugin file (esm, esp, or esl) and directly replacing the text inside. The translated plugin file then overwrites the mod's original plugin file, and the translated text appears in game. This method (referred to as 'direct translation' in this article, though there is no commonly accepted name for it) is perfectly functional, but has some notable shortcomings. The largest by far is that translations are not preserved through updates. Any change to the original mod's plugin file must be forwarded to the translated plugin, either by re-translating the original or recreating all changes in the previously translated plugin. This is both time consuming and leaves much room for error. Localizing a plugin ensures that only changed, added, or deleted records will need their translations to be modified.

Another major issue involves distributing mods intended to include multiple languages. If utilizing the direct translation method, one must include multiple plugin files in their mod and a mod installer (FOMod or similar program) for the user to select what language they intend on installing. This results in the user downloading multiple large, unused plugin files, and has the same version control issues as documented above. In contrast, localized plugins automatically adjust to the game language and have a much smaller footprint in regards to unused files.


Localizing a Plugin

The .STRING format

Each plugin must have three files for each language: a .STRINGS file, a .ILSTRINGS file, and a .DLSTRINGS file. The vast majority of in game text is stored in the .STRINGS file. Subtitles for dialogue are stored in .ILSTRINGS files, and book or journal entry text is stored in .DLSTRINGS files. More technical information on the format can be found on the UESP, but this information is not necessary for localization.

It is nessa

Converting Direct Translations to .STRINGS