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Translating into spanish

Ernesto

Active Member
Messages
310
Hi all, I'm new around here

I am translating the mod into spanish. It is much, much, much work.
At the moment I have translated 60% and it is fully playable in Spanish, but I need some help with some things. The main thing for me is not to translate things that should not be translated, or things that do not need translation. Less work.

I understand that this forum is for mod help, not for translations, But I hope to have some success getting help. :acute

Please help me

EDIT
-For example, some lines in the SCPT group, they need translation, but be careful not to touch any variables. I think I need some help with this..EDIT: NOT SOLVED
-There seem to be many lines in the STAT group that don't need translation. Any indication to work less is welcome.
-I can't find the text "Find Owner" to translate it (EDIT: SOLVED, wim95 has helped me)
index.php

-This message "Lot Occupied Recreational". Lot is not a Plot, so what exactly is he referring to? There are a few lines to this and I would like to understand it well. (EDIT: SOLVED, Kinggath has helped me)

I am also preparing some documentation. Here is a nice show of the adorable ... dog messing up photos
index.php
 

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I am not knowledgeable about translating mods but I searched about it here: xTranslator - https://www.nexusmods.com/skyrimspecialedition/mods/134? and would like to make general suggestions. It looks to me from downloading xTranslator and taking a quick look that it should be possible to export XML strings of translated text, basically like what you would save if you do some of the work but are not done so that you can load it up later to continue. This could be really useful because a big problem with translation ESMs is if the original mod is updated but the translation is not also updated, important bug fixes made to the updated plugin can be undone for instance if a translation is done for Sim Settlements 4.2.7 but isn't updated for later versions and users were to overwrite a later edition of Sim Settlements with 4.2.7 translated ESM.

Players can experience severe bugs if they were to install a future version of the main Sim Settlements and then overwrite with a translation mod's ESM that was made on an earlier version, with the most severe cases being translations done for past expansion versions(such as old ones from 2017 or 2018). What happens for those players is they'll have the Main.BA2 containing scripts for a future 4.x.x or 5.x.x yet outdated Quest / scripted object data in the ESM, this means that data that the scripts are relying on could be inaccurate or missing. This can cause game crashes, major new features to not work and other major issues. At times there have been players with bug reports / help posts where it has turned out they were in this situation using outdated translation, it is an unfortunate situation because the only recourse is for new translation mod to be made or for the user to stop using the translation and instead play with only the main version. The update schedule for the main mod is fast paced, typically with Friday updates once or twice per month and also has been over a long time frame. Sim Settlements has been in development since 2017 and could be for more years to come. It's in constant evolution so players are naturally going to want the latest and greatest new features.

I wonder if it might be possible to, in order to potentially help allow for consistently smooth experience for players in the future, also offer the sst dictionary/XML file(s) containing translation strings as Nexus downloads for players as well as clear directions in the nexus page description informing players to apply strings to the latest main Sim Settlements ESMs after each update in the event that the translation is not yet updated to the latest so that they could set it up to use Spanish translations for visible text strings yet with correct Quest & Script Property data. This way there is a much easier recourse for players, they can simply:
  • Apply strings to the current ESM using xTranslator themselves and either they can use the result as a mostly translated version(everything except for newly created records should be translated after re - applying strings)
  • If they wish they can look into translating the rest
  • Or they can wait for proper update to the translation mod, choosing either to wait for translation to be updated or in the meantime using the main file untranslated.

In addition to xTranslator description -See here from this article: https://www.nexusmods.com/fallout4/articles/23/
  • 3)Saving dictionary / exporting mod
    While you are translating a mod, you may want to save a partial work. To do that, use the save dictionary (menu file->save sst dictionary). The strings will be automatically reassigned the next time you re-open the esp. Once everything is translated, choose menu file ->export/finalize esp.

As an added note:
Some might also say that Delta Patching via xEdit is a viable route for users in this situation but I think it is an advanced feature so may too difficult for players since it requires knowledge of how the relevant records work. May be difficult to understand for users who have never previously used the Creation Kit or used xEdit before. However I do think it could be a potentially useful thing for a translator to carry forward their translated text strings.

If anyone else has anything to add, please feel free.
 
There is another way.
Native support for multiple languages.
Like DLC or my mods (En/Ru mostly, but if there are volunteers, then in more languages. See More AGOMBz as example).

But this path requires a lot of effort and a team of translators.

1 A new version of the plugin has been created
2 The plugin is localized in xEdit
3 The plugin is sent to all translators
4 Translators translate into their own language in xTranslator
5 Translators send dictionaries with the translation back to kinggath
6 kinggath is waiting for dictionaries from all translators (probably need to limit the waiting time. maybe 3 days)
7 Dictionaries received from translators are copied to xTranslator copy of kinggath
8 It is automatically translated into all available languages. Partial translation is possible. But in all available languages (En/De/Es/Esmx/Fr/It/Pl/Ptbr/Ru/Cn/Ja). If the game does not find the string file in user language, it will crash on startup.
8 again. Automatic translation. Finalization of strings
9 Adding the Data\Strings folder to ba2 archive
10 Publishing a mod

The most difficult thing here is step 4. Find translators and make an initial translation.
Updates that do not affect the text will occur faster. You can skip steps 3 through 7, if you have ready-made dictionaries.
 
I am not knowledgeable ...
,
,
,

If anyone else has anything to add, please feel free.

Hi VersusXV
I actually have no problem using programs to translate. That was not my question.

What you say about dictionaries, it is true, I can share the dictionary in sst, eet, xml, etc. format, but let's be real, users who know how to load a dictionary do not need this, because it is included in the mod. There is actually a much simpler way to share strings, although right now I wouldn't know how to do this.
 
There is another...
.
.
.
Updates that do not affect the text will occur faster. You can skip steps 3 through 7, if you have ready-made dictionaries.

Hi win95
The reality of all this is that there are no translators. It is an ungrateful task. I translate the mods I use. In this case I do it for my son. Also, it is impossible to translate anything without fully understanding the mod, because I need to understand the context of each word, each phrase, each concept, each function, etc ...
 
Hi all, I'm new...
.
.
.
-There seem to be many lines in the STAT group that don't need translation. Any indication to work less is welcome.
-I can't find the text "Find Owner" to translate it
index.php

-This message "Lot Occupied Recreational". Lot is not a Plot, so what exactly is he referring to? There are a few lines to this and I would like to understand it well.

I need help with these three points

To work less and to understand better.
 
... a quick look that it should be possible to export XML strings of translated text...

I've been messing around with the strings for a while.

I can't generate the strings because I'm half dumb. And it seems to me that it does not include the MCM texts.

I keep working.
 
EDIT: SOLVED
More difficulties :bad
Hotkeys in MCM menu.
I translate the hotkey texts, and they appear with the translated text, but when I go to the MCM menu, it comes out in English.
The text is not in config.son, so is it built into the scripts?

Controlador planos.png here is the translated text
ScreenShot75.png In WS + it looks good
ScreenShot74.png but in MCM it appears in English

I know this is not Sim Settlements, first ask here before filling the forum with questions
 
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YES! Tanks
Anotación 2020-07-01 095308.png

It seems that this will remain untranslated. Points to an internal text of the scrip, rather than the translated text of MCM
 
I understand.
-When I generate the mod with ESP-ESM Translator the config.json file is created automatically and looks good.
-But the keybinds.json file is generated ingame. I don't know if I can add the text "desc" (not in the file), but this is not a translation for personal use. My intention is to upload it to Nexus.
 

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You're looking in the wrong place
incorrect : Fallout 4\Data\MCM\Settings\Keybinds.json
Correct : Fallout 4\Data\MCM\Config\WorkshopPlus\keybinds.json
 
I have deleted the settings to make sure.
When I assign new keys it creates file in "Fallout 4\Data\MCM\Settings\Keybinds.json"
Anotación 2020-07-01 170115.png

Manually, I have moved the file to "Fallout 4\Data\MCM\Config\WorkshopPlus\keybinds.json" but it no longer reads the configuration.
 
MO2?
He's too smart for me.

Also, it doesn't seem to install the desired file. Open the archive downloaded from Nexus
 

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SOLVED Tanks

From the first moment you have given me the correct indication but I did not understand it.

The point is that I have to manually translate the original keybinds.json file into Spanish, the "desc" fields, as you said at the beginning.
 
To document the operation a little, to help others. There are three files

-Data\Workshop Plus\MCM\Config\Workshop Plus\Config.json. This file is automatically translated when generating the Mod with ESP-ESM Translator. Contains the translation texts of the hotkey assignment

-Data\Workshop Plus\MCM/Config\Workshop Plus\Keybinds.json. This file is translated manually..Contains the translation texts of the hotkey assignment for MCM

-Data\Mod Configuration Menu\MCM\Settings\Keybinds.json. This is a third file with the same name but in a different format. It is generated when we change the hotkeys from the game, It contains the hotkeys assignment of all the mods,

Mod Organizer 2 in not a problem, run ok.
 

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Continuando con la traducción de Sim Settlements

Translations of Workshop Plus and Workshop Framework are already published. It has helped me understand the mechanics of Sim Settlements, contexts that I did not understand before.

I made a small mention for the help received. :acute
Anotación 2020-07-02 225153.png
 
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