Stranded: Alien Dawn

Stranded: Alien Dawn

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Translation Mod Making Guide
Vytvořil: Proxyer
Translation Mod Making Guide
This page is a guide to creating translation mods in languages other than English.

Please open ModTools/Docs/index.md.html in the folder where you installed Stranded: Alien Dawn and read the Stranded: Alien Dawn Modding documents. Especially important is 4-4-1 LocTable, which opens the Localization Table from 4-4 Assets. Be sure to read it.

Knowing the basic rules of CSV files can reduce mistakes by editing mods.
CSV reference site

IMPORTANT :
When editing a mod, be sure to use English instead of your own language. This is because if you open a mod editor outside of English and edit the mod, Label and Description will be garbled.

If you save the MOD data as it is, the MOD editing tool will be determined as an illegal character that cannot be stored, and will automatically delete the garbled part and save the data.

As a result, there is no remaining part to be translated. Make sure to edit mod in English. Please be careful.


   
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Open Mod Editor
Open the MOD MANAGER from the game start screen.
So will then be taken to the mod management screen.





Open the MOD EDITOR in the lower left corner of the screen.





For some reason, press the MOD EDITOR, opens the window of the Mods Manager.



Unpack the mod to translate
First, you need to check the contents of the mod you want to translate.
To do so, look for the mods you want to translate from the Mod list on the left side of the Mods Manager window.



Tips :
When the Mod Manager window opens, the game screen starts for MOD testing, but it is for MOD test. It is not necessary for mod editing work, so it is better to stop the time after stopping the time. It is also effective to lower the graphic settings.

In addition, the log of the game screen can be erased by pressing the "F9" key.



This is an example of translating Cain, the GeMod Soldier.

Original mod: Cain, the GeMod Soldier
Original Mod Author : udecebal
WorkShop Page : https://steamcommunity.com/sharedfiles/filedetails/?id=2942346866

Find Cain, the GeMod Soldier from the mods list of Mod Manager.

Once you find it, right-click on the mod "Cain, the GeMod Soldier" you want to translate to open the menu.
Select "Edit" from the menu and left click to determine.



Then the copy confirmation screen opens. The place to be copied is where the save data, etc. of "*\appdata\Roaming\Stranded -Alien Dawn" is saved.



The saved folder can be opened from the Mod Editor tool later.

When you press the OK button, a copy of Cain, the GeMod Soldier is opened with the Mod Editor tool. The original file of the workshop is not edited.

Add a translation file to the copied mod


Notes
If you are not considering updating the original mod, creating a one-time translation, or not testing, you may safely skip this chapter.

Personally, I believe that creating a copy makes it easier to update the translation, as you can compare the before and after updates. If you feel that you do not need them, you may not need to make copies and test your translation works.




First, check if it is actually translated without creating a translation mod. If you confirm that it is translated with this, you may want to create a MOD only for translation files. Because it is a copy of the workshop, you can edit it freely.

Select "File" -> "Open Foleder" from the menu above the Mod Editor window.



The folder of the copied MOD "Cain, the GeMod Soldier" opens.





Next, create a folder in the copied "Cain, the GeMod Soldier" folder to put a translation CSV file.
Then, create a Localization folder for easy and easy to manage as shown in the image below.



Open the "Local" folder at the installation destination of Stranded Alien Dawn for folder names of the necessary language, and refer to the file name "*.hpk".

Currently, the following languages are available (A-Z).
  • Brazilian
  • English
  • French
  • German
  • Japanese
  • Koreana
  • Polish
  • Russian
  • Schinese
  • Spanish

This time, use Japanese as an example. The translation folder path is as follows.
Cain, the GeMod Soldier\Localization\Japanese
Put a CSV file for translation in this "Japanese" folder.

Prepare a translation file
The translation file must be created in the CSV file.
Here we do not explain the rules of the CSV file. Please study by searching on the Internet.

As an example, I use a file that uses my naming rules.
- Add two letters (JP) in the language to the short reduction (CainSoldier)

CainSoldierJP.csv



There are various types of CSV editing software such as Excel and Open Office. Please use your favorite tools.

IMPORTANT POINT :
  • The CSV file needs to be used as UTF-8.
  • The CSV file is sorted with "," so follow the rules for creating CSV.
  • If the line break is processed in \n, the line will not be correctly broken in translation csv.
  • Be careful of the line break code when inserting a line break in the CSV file. Paste the wrong form will break the line and column data.
  • For specific descriptions of the translation CSV, see Game.csv in the "Modtools" folder on the installation destination of Stranded Alien Dawn.
  • <color TextEmphasis></color> can be replaced with <em></em>
  • <image 'UI/Icons/Resources/brabra' 1100> can be replaced with <res_icon('brabra')>
  • \n + tab space can be replaced with <tabulator>


Confirmation of items.lua
Open Items.lua in the copied mod folder in the character encoding UTF-8. Be sure to use LF (LINE FEED) for the line feed code.



The contents are as follows.
return { PlaceObj('ModItemCharacterDef', { ActorFXClass = "HumanMale", Age = 29, Bio = T(516771009650, --[[ModItemCharacterDef CaintheGeModSoldier Bio]] '"Companions the Creator seeks, not corpses, not herds and believers. Fellow creators the creator seeks - those who write new values on new tablets." (Nietzsche)\nAn experiment of a mysterious Genetically Modified Human Project, Cain took the quote to the letter and confronted his creators. With his dreams shattered, he escaped the facility and sneaked on the first transport ship, which eventually crushed on this unknown world. He has trouble finding himself and sometimes experiences erratic behavior.\nDr.Burke\'s personal notes:\n"I never truly liked Cain - and I know that\'s an awful thing to say. The military version of my pet project should have never seen the light of day, but Space Fleet called in a favor and I simply couldn\'t say no. Gillian thinks I worry too much but I sense that she\'s wrong on this one. Cain has questions to which I have no good answers."'), Equipment = { "Jacket_Light_Good", "Pants_Light_Good", "Shoes_Light", "Hat_Light_Good", }, FavoriteFood = { "OilVegetable", }, FavoriteRelaxation = { "PunchingPole", }, FirstName = T(654897902592, --[[ModItemCharacterDef CaintheGeModSoldier FirstName]] "Cain"), ForbiddenBreakdowns = { "Bullying", "Crying", "Initial_Crying", }, Gender = "Male", Hair = "Hair_Irvin", HairColor1 = 4292464583, HairColor2 = 4290754479, HairColor3 = 4294964457, Head = "Head_Daniel", Headline = T(986934484491, --[[ModItemCharacterDef CaintheGeModSoldier Headline]] "The synthetic soldier"), HealthConds = { PlaceObj('HealthConditionOnBodyPart', { HealthCond = "Disgusted", HealthCondType = "Debuff", }), }, IdealWeight = 72000, KnownTechs = { "BasicElectricity", }, LastName = T(618346751413, --[[ModItemCharacterDef CaintheGeModSoldier LastName]] 'Model GeMod-02 - "Cain"'), NickName = T(345530205488, --[[ModItemCharacterDef CaintheGeModSoldier NickName]] "Cain"), PerceivedGender = "Male", Portrait = "mod_Cain_small", PortraitInventory = "UI/Portraits/Inventory/Daniel_inventory", PortraitLarge = "mod_Cain_large", Relationships = { PlaceObj('CharacterRelationship', { Character = "AbeltheGeModServant", Opinion = 5, Relationship = "Sibling", }), PlaceObj('CharacterRelationship', { Character = "HopetheGeModNewborn", Opinion = 20, Relationship = "Sibling", }), }, SkillInclinations = { Combat = "Interested", Cooking = "Indifferent", Farming = "Indifferent", }, Skills = { Combat = 8, Construction = 2, Crafting = 2, Healing = 1, Intellectual = 7, Physical = 6, }, SkinColor = PlaceObj('ColorizationPropSet', { 'EditableColor1', RGBA(255, 244, 233, 255), 'EditableColor2', RGBA(217, 207, 199, 255), 'EditableColor3', RGBA(255, 244, 233, 255), }), Traits = { "Liberated", "Bloodlust", "Synth", }, Weight = 74000, comment = 'Introduces GeMod-02 "Cain" - The Soldier', id = "CaintheGeModSoldier", }), }

The following part is important for creating a translation.
"T(any12-digit number," There is in a certain line ']] "***"),'

The translation is needed in the " " or ' ' part.
Explain with reference to the following part.

FirstName = T(654897902592, --[[ModItemCharacterDef CaintheGeModSoldier FirstName]] "Cain"),

The CSV consists of the following three. ID, Text, Translation.
ID is 654897902592
Text is Cain

If this part is written in CSV, it will be as follows

654897902592,Cain,

If look at the CSV editor, it will be the following red line.



As shown in the image above, we will create CainSoldierjp.csv. However, at this stage, the translation is not inserted. The reason is that while translating, you probably probably miss the necessary rows and make mistakes.

It is recommended that you enter all the necessary IDs and text first.
After the input, translate Text.

For detailed input characters and line breaks, see "Modtools\game.csv" where you install the Stranded Alien Dawn.

This is the image that entered a Japanese translation as an example.



After entering all translations for CainSoldierjp.csv, if there is no error in the file, the creation of the translation file is complete.

Next, register the translation file in Cain, the GeMod Soldier copied by Mod Editor.


Register a translation file with mod editor
Register the translation file. Open the New tab menu from "Mod Editor" Window and select Assets ... -> Localization.




Then it will be on this screen and the localization setting will be added.



Enter the "Item Properties" on the right frame (right side of the screen).

Coment :
This comment is not displayed in the game. It is a memo when registering multiple translation CSVs. It's a good idea to write what translation is.

Language :
Select the translated language you want to apply from the drop menu on the right side of the screen. In this example, select Japanese.




Filename :
Click "..." on the right side of the screen to select the CSV file to register.
In this example, select CainSoldierjp.csv.




After registering the CSV file, press the save button at the top left of the screen.




If there is no problem, the red * displayed on the left of the localization will disappear and save will be completed.




The translation has now been added to the local copied mod.

Next, check if it is translated on the actual game screen.


Check if it is translated on the game screen
Let's check if it is translated on the actual game screen.

First, end the game before that.

1. Mod Editor window close
2. Mod Manager window close

In the order of, select EXIT from the File tab and close it.

3. Return to the game start screen
After that, return the game to the menu screen (important).

4.Press Quit to end the game.

The reason for terminating the game is to prevent Mod Editor's malfunction. After starting a new game, change the language from English to your own language. If you disable/enabled Mod in a restart or mod manager, the copied mod data may be damaged (especially when the language is changed).

It is possible to check on the test screen without ending the game, but if the file is damaged, it will not be guaranteed. Please take responsibility for your actions.

5.Restart the game
When the game start screen appears, change the language as an option. In this example, Created a Japanese translation, so It will continue to explain on the Japanese screen.

6.Check if the mod is translated
The mod used as an example Cain, the GeMod Soldier that adds a character, so start a new game. Check it.

Before the translation


After the translation


It was confirmed that the translation was applied wonderfully.


Create a translation mod
According to the steps so far, succeeded in adding own translation.
Let's learn how to publish it to the workshop.

Open Mod Manager and select File -> New Mod.




The window to enter the MOD title opens, so put a nice name.




In this example, it was named "Cain Gemod Soldier add Japanese translation".



Find and select the new MOD from the list. Right-click to open the menu, so select Edit.

Enter the necessary information on the mod editor screen. At this time, be aware that if the game language is not started in English, it is likely that the data will be garbled and the data will be damaged.

After specifying and inputting the explanation, update version information, preview images, etc., add a translated CSV as before. It is easy to copy and paste the newly created translation mod folder from the local Cain, the GeMod Soldier created earlier with the localized folder.

In the same procedure as above, you can open the folder in "File" -> "Open Folder".
Once the translation mod is completed, move or delete the copied Cain, the GeMod Soldier folder to another location.

After that, enable the newly created translation mod in Mod Manager and end the game. After starting the game, change the language to a translation language and make sure that the translation is applied correctly.

After confirming that it is applied, change the language to English and finish the game.


How to upload to a workshop
Then start the game again. Is the language properly English?

After confirming that it is in English, open Mod Manager and Mod Editor from the start screen, select the newly created translation mod from the list, and select "Edit" from the menu.

Select "Upload to Steam" from the upper button on Mod Editor.



Is what you are trying to upload now really created by yourself?

If you don't have any problems, press the upload button and your translation MOD will appear in the workshop a few seconds.

Congratulation!



It was a long explanation, but this is the end. I pray that you will be the guidance of the people who speak your language. Thank you for reading.


About extract of HPK files
If you want to decompress the official translation HPK file included in "Stranded Alien Dawn/local" and check the contents, refer to the following guide. It is very useful.

Extract HPK files
https://steamcommunity.com/sharedfiles/filedetails/?id=1470006983
Created by ChoGGi





Počet komentářů: 20
Proxyer  [autor] 26. led. v 21.30 
P.S.
I highly recommend you read the guide "About extracting HPK files".
Proxyer  [autor] 26. led. v 21.28 
Hello Elmilie.
Yes, of course. There are already translation mods for various languages, so you may want to refer to their file structures. :cupup:
Elmilie 26. led. v 17.56 
Thank you for the guide, but can I translate the main game instead of some mod?
->H<->A<->C<->B<- 10. říj. 2023 v 2.41 
Thanks for the explanation, it's a bummer that there is no easy way.
Proxyer  [autor] 9. říj. 2023 v 14.02 
P.S.
Based on the experience in the updates so far, creating a translation normally will definitely decrease the work. :lunar2019laughingpig:
Proxyer  [autor] 9. říj. 2023 v 14.01 
Hello ->H<->A<->C<->B<-.

If you want to use the translation of your vanilla as it is, but there is no way. However, if the ID number is changed when the game is updated, an error will occur.

1. Open the mods.lua of the Mod created using Mod Editor. At the time of creation with mod editor, a random 12 -digit number is assigned to the ID.

2. Find the ModitemRecipe part in Items.lua.

example:
PlaceObj ('Moditemrecipe', {
Description = T (773772573800, -[[Moditemrecipe mod_spear Description]], "aaa")
DisplayName = T (180385529774, -[[Moditemrecipe mod_spear DisplayName]], "Spear")
}),

Example: ID: 186220098910 Text: Spear

To change DisplayName in the above example
T (180385529774, -[[Moditemrecipe mod_spear DisplayName]], "Spear")
of
T (186220098910),
Vanilla translation can be specified by rewriting.

But if you don't specify a localization folder, you'll need to check the "Game.csv" file when it is updated in the future, and you will have extra trouble.
->H<->A<->C<->B<- 9. říj. 2023 v 6.21 
Hey, thats a great Guide, thank you.

One question, is there any way to keep the original translation, when altering an existing item or recipe like a spear?
Currently it seems to replace the original item and you need to do all the translation, like described in your guide, from the ground up.
And there is the downside of being locked out from any language changes/additions the game will make in the future.
Proxyer  [autor] 19. čvn. 2023 v 18.39 
If you want to recreate all the translation numbers, you can copy and edit the mod element with Mod Editor. :cupup:
AlexBLR 19. čvn. 2023 v 12.38 
Yea, it's changing. I didn't get why that. But something is not right, that actually should not happened. For a new entities a new strings may have new IDs but old string once received a unique number, should not never change it, otherwise each update trandslation is something more that just a an head pain :D
Proxyer  [autor] 19. čvn. 2023 v 12.24 
If there were no backup, I would have to retype all of the nearly 300 lines of translation changes.

In the past, Waterdragon77's mod update gave me tendonitis from changing translation numbers. :lunar2019laughingpig: