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  1. #1

    Default Localisation

    I'm having problems with Localisation.

    I was able to export Localisation as a .tsv, edit it with excel, and (almost) re-import it back into the .pack file. I say "almost" because an error occurred somewhere along the line. The change I made (custom unit name) appeared in game, but now I cannot do anything else with Localisation in PFM. I get an error every time I try and open it again. I also, unfortunately, managed to mangle my backup copy of local_en.pack, so I can't find a way to unfuk this.

    I read a tutorial somewhere that cheerfully suggested adding a localisation file to a mod .pack, but I cannot figure out how to actually do that. Every search refers back to PFM, and PFM no longer seems to be a functional tool.

    Ideas, suggestions, advice?
    Last edited by Dismounted Infantry; November 09, 2010 at 09:50 PM.

  2. #2
    Ducenarius
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    Icon4 Re: Localisation

    Quote Originally Posted by Dismounted Infantry View Post
    I'm having problems with Localisation.

    I was able to export Localisation as a .tsv, edit it with excel, and (almost) re-import it back into the .pack file. I say "almost" because an error occurred somewhere along the line. The change I made (custom unit name) appeared in game, but now I cannot do anything else with Localisation in PFM. I get an error every time I try and open it again. I also, unfortunately, managed to mangle my backup copy of local_en.pack, so I can't find a way to unfuk this.

    I read a tutorial somewhere that cheerfully suggested adding a localisation file to a mod .pack, but I cannot figure out how to actually do that. Every search refers back to PFM, and PFM no longer seems to be a functional tool.

    Ideas, suggestions, advice?
    =====================================================================================================================

    The first steps you made in the right order ( i tried to edit *.loc files too... ) :

    1) You exported *.loc file as a *.tsv from pack file.

    2) You edited it and open with Excel.

    3) You imported it back to pack file. ( but error occurred ).

    =====================================================================================================================

    Maybe you messed up and changed the pack type of patch_en.pack?

    I suggest to make a new mod pack with those changes in localisation.loc.

    PFM is a functional tool, and in my opinion is better than DB Editor 1.8.

    I'm using Pack File Manager 1.13, and i have no errors.

    Try again mentioned steps, because i don't know why you got errors.

    =====================================================================================================================
    Remember of the Alamo!

  3. #3

    Default Re: Localisation

    After some tinkering (and a lot of coffee) I think I figured it out.

    Excel refuses to leave well enough alone and keeps tweaking the files on save. Expanding the columns in excel so you can see what you're doing seems to add meta data that screws up the file. It give warnings on saves and by that point the file is fuxzored no matter what you do.

    So, with that lesson learned I took your advice and delved headfirst into PFM to try and force it to work for me. Here's what I found.

    1) open patch_en.pack.

    2) Turn off the "CA Packs Are Read Only" option.

    3)Save as a renamed pack (I chose the ever so cleverly named "localised.pack").

    4) Now delete everything except the localisation.loc file.

    5) Save!

    6) you can add new rows to the .loc through PFM if you are careful. The only way I got it to work without crashing on save was to add one row at a time and save. It also seems to be important to tab between the reference ID field and the localized text field. Using the arrow key screws up the formatting, methinks. It crashes when you try to save after doing this. Just don't save, quit, reload, and do it the right way.

    7) This is the most important part: you must change the pack type to "movie". I tried just making it a "mod" but Empire refused to load it. I thought if I just added it to the user.empire_script.txt that it would load, but it won't. But making it a movie sets a flag somewhere that makes it included automatically. Pretty sweet.

    On a side note, if you need to go back and edit/add anything to this new pack you have to change the pack type to "mod" or it won't save properly. No clue why it does this, only reporting what I saw.

    Does this sound about how you wound up doing things? Or am I being thick again?

  4. #4
    Ducenarius
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    Icon4 Re: Localisation

    =============================================================================================================================

    Yes, that is almost the deal for making changes and saving them in *.loc files ( best option is to create a new pack ).

    I tried to make a new mod, that adds new historical events in Grand Campaign ( editing *.loc needed ), but i wasn't able.

    I think, that i edited too small number of files needed --> this mod pack is uploaded on TWCenter, but noone was interested in testing it.

    I tried to change the mod pack to movie, but nothing changed.

    =============================================================================================================================

    I created my mod, by adding few rows inside the following files ( using Pack File Manager 1.13 ) :

    --> events_tables ( inside patch.pack, a simple db table )

    --> localisation.loc ( inside patch_en.pack )

    --> to one of the *.lua files ( the *.lua related to triggering historical events )

    =============================================================================================================================

    The idea of this mod was simple :

    --> In the proper year ( i.e 1701 ) and in the proper season ( i.e summer ) the new historic event would be triggered

    --> The new events were about : new inventions, discoveries, etc

    Unfortunately, i probably messed up in those files and the changes weren't visible.

    Eh, my other mods, that i created are still working....

    =============================================================================================================================
    Last edited by p.jakub88; November 10, 2010 at 12:57 PM.
    Remember of the Alamo!

  5. #5

    Default Re: Localisation

    I feel for ya. I've been trying to make a native american mod and the way CA set things up I'm going to have to create entirely new factions for each tribe. Tedious, but doable now that I can localize.

    PFM is twitchy, but rather useful. So far I've been doing everything through DBEditor and ESF Editor. I like DBEdit for the way it cross references dependencies. Saves a lot of headaches due to typos and whatnot. It's also fun because you can create as many copies of a give table as you want to try different things. Makes it easier to experiment.

    Just curious, when you tried making your mod.pack a "mod" type, did you include it in user.empire_script.txt?

  6. #6
    Ducenarius
    Join Date
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    Poland --> Upper Silesia region (pl=Górny Śląsk).
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    Icon4 Re: Localisation

    Quote Originally Posted by Dismounted Infantry View Post
    Just curious, when you tried making your mod.pack a "mod" type, did you include it in user.empire_script.txt?
    Of course yes....Mod Manager adds it automatically.
    Remember of the Alamo!

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