Difference between revisions of "Translating the Big Ones - FCOM, MMM and the like"

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imported>Tom Brightblade
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imported>Tom Brightblade
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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/ MMM] will be used as an example.
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: o'''pen CSE and load the data (our plugin as active file)'''. In the CSE Console window may appear a lot of error messages and warnings (pic. 03).
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 this messages actually mean that CS has made some changes to our file! OK, so which are which:
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 to me.
  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.'''