No import?

Post » Sun Jun 17, 2012 9:53 pm

You can export dialogue and other text files: http://www.creationkit.com/Export_Dialogue
There is a tutorial page on how to view them properly, too: http://www.creationkit.com/How_to_view_exported_data
But it seems there is no option to import them back.
You could, in Oblivion. Why is that not possible now?
Why would you remove import, if you would still keep export?
I'm so confused, and require help. Any help provided would be much appreciated.

If you need to know why I want to do something as such, I want to translate the game into Turkish.
We are a fan translation team, oyunceviri.com . We have translated, for example, The Witcher 2, and the translation will be added to the game with Enhanced Edition, and many more games unofficially including Oblivion, too. We have tried to reach Bethesda, to no avail, so far. Therefore, it appears we will have to try to translate with Creation Kit, but if we can't import back, it just might be harder than it would have with a import option.
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Robert Jackson
 
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Post » Mon Jun 18, 2012 1:07 am

Thank for asking these question, i have the same problem, there no Import text in CK, that's badly for translators, also Export doesn't work for active plugin only, like it was in CS Oblivion, GEKK Fallout 3 - NV, when you exporting some text from plugin (names, dialogues, quest, etc) here CK exporting text from skyrim.esm too :confused: . And CK can't export scripts, but Oblivion CS can. What a shame! I liked translate oblivion mods to russian and now i can't do it easy for Skyrim.
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Camden Unglesbee
 
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Post » Mon Jun 18, 2012 4:07 am

Hopefully someone from Bethesda may comment in here for all you foreign language converters. They hired a new company to do the work this year, so they may have changed the process completely.
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Chloe Botham
 
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Post » Sun Jun 17, 2012 11:33 pm

Good thread!

The third. No import make me sad, I cant translate foreign plugins without it.
Hope you'll make the update and add an import feature. This is really necessary!
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Laura-Lee Gerwing
 
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Post » Sun Jun 17, 2012 6:38 pm

Hopefully someone from Bethesda may comment in here

Hopefully too)) I'm owner of biggest russian translators site . We must work every day, but how make it without export-import from file ONLY? In Oblivion-Fallout version this was not problem - fix ini and go.
We need export-import every text from FILE ONLY, please, ths very-very important.
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K J S
 
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Post » Sun Jun 17, 2012 10:30 pm

Hi, guys.

I’m here to ask you about “import” function and “export” function for the plugins only.
Is it real to release it in new version of your awesome Creation Kit?

My hobby is translating different great mods on russian language for my friends and my website. And, you know, working with esp with a tons of text inside is very uncomfortable without import and export functions.

It’s really perfect staff for those, who translated mods from english to another languages.

With best regards,
Julia
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Kelly John
 
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Post » Sun Jun 17, 2012 10:01 pm

It's certainly good to see that other people want this too.
Come on, Beth. Please.
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Rozlyn Robinson
 
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Post » Sun Jun 17, 2012 1:54 pm

We are a translation team1 also, who translated Morrowind and Oblivion into Hungarian. We expected that with the availability of the Creation Kit we finally could start the translation. But without the ability to import the translated text back to the editor the whole thing will be much more difficult.

Please, Bethesda…

1 http:// www. morrohun. hu/rolunk.php?lang=en -- It's ridiculous that I'm not allowed to post a link in 2012. How about installing a spam filter to this forum?
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Bird
 
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Post » Sun Jun 17, 2012 5:23 pm

I'm curious what sort of import/export a translator modder would need? Is it just a matter of outputting all the displayed text in a mod file along with basic context (i.e., weapon "SomeWeapon01", "Weapon Name", "Weapon Description....")?

Its likely very possible to add this functionality to SkyEdit or a similar third part modding tool if needed.
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Nicole Coucopoulos
 
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Post » Mon Jun 18, 2012 3:35 am

I haven't heard about SkyEdit until now, but it definitely looks promising.

Here what we did earlier, in the times of the Oblivion:
- We exported the strings from Construction Set and made a home-made program with which we could translate them (with spell-checker, etc.)
- After that we imported the Hungarian version back to an .esp file.

The export format is nearly the same now as that was in Oblivion. Eg. here's a part of the exported Dialogues:


FormID: 00106A52 WERoad11 WERoad11Hello HELO 0 My wife's going to kill me when I tell her we'll need to bring another cow.
FormID: 00106A54 WERoad11 WERoad11Hello HELO 0 Either way this ends up, I'm headed to the inn.


This will be:

FormID: 00106A52 WERoad11 WERoad11Hello HELO 0 A feleségem meg fog ?lni, ha elmondom neki, hogy egy másik tehenet is el kell vinnünk.
FormID: 00106A54 WERoad11 WERoad11Hello HELO 0 Bárhogy is végz?djék, a kocsmában találkozunk.


There are some other formats, but you can easily check them from the "Export" menu of the CK.
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Bones47
 
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Post » Mon Jun 18, 2012 5:46 am

I'm curious what sort of import/export a translator modder would need? Is it just a matter of outputting all the displayed text in a mod file along with basic context (i.e., weapon "SomeWeapon01", "Weapon Name", "Weapon Description....")? Its likely very possible to add this functionality to SkyEdit or a similar third part modding tool if needed.
Well, the export option in Creation Kit exports dialogue and other stuff, each one seperate, as a .txt file that you can easily open with Excel, like this:
[img]http://www.yukleresim.com/di-UABB.png[/img]

As you can see, there are a few different sections that link to each other. One is the part said to the player, one is the part the player says, etc.

It is similar with other texts, like the books or messages.

In Oblivion, you could import the changed files and create the .esp file. Not possible with CK.

It would be great if some other program allowed this, if Beth decided they would not.
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Brandon Wilson
 
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Post » Mon Jun 18, 2012 2:25 am

I'm curious what sort of import/export a translator modder would need?
Export all text (dialogs.txt, names.txt, quests.txt and so on) from plugins only.
Import edited txt-files into esp (dialogs.txt, quests.txt and so on).

When I'm translating mod, usually I:
1. export all text from any-mod.esp
2. translate all exported txt-files on russian
3. import translated text (in txt-files) to any-mod.esp
4. save any-mod.esp

P.S. SkyEdit is the great tool. Thank you for it.
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Courtney Foren
 
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Post » Sun Jun 17, 2012 1:28 pm

I don't like to bump, but this one is really serious and we still haven't any other option good enough, or good at all.
Please. Bethesda. Please.
Do help us.
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Auguste Bartholdi
 
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Post » Sun Jun 17, 2012 8:47 pm

I suppose it has been enough time to justify a bump?
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Eileen Collinson
 
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Post » Sun Jun 17, 2012 1:43 pm

Dear Bethesda
Thank you for taking my advice about using EDitor IDs in the game thus users can benefit from mods created by international modders. Now all we need is the import function to create another good quality translation of an Elder Scrolls game. Our Morrowind and Oblivion translations are currently at around 100.000 downloads. Happy to do business for you. :)
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Tha King o Geekz
 
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Post » Sun Jun 17, 2012 1:49 pm

I've written a translator program for Skyrim. Unfortunately it is not capable to translate plugins just the main program. If you are interested you can download it from here: http://dotyo.friweb.hu/Skyrim_translator.7z


Unfortunately all of the .dll files you need to run this program take approx. 230 MBs and I don't have so much free web space with MegaUpload gone. So you will need to download the Qt SDK from http://qt.nokia.com/
(7-Zipping them takes 35 MBs but that is still too much).

Missing files are: QtCored4.dll and QtGuid4.dll.

I haven't used Qt Linguist before so I'm not sure you can understand the program's texts. If not please let me know. Or you can simply change the line
translator.load("sk_" + QLocale::system().name());
to
translator.load("sk_en");
in main.cpp.
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Mark Churchman
 
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