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It's still possible to localize certain mods, but only the full master files, as SF1EDIT can't yet edit the light and medium master files.
As for localizing the creation kit, I haven't managed to find anything either.
I have fully translated the new Falklands Systems mod into French, as well as the McClarence Outffiter mod using only strings.
To localize your mod, first Localize your master file in SF1EDIT and then simply open xtranslator and in the files tabs put open strings. For me, this works perfectly with Xtranslator
That’s not what it’s about. The update is about localizing strings for multiple languages in the Creation Kit.
Translating to a single language is outdated, obsolete, and non-functional. What Bethesda promises with this update is to fix the bug that didn’t allow for exactly this kind of multi-language localization. But they forgot to mention how to do it or enable the tool in the CK.
Loczalize your full master esm with xEdit then make the string for each language then put it in your mod main.ba2 and it works.
As for localization via the creation kit, I can't find the option or the patch note that would indicate the addition of the localization function. Let me send you an private message with the gdocs for a modder I work with