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#633450 25/10/17 10:45 AM
Joined: Jan 2010
Location: USA
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enthusiast
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Location: USA
So, the Translated String Editor appears to have zero support for localization. The vast majority of strings used in the game are in the Data\Localization\{language}.pak files. That includes the display names of existing root templates.

Furthermore, translated string keys do not override localization strings, which explains why translated keys appear to be broken. In load order parlance, localization would seem to be loading after translated string keys. If that is indeed what is happening, the load order should really be fixed so that localization loads before; otherwise, we can't override any strings, fix typos, expand book descriptions, or even create translation mods.

I'm looking at Data\Localization\English.pak\english.xml right now, trying to decipher how these string UUIDs are hooked up to root templates, but they don't appear to be. For example, the BOOK_ARX_DemonLetters root template UUID, 117d1217-109b-479a-91f5-2a5b7db43298, does not match its display name UUID, 4b617f9f-8ded-46bb-ad1a-e3f3815115ec. Clearly, these are different, so... how are these strings associated? The content UUIDs don't appear to be keys.

More importantly, how can we modify localization? Can localization be added to the Translated String Editor?

Joined: Jan 2010
Location: USA
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Joined: Jan 2010
Location: USA
Bump.

Joined: Jul 2014
Location: East Coast
journeyman
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Also interested in this, as I would eventually like to hook up my Skill Generator to translated strings, but as far as I can tell it's nothing more than a glorified find/replace without any kind of localization options.

Last edited by Sinistralis; 06/11/17 03:49 AM.
Joined: Sep 2017
Location: Belgium, Ghent
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Joined: Sep 2017
Location: Belgium, Ghent
Hey guys!

Bad news first. The translated string key editor was never intended to be used for localization purposes. We use a separate pipeline for that, taking into account everything for VO, translation, multiple languages, etc. Converting that editor to support such localization is not feasible. Especially not since we iterate on it ourselves between titles. So a hard no on that.

As to finding a way to allow modding of loca, we could look into allowing you to add localization files in your mod folders and let the system also check your mod files instead of only the Data\Localization files. But you would have to make the localization files yourself, by for example copying the English one and altering the language. Does this sound agreeable?

Sincerely,
Kevin


CTRL+K the elf
Joined: Dec 2013
old hand
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Well, please do this anyway as the ability to play movies has also been broken from the beginning because it only checks the Data\Localization path!


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