Difference between revisions of "Translating the Big Ones - FCOM, MMM and the like"
Translating the Big Ones - FCOM, MMM and the like (edit)
Revision as of 05:23, 3 April 2011
, 05:23, 3 April 2011added general note at the beginning
imported>Tom Brightblade (New page: Category:Solutions In this article we will try to recompile all scripts after translating a plugin into some language - "'''Mart's Monster Mod for OOO.esp'''" file from [http://pages.s...) |
imported>Tom Brightblade m (added general note at the beginning) |
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[[Category:Solutions]] | [[Category:Solutions]] | ||
In this article we will try to recompile all scripts after translating a plugin into some language - "'''Mart's Monster Mod for OOO.esp'''" file from [http://pages.suddenlink.net/corepc/ | In this article we will try to recompile all scripts after translating a plugin into some language - "'''Mart's Monster Mod for OOO.esp'''" file from [http://pages.suddenlink.net/corepc/ MMM] will be used as an example. | ||
Note: | |||
This tutorial is useful almost only for inter-mod "patches", like 'MMM for OOO' or FCOM plugins, when there is a need to clear duplicated forms created by Construction Set. For most of "standard" plugins there is no need to remove a master nor clean a plugin. However all scripts has to be recompiled and for this one can follow appropriate steps described below (CSE can compile all active scripts). | |||
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==So let's begin== | ==So let's begin== | ||
After all the texts were extracted from the ESP file (in CS main menu: File -> Export), translated into some language, the only thing remains is to import those texts back to the ESP file (again in CS main menu: File -> Import), recompile all scripts, save the ESP in CS, and then get rid of all unnecessary things that might be added by Construction Set. So once again: | After all the texts were extracted from the ESP file (in CS main menu: File -> [[Export]]), translated into some language, the only thing remains is to import those texts back to the ESP file (again in CS main menu: File -> [[Import]]), recompile all scripts, save the ESP in CS, and then get rid of all unnecessary things that might be added by Construction Set. So once again: | ||
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steps to do: | steps to do: | ||
#import translated texts back to ESP file | #import translated texts back to ESP file | ||
#recompile scripts | #recompile the scripts | ||
#save translated plugin | #save translated plugin | ||
#clean the plugin | #clean the plugin | ||
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As we can see, there is an ESP (a plugin, not a master) applied to our MMM for OOO.esp. | As we can see, there is an ESP ([[TES_Files#Esms_and_Esps|a plugin, not a master]]) applied to our MMM for OOO.esp. | ||
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[[Image:TransBig1 04.png|thumb|140px|right|pic. 4: CSE Console logs]] | [[Image:TransBig1 04.png|thumb|140px|right|pic. 4: CSE Console logs]] | ||
OK, we are good to go and load our ESP file in CSE (or CS) to import translated texts. Let's do it: | OK, we are good to go and load our ESP file in CSE (or CS) to import translated texts. Let's do it: '''open CSE and load the [[Data|data]] (our plugin as active file)'''. In the CSE Console window may appear a lot of error messages and warnings (pic. 04). | ||
Note: | Note: | ||
If using CS without CSE then all these messages will be written to the "Editor Warnings.txt" file in \My Documents\ My Games\Oblivion | If using CS without CSE then all these messages will be written to the "Editor Warnings.txt" file in \My Documents\ My Games\Oblivion | ||
It is important to know that some of | It is important to know that some of these messages actually mean that CS has made some changes to our file! OK, so which are which: | ||
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Note: | Note: | ||
We can copy messages to MS Excel, in Data use the Text to Columns and Sort the data to get only the messages that are important | We can copy messages to MS Excel, in Data use the Text to Columns and Sort the data to get only the messages that are important. | ||
''' | ''' | ||
Now let's import all translated texts to our active file in CS.''' | Now let's import all translated texts to our active file in CS.''' | ||
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We go back to TES4Edit and load all our files. In the upper left corner of the main window there are two small fields for searching: by Form ID, and by Editor ID. We have our list of duplicated objects, so it is time to change them back to original ones. | We go back to TES4Edit and load all our files. In the upper left corner of the main window there are two small fields for searching: by Form ID, and by Editor ID. We have our list of duplicated objects, so it is time to change them back to original ones. | ||
Note: | Note: | ||
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Do it only for our active translated plugin and only for the duplicated objects which were changed by CS as we discussed earlier. In some cases the program cannot find a duplicate we entered for searching - if so then that is OK, we go to next duplicate. | Do it '''only''' for our active translated plugin and '''only''' for the duplicated objects which were changed by CS as we discussed earlier. In some cases the program cannot find a duplicate we entered for searching - if so then that is OK, we go to next duplicate. | ||
Close the TES4Edit and save our translated file. | '''Close the TES4Edit and save our translated file.''' | ||