10/24/2022 0 Comments Fallout 4 english patch download![]() There are pros: Fixing typos directly in string files avoids overloading the esp with numerous records, avoiding possible conflicts with other mods. I'm forced to stick with this now, but that was partially an error, and I'll explain why. That's exactly what I'm doing from the very beginning to fix all typos in the SSE french version of the game. They may be quite different if Bethesda makes the official language support available to modders and makes it less retrictrive.Īh, I see the point. Here are my answers in the actual situation. So, that's just not feasible.īut I also agree with you on the fact that unofficial translation tools make it a lot easier for anyone willing to achieve it seriously and making a second reading! That's why all other translations will still have to rely on the good will from people outside of the UPP team. I doubt Arthmoor would like to see this kind of behaviour here. MOVE YOUR ASS, OR MAKE ROOM FOR SOMEONE ELSE!!!). And you have no idea of the shitstorm that I have to endure if my translation is a bit late ( Hey mate, Arthmoor released a new USSEP and we still don't have it in french. #FALLOUT 4 ENGLISH PATCH DOWNLOAD PATCH#Having a reliable team of translators would be the solution, but delaying a patch release if some translators are late or missing (we are all working on this on our spare time) is just unacceptable. All other languages had many translators doing the job, very irregularly, and sometimes only once. I have to point out that I am using xTranslator and that I am myself still handling the french USLEEP/ USSEP translation since day 1 (but I'm an exception) on both an external french community website and nexus. ![]() I can assure you it doesn't consist of just a few mouse clicks achieved within a few seconds. ![]() ![]() Making string files for all other languages would be an extremely time consuming job for a small team and would require a correct foreign language knowledge for second reading, because all translation tools are quite handy but not 100% reliable. However, the actual form will (at least) always work for everyone. Releasing an esp + english string files would mean instant CTD for all other languages that would miss them. (possible with compare and Custom dictionary function) Translators only need to use the xTranslator and 5 min work to us the new system after this. ![]() Is it possible that you remove text entries from your esp and put them in the original english strings and generate a string file of new text entries you added in your patch? Maybe only as a beta version first □ □ □ You and all the translators only need one tool for Text fields: (like unofficial skyrim special edition patch_german.STRINGS for german). They can send them to you or upload an empty esp and a bsa archive with other translated string files. = Translators can simple translate the string files. = All languages are overwritten and the Text field no more has an/the "StringID".įor the few new Text entries you can simple generate a StringID with string files in your bsa archive I know there Bethesda is to stupid to release the official tools for the translation string thing but some community tools already support it (I tested it with SSEEdit and it worked for your esp). So why you dont use them?Īctually you edit Text lines direct in the esp instead in the string file of your language #FALLOUT 4 ENGLISH PATCH DOWNLOAD MOD#As the state of translation tools progresses, it may become possible in the near future to issue the ESP file in localized format with external string files that can be translated into other languages more easily, thus allowing for the possibility that the mod could be distributed in one location with multiple translation files available. ![]()
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