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  1. #1

    Default Problem when translate mods

    Hi all, I have a problem when translating mods to my language. Let me explain .

    I have friends who will not play with mods that completely alter the texts of the game, because they feel more comfortable playing in their language, although they understand English, more or less. Therefore I have translated many mods to play with them.

    There are some mods very easy to translate, as they have few entries, or the modder has done its job conscientiously, and deleted unnecessary entries of modified tables and this makes very easy the translation.

    However, there are mods that, despite only add, for example, three new units to the game, use the full table lands_units, and the mod overwrite the names of all units in the game, so it is necessary to translate All of them. And in reality, that would not be necessary if unnecessary entries have been deleted.

    In the case of, for example, descriptions of buildings, events, skills, etc., is the same. A mod only adds a building, but it includes all text entries, for example, buildings_chains.loc. Making it necessary to translate everything again.

    The question is ... How I can export the file buildings_chains.loc, from within the local_sp.pack file, to compare these entries to translate? I can not do it with PFM, as only find a file "localisation__core.loc" which has all mixed entries, without any order. Or... Is there any way to search, with PFM, an entry specified? This would greatly facilitate my work, as I could find an entry in local_sp.pack, without having to review the entire list, and add quickly, the translated entry to the mod.

    I can not use The Assembly Kit, since this only extract the entries in English. Is there any solution?

    Thank you very much in advance.
    Last edited by Maska; July 22, 2016 at 11:41 AM.

  2. #2

    Default Re: Problem when translate mods

    I have some issues in my mod too.

    I'm making a mod in both english and french versions but I don't know how to make a localisation file for the french version which would take priority over the english one...

    The only solution that I have found is the rather long and painful one, and that's where it could be usefull to you : redoing all the localisations entries in a new version of the mod.

    For that, you'll have to extract the .loc file from the PFM. Then you create another mod (for example machin italian version if your friend speaks italian) with PFM. After that, open the .loc file in PFM and delete all non usefull entries for the mod, they'll be replaced by the data_it (for italian) or data_fr (for french) of the official localisation pack. Then change the names and flavour descriptions for all the entries you wanted to translate.
    At last, add all the tables of the mod by using the add from pack option of the PFM.

    That's long and fastidious but you'll be sure that's it's correctly made.

    Oh of course, you'll have to use the new mod to play with your friends, and not the original one.

    Hope that will help you.

  3. #3

    Default Re: Problem when translate mods

    Is there any way to search, with PFM, an entry specified?
    I don't think you can, but I know that you can sort the entries by name, so they will be sorted also by categories. For instance, all "land_unit_onscreen_name" entries will be at L. "unit_abilities_tooltip_text" will be at U...etc

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