[RELz] English Strings for Skyrim

Post » Thu May 24, 2012 5:17 pm

I don't normally release my mods, since I usually only do them for myself, but this one I have. It's not perfect, but hopefully it will find a niche market.

This is a mod that changes most of the in-game text spellings from American English to English English (or British English if you prefer). It's not that the version of English that is found in America is wrong, it's just not the same as the English taught in England, Australia, and so on.

This mod was originally made for my own use, but I've been asked to release it. So here it is for those who want it.



What does this mod change?
--------------------------

This mod changes the three base String files (Skyrim_English.DLSTRINGS, Skyrim_English.ILSTRINGS, Skyrim_English.STRINGS) located in the "Data\Strings" folder.

It also modifies the "Translate_ENGLISH.txt" file which is located in the "Data\Interface" folder. This file is where the user interface gets most of its text from.

There are some smaller secondary changes as well:

* Over 700 small errors in the vanilla text have also been fixed. Mostly general typos and spelling mistakes in item names, subtitles, quest text, and books.
* Most Dwarven named items are now Dwemer, not Dwarven.
* In the Character Generation menu most of the races are listed by their proper names, rather than the common name (i.e. Altmer instead of High Elf).
* Orcs are still called Orcs, as are Orcish armours, weapons etc. Only the player's race name has been changed to the proper name of Orsimer.
* The generically named "Dark Brotherhood Sanctuary" is now named the "Pine Forest Sanctuary".
* The General Stat named "Dragon Souls Collected" has been renamed to "Dragon Souls Absorbed".
* The UI inventory category "Misc" has been changed to "Miscellaneous".
* Armour enchantment rename: "Dwindling Fire" is now "Dwindling Flames".
* Armour enchantment rename: "Flame Suppression" is now "Fire Suppression".
* Armour enchantment rename: "Conjuring" is now "Conjuration".
* All enchanted light Imperial armour items are now properly identified as being light variants to match their unenchanted counterparts.
* Differentiation: Renamed some of the generically named clothes, boots, and shoes (Barkeep, Chef, Hooded, Mage, Merchant, Miner, Monk, Necromancer, Redguard).
* Differentiation: All Hooded Robes now properly identified as Hooded Robes (instead of the generic "Robes").
* Differentiation: Three of the four variants of "Fur Armour" renamed: "Fur Kilt", "Fur Kilt & Cloak", and "Fur Armour, Sleeveless".
* Differentiation: Renamed one of two identially named "Steel Armour" sets to "Steel Armour w/ Pauldrons".
* Differentiation: The generically named chests found in Dwemer ruins are now named Dwemer chests.
* Differentiation: The generically named Chaurus chitin & bone chests found in Falmer camps are now named Falmer chests.
* Differentiation: The four different types of generically named "Embalming Tool" renamed slightly according to their function (Embalming Scalpel, Scissors, Knife, Pick).
* Differentiation: Most generically named bowls, candlesticks, cups, goblets, plates, platter, pots, urns renamed slightly according to their make (Glazed, Nordic, Silver).
* Renamed "Steel Cuffed Boots" to "Steel Nordic Boots" as they are a matching pair to the Steel Nordic Bracers.
* Renamed "Ancient Nord" items to "Ancient Nordic" and "Nord Hero" items to "Nordic" as they are simply reforged versions of the Ancient Nordic items. They are still under "Draugr" on the forge, though.
* Renamed the Dragon Priest Masks (i.e. "Otar" becomes "Dragon Priest Otar's Mask").
* Renamed the few "Battle Axe" weapons to "Battleaxe" for consistency.
* Renamed the few "Strong Box" containers to "Strongbox" for consistency.
* Renamed the generic "Burned Book" to "Burnt Book".
* Added place names to some quest objectives to serve as a quick reminder as to where the questgiver/target was located (mostly misc quests).



Compatibility
-------------
In theory this mod should be compatible with any mod that doesn't modify any of the following four files:
Data\Strings\Skyrim_English.DLSTRINGS
Data\Strings\Skyrim_English.ILSTRINGS
Data\Strings\Skyrim_English.STRINGS
Data\Interface\Translate_ENGLISH.txt

That being said, since this mod changes the base Strings files, where the game grabs all its in-game text from, any mod plugin (.esm,.esp) that edits the vanilla text will override what is in the Strings file and replace it with the new text located within the plugin file. So, for example, new & edited items/quests/spells/perks etc. created by mods will have the exact same text the mod author gave it since that text comes from their mod's plugin file.

The official patches also change some of the Strings (as found in the "Update_English.####" string files), which will override some changes I've made to the base string files in this mod. Now that the official v1.4 patch has been released by Bethesda I have released a modified version of the updated String files as per this mod. They are an optional download, marked with the game version they are for.

Note: If you verify the integrity of your game cache on Steam it will replace all these files with the original ones, so be aware that this mod will need to be re-installed afterwards.



What text do the different files contain?
-----------------------------------------

.DLSTRINGS - This file contains all book body text and quest description text.
.ILSTRINGS - This file contains all NPC dialogue subtitles.
.STRINGS - This file contains all item names, actor names, race names, location names, quest objectives, loading screen text, player dialogue choices, some UI text.
.txt - This file contains most of the UI text.

http://www.skyrimnexus.com/downloads/file.php?id=5351.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Thu May 24, 2012 8:54 pm

Simple and effective, yet perfect for the atmosphere of Skyrim regardless of personal preferences - the cornerstones of a superb mod. It's a rare and refreshing occassion to find eloquence and culture so easily reintegrated into the game. Cheers, and thanks for releasing!
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Thu May 24, 2012 11:22 pm

Nice mod, and thank you for releasing it
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Thu May 24, 2012 5:05 pm

I think this is a nice mod. What topped it off with cherries were the Secondary changes. Great work!
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Thu May 24, 2012 10:33 pm

Good show. (The term you a looking for is British English or European English.)
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Thu May 24, 2012 9:36 pm

Yup, installed.
I try very hard to write in European English and not slip into a mix of the two. But my accent is American (apparently I had a strong Bronx accent when I was a child, because of the kids I learned it from :disco: ).

Thanks!
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Fri May 25, 2012 8:28 am

Most Dwarven named items are now Dwemer, not Dwarven.


I think you should make that optional, I'd rather go with Dwarves.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Thu May 24, 2012 8:22 pm

Definitely grabbing! (See location!)

Dwarven to dwemer is great too, now can you go through and change all the voice files similarly? :bolt:
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Fri May 25, 2012 7:19 am

Great mod, thank you for releasing it.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Thu May 24, 2012 8:42 pm

Great mod & great idea. Thank you.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Fri May 25, 2012 9:01 am

Oh wow. Thanks for this. It's a minor irritation when I see the words 'color' 'armor' and 'center' instead of colour, armour and centre. (Yes I am British). I've just checked the Wikipedia entry for American/british English spelling differences-

http://en.wikipedia.org/wiki/American_and_British_English_spelling_differences

There's a surprising number.

The icing on the cake is the substitution of Dwemer for Dwarven.

Thank you very much.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Fri May 25, 2012 3:12 am

being american, the European English spelling bothers me (much how american english seems to bother you); however, i do like your other changes. any chance of making the dwemer and racial name changes a separate file?
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Thu May 24, 2012 10:16 pm

Fantastic!

Thankyou from another Aussie :)

Mart
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Thu May 24, 2012 6:59 pm

Oh wow. Thanks for this. It's a minor irritation when I see the words 'color' 'armor' and 'center' instead of colour, armour and centre. (Yes I am British). I've just checked the Wikipedia entry for American/british English spelling differences-

http://en.wikipedia.org/wiki/American_and_British_English_spelling_differences

There's a surprising number.

The icing on the cake is the substitution of Dwemer for Dwarven.

Thank you very much.

No worries, mate. I must admit that I wasn't systematic with the changes. I tended to go for the most common words that need changing and then jotted down the other ones I came across while playing the game. So I will have missed some. But with luck the bulk of the most common ones have been dealt with.
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Fri May 25, 2012 8:16 am

being american, the European English spelling bothers me (much how american english seems to bother you); however, i do like your other changes. any chance of making the dwemer and racial name changes a separate file?

I could do that for you, although I wouldn't be surprised if an American modder will end up doing this in time, and better than I have done it. But it's not that much effort so yeah, why not. It should tide you over until a more comprehensive mod comes along.

http://www.skyrimnexus.com/downloads/file.php?id=5617.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Thu May 24, 2012 7:31 pm

Since I've been using this I get an error when rebuilding my bashed patch in Wrye Smash. I posted in their thread and the error points to an error in a .STRINGS file. I'm fairly certain this is the only strings altering mod I use.

The Smash compiler pointed me to http://www.uesp.net/wiki/Tes5Mod:String_Table_File_Format about String file formating, if you're interested...

PS I should add how much I like this tho, that error is just a minor inconvienience
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Fri May 25, 2012 7:41 am

Since I've been using this I get an error when rebuilding my bashed patch in Wrye Smash. I posted in their thread and the error points to an error in a .STRINGS file. I'm fairly certain this is the only strings altering mod I use.

The Smash compiler pointed me to http://www.uesp.net/wiki/Tes5Mod:String_Table_File_Format about String file formating, if you're interested...

PS I should add how much I like this tho, that error is just a minor inconvienience
Ah that explains the error I've been getting too. Would like to see this fixed. Is it up Seraphiel or Wyre Bash to handle this though?
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Thu May 24, 2012 10:56 pm

ty for making the seperate version with only the racial changes. downloading now!
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Fri May 25, 2012 3:04 am

Ah that explains the error I've been getting too. Would like to see this fixed. Is it up Seraphiel or Wyre Bash to handle this though?
A post in the smash thread said the newer SVN version was "better" at handling this issue, but according to LoJack (current main half of Wrye Smash development) its the file format which is "wrong"
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Thu May 24, 2012 7:51 pm

A post in the smash thread said the newer SVN version was "better" at handling this issue, but according to LoJack (current main half of Wrye Smash development) its the file format which is "wrong"

Many thanks for the heads-up on this issue with the Strings compiled format error. I'm not a programmer, though, so at the moment there's not much I can do about it. But if anyone can point me to a better compiler I will use that instead. Interesting that the game doesn't seem to have any issues with it, though.

What was the error code, by the way? I'll add a note about this issue in the readme and file description for people so they're aware of it.
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Fri May 25, 2012 6:08 am

If you link me to the file, I could let you know what's wrong with it. No specific error code in Wrye Bash, just it threw a memory error - usually means somewhere in there it's saying a string is extremely large or something like that, and Wrye Bash blindly listens to it and tries to read a huge memory chunk.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Thu May 24, 2012 4:38 pm

Wrong mod Sorry.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Fri May 25, 2012 12:13 am

Okay, I think I've fixed the problem in the Strings files that was being picked up by Wrye Bash.

I installed Wrye Bash onto my machine and tested it with the old English Strings for Skyrim files and it caused a memory error as expected. I then ran the Strings files through another tool and tested those with Wrye Bash and it worked without any issues - no more memory error.

So... fingers crossed that the issue has indeed been solved. The version now on Nexus is the one that should play nice with Wrye Bash.

I'll update the spin-off mod (called "Race Name Tweaks") I made for griz024 as well shortly. I'm about to make some more changes to that which have already been implemented into "English Strings for Skyrim". So watch out for version 1.2 of that spin-off mod.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Thu May 24, 2012 9:06 pm

Since everybody can get the race name tweaks seperately, any plans to strip them out of the base release or pack both together as separate files?
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Thu May 24, 2012 10:50 pm

Since everybody can get the race name tweaks seperately, any plans to strip them out of the base release or pack both together as separate files?

I'm not quite sure I understand what you're asking. The Strings files can't be merged easily so at the moment it's one or the other - we can't just mash them together. Unless Wrye Bash will allow this to be done. I've been away and haven't had time to look. There may also be ways to do this after the Creation Kit has been released, but until then I'll be keeping the two mods separate. It will also be interesting to see what happens with the DLC when it comes out - if they will use Strings files at all or just have everything in the ESP/ESM files like they used to (Oblivion, Fallout 3, Fallout NV etc.).
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Next

Return to V - Skyrim