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Ein Übersetzungsproblem melden
Check out another mod that has language patches, download it, download a patch, open them in FCS and see how they doned it. I imagine itz just a matter of making the OG mod a dependency and replacing all relevant text, iffen you're capable of understanding both languages.
But in any case, ask for permission from the OG mod author first before you upload anything like that, unless there's explicit permission on the mod page to do so! Been around this forum long enough to know Cattrina is gonna chime in, and tell you that if I forget^^.
Also, there's a "mod translation tool" (for lack of a better description) on the Nexus, called "KENSHIT", maybe check that out. Dunno if or how helpful that is for your translation endeavours, just found it browsing, maybe itz of some use to your project.
I'm searching how to make a mod about a mod without replacing the original one (as a translation patch for a better term).
https://steamcommunity.com/workshop/discussions/18446744073709551615/353915953252252748/?appid=233860
I would like to know though how to create a translation mod? I don't want to override the original mod, just make a mod that translate everything written in it.
What should I open/check? How to save it etc?
my problem is 'how'? do i need to change them so the game recognizes them as animals to use the feeder, or is there an easier way to do this? is this even possible?
After some trial & error testing, I figured that messing with a character's stats somehow seemed to lock dialogue. Don't matter if I tamper with "umbrella" stat values in the character's data tab or add a stat set to it, as soon as stats change, it locks dialogue completely. I have no idea how or why, can somebody with some more understanding of this matter explain this to me?
I tried making a "Twin-No-Face" with more generic recruitment. Custom stats & gear, but for testing the vanilla dialogue (hire farmer), dialogue packages (Npc TOUGH Merc Aggro, Basic, Crime, Escape) & player dialogue package (Player TOUGH Merc), put him in a bar squad as leader. He showed up alright, but no talking.
Went ahead, repeated the process, but made him as a copy of the generic farmer recruit, with custom stat set, gear etc as the 1st No-Face twin, exact same dialogue, dialogue packages and player dialogue too. Then import my game, he shows up - and voila, now he can talk & I can recruit him.
Is there anything that a copy-as-new NPC can inherit from the original that would prevent dialogue from activating? I am just getting started with NPCs, everything else worked so far, but this is something I don't understand...