觅长生

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lex Feb 26 @ 10:34pm
How to translate mods into English?
Does anyone know if there is a streamlined process of translating text from mods into English? Translation itself is easy, but I would imagine there's quite a bit more that goes into that.
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Hoyi Feb 27 @ 1:00am 
Let me call the current mod that translate the base game into English the "base English mod", and the mod you want to translate as the "EN-translated mod".

The biggest issue I can think of is that, the base English mod IS a mod (duh).
if you want to apply another EN-translated mod, depending on the mod itself, there might be cases where these two mods have the same IDs that point to the same item, skill, etc. It may or may not cause a problem for the game to run smoothly.

Some quality-of-life mods, cheat mods, character-image replacing mods, or mods that adds new skills, items, or Dao might be able to get away with this, as they likely will use new IDs for the skills and such, but if a mod was made intend to modify existing skills or items, there is a chance it might be a problem.

There are two English mods aside from the base English mod in the workshop, one modifies an existing pill and another modifies an existing skill. You can try those and see if they have a clash with the base English mod.

You might need this mod (in Chinese) here that checks if there's a clash of identical IDs from different mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=2957854921
lex Feb 27 @ 6:10pm 
Originally posted by Hoyi:
Let me call the current mod that translate the base game into English the "base English mod", and the mod you want to translate as the "EN-translated mod".

The biggest issue I can think of is that, the base English mod IS a mod (duh).
if you want to apply another EN-translated mod, depending on the mod itself, there might be cases where these two mods have the same IDs that point to the same item, skill, etc. It may or may not cause a problem for the game to run smoothly.

Some quality-of-life mods, cheat mods, character-image replacing mods, or mods that adds new skills, items, or Dao might be able to get away with this, as they likely will use new IDs for the skills and such, but if a mod was made intend to modify existing skills or items, there is a chance it might be a problem.

There are two English mods aside from the base English mod in the workshop, one modifies an existing pill and another modifies an existing skill. You can try those and see if they have a clash with the base English mod.

You might need this mod (in Chinese) here that checks if there's a clash of identical IDs from different mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=2957854921
Thanks for the info! I was actually asking about the process of editing the file itself. So like there is a huge mod, for example, that overhauls the entire system. And it adds a lot of story into the game. That text is not in a "story.txt" file so I can't simply Ctrl+C Ctrl+V it into the translator. The text seems to already be compiled and I have to idea how to extract it, translate and recompile it again. So I was wondering if there is an easy way to do that sort of stuff where you simply only extract the text and translate it or if there are any apps that can do the translation for the mods automatically.
Hoyi Feb 27 @ 8:29pm 
Originally posted by lex:
Thanks for the info! I was actually asking about the process of editing the file itself. So like there is a huge mod, for example, that overhauls the entire system. And it adds a lot of story into the game. That text is not in a "story.txt" file so I can't simply Ctrl+C Ctrl+V it into the translator. The text seems to already be compiled and I have to idea how to extract it, translate and recompile it again. So I was wondering if there is an easy way to do that sort of stuff where you simply only extract the text and translate it or if there are any apps that can do the translation for the mods automatically.

Far as I know, the "story" are stored in and triggered through Lua and Ndata in the mod folder. So if you look in the mod folder, find these two, you can find where the actual story text.
lex Feb 28 @ 1:45am 
Originally posted by Hoyi:
Originally posted by lex:
Thanks for the info! I was actually asking about the process of editing the file itself. So like there is a huge mod, for example, that overhauls the entire system. And it adds a lot of story into the game. That text is not in a "story.txt" file so I can't simply Ctrl+C Ctrl+V it into the translator. The text seems to already be compiled and I have to idea how to extract it, translate and recompile it again. So I was wondering if there is an easy way to do that sort of stuff where you simply only extract the text and translate it or if there are any apps that can do the translation for the mods automatically.

Far as I know, the "story" are stored in and triggered through Lua and Ndata in the mod folder. So if you look in the mod folder, find these two, you can find where the actual story text.
Thank you, I see it now. It's a shame there's no autotranslator, but I guess I could simply write a simple script to mass translate the narrative parts of the files into English.

Once again, thanks for pointing out where the story files are located. I wouldn't have been able to find them on my own.
Hoyi Feb 28 @ 10:13am 
Originally posted by lex:
Thank you, I see it now. It's a shame there's no autotranslator, but I guess I could simply write a simple script to mass translate the narrative parts of the files into English.

Once again, thanks for pointing out where the story files are located. I wouldn't have been able to find them on my own.

no problem, glad I can help. :steamthumbsup:
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