Closed nixgnot closed 1 year ago
Hi. No, not necessary. There is an option to show all hidden enchantments (weapons, armor, etc). Since these have no display names, they use their Id and can be renamed in the localization file. But you don't see them otherwise. Disable 'name all' to get rid of it.
BTW, I haven't tried any translation. So the process might not work or is confusing. And text in the mod menu is fixed. So I will need to optimize a bit for you.
oh TY for reply. other feats and spell texts which i translated works properly now~ I'll let you know if i met other issue~
I just noticed that only the enchantment descriptions are marked with enchant#. But the enchantment name is not. I should be able to fix this to reduce the amount of text needing translation further.
Just know that I will save all the enchantment based strings into its own file. That should make translating a lot easier. I am also writing a small tool to make updating the translation file possible (without need need of manually sorting through all lines).
Just know that I will save all the enchantment based strings into its own file. That should make translating a lot easier. I am also writing a small tool to make updating the translation file possible (without need need of manually sorting through all lines).
yeah thank you! in fact i already finished the translate for all the strings,except enchantment descriptions, and doing some test. then i found that enchant# strings (enchantment descriptions) will not used in the game? in the game, it just use these localized strings from the zhCN.json file of the origin game, while i dont include these strings in zhCN.json of the mod ..... i just translate these enchantment names and other spells/feats, and looks like that all thing works properly now.....
I update the language file. Here is also the small program to make updating the json file easier. It will filter through any changes. I wrote a small readme, but I don't think you will need it. https://github.com/Truinto/DarkCodex/raw/master/LocalizationApp/LocalizationApp.exe
I update the language file. Here is also the small program to make updating the json file easier. It will filter through any changes. I wrote a small readme, but I don't think you will need it. https://github.com/Truinto/DarkCodex/raw/master/LocalizationApp/LocalizationApp.exe
oh thankyou! ill update the locale file to fit the update.
Do you want me to publish the file? Or how does this work?
Do you want me to publish the file? Or how does this work?
yeah it works here and at some friends of me shall i send pull request for include the locale files?if so which dir should i place it in? havnt see locale files here :p
https://github.com/Truinto/DarkCodex/tree/master/DarkCodex/Settings Can you not share files in this comment section? Not sure if you need write access for that.
https://github.com/Truinto/DarkCodex/tree/master/DarkCodex/Settings Can you not share files in this comment section? Not sure if you need write access for that. looks like i dont have access to upload the files. so i sent a pull request you can just merge that :P
Thanks for your contribution. Translation is never really finished. If you want to update your translation, is there anything I can do to make it easier for you?
I can automate to pull files from any URI. So you could make a new repository to upload your file and I will download them from there. Does not have to be a fork. I just need to know where to look.
Thanks for your contribution. Translation is never really finished. If you want to update your translation, is there anything I can do to make it easier for you?
yeah nevermind , i think you already do so much for that localization the only thing is some of the keys will changed after the mod updated, it will be more convenience if we can avoid this -- but ignore this if it is some sh*t come from the owlcat -- i know nothing about make a mod --and its not too hard to replace them by tools
i ll make a repository to save the updated localization file, and let you know when you have a update if you wanna have tranlate before you release a new version, you can let me know here or pm me while you have enGB.json changed.
Thanks for your contribution. Translation is never really finished. If you want to update your translation, is there anything I can do to make it easier for you?
yeah nevermind , i think you already do so much for that localization the only thing is some of the keys will changed after the mod updated, it will be more convenience if we can avoid this -- but ignore this if it is some sh*t because of the owlcat -- i know nothing about make a mod --and its not too hard to replace them by tools
i ll make a repository to save the updated localization file, and let you know when you have a update and if you wanna have translation before you release a new version, you can let me know here or pm/mail/discord me while you have enGB.json changed 📦
I can automate to pull files from any URI. So you could make a new repository to upload your file and I will download them from there. Does not have to be a fork. I just need to know where to look.
hi here. i set a new repository to upload/update the locale files here, and include some new fix. https://github.com/nixgnot/WOTR-CONTENTS-MODS-CN/tree/main/DarkCodex%E6%B1%89%E5%8C%96
Hi here. I'm trying to add Chinese localization for this mod However i found TONS of texts which have key just like "enchant#" : "xxx" in enGB.json while is the key and xxx is the item description , which is included in the game's localization files. they have same key except the enchant# prefix, and different link format.
so what does these text used for? and is it necessary for translate it? there are really SO MANY TEXT lol