Starfield: Creation Kit

Starfield: Creation Kit

Localizing Language Strings in New update 1.14.78
The update:
Starfield Creation Kit update 1.14.78 received the following note:
"Localization support has been added. You will now be able to enter your own localization strings for your Creations."

The issue:
However, no documentation on this has been released, and no current method or tool in the Creation Kit supports or seems to support the export or linking of strings within the software.

My question:
How can I use this feature today to localize my own mods into multiple translations in a single mod, as is already done for other BGS games?

Tried xEdit:
xEdit is no longer compatible with the latest version of the game, and even trying to make it work to export strings, it only supports English ANSI characters, which doesn’t handle UTF-8 properly, making it pointless. Also, the game doesn’t recognize .strings files in loose or packaged .ba2 formats in any way.

Tried translation apps:
Esm/Esp Translator and xTranslator are not up to date for this job. With these apps, it is only possible to edit directly in the ESM file, resulting in the mod being localized in just the translation language.
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Showing 1-3 of 3 comments
Hello Rique!

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
Rique Feb 9 @ 6:56am 
Chapiteau, obviously you didn’t understand.

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Translating to a single language is outdated, obsolete, and non-functional.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.
However, that's exactly what I'm explaining to you to offer your mod in different languages depending on the language of the user's game.

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
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