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Tutorial Create multilingual plugins based on string files.

wim95

Active Member
Verified Builder
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This Tutorial is based on my own experience and gives a working result. You can see it here: wim95 nexusmods profile

Required tools:
xEdit (FO4Edit)
xTranslator

First of all, warnings:
1.
String files must be in all possible languages (En/De/Es/Esmx/Fr/It/Pl/Ptbr/Ru/Cn/Ja). No matter translated or not (copy English).
If the game does not find the string file in user language, it will crash on startup before main menu.
2. BA2 with string files must be: Format = General, Compression = None.
If the string files are compressed, the game does not see them or sees them incorrectly.
3. Creation Kit loads localized plugins (double click in data), but cannot edit (set as "Active plugin" in data) or create localized plugins (see the section changing / updating the plugin).

Preliminary arrangements:
1.
The main language of the plugin is English. The plugin was created and changed in English.
2. Your plugin is ready. Tested and working. The last step remains: publishing. Creating a multilingual plugin is the penultimate step before publishing. You don't want to do all this in the intermediate steps.

Required preparation:

Creating vanilla dictionaries in xTranslator:

Press "Options" -> "Dictionaries and languages".
In the window that appears, select then "Destination language" and click "Build dictionaries".
After the program finishes, select the next language and create the dictionary again.
Continue for all languages, 10 in total: Fr/Es/Esmx/De/It/Pl/Ptbr/Ru/Cn/Ja.
002.png

Preparation in Game folder:
Make sure that there is a Strings folder in the Data folder. Create this folder if it doesn't exist.
Code:
..\Steam\steamapps\common\Fallout 4\Data\Strings\

Preparation in xEdit:
If your game and Windows are in English, then you don't need it.
In my case, the game and Windows in Russian.
You need to create a "FO4Edit_Force_En.bat" file or a shortcut with the parameters. I am using a bat file and will refer to it in the future.

FO4Edit_Force_En.bat
Code:
start FO4Edit.exe -l:En

Run "FO4Edit_Force_En.bat" and check xEdit log (at beginning of log).

Good log

Code:
Using language: En
Using general string encoding: 1252  (ANSI - <something in your language>)
Using translatable string encoding: 1252  (ANSI - <something in your language>)
Using VMAD string encoding: 65001 (UTF-8)

Bad log
Code:
Using language: ru
Using general string encoding: 1252  (ANSI - <something in your language>)
Using translatable string encoding: 65001 (UTF-8)
Using VMAD string encoding: 65001 (UTF-8)

Using language: En
Using general string encoding: 1252  (ANSI - <something in your language>)
Using translatable string encoding: 65001 (UTF-8)
Using VMAD string encoding: 65001 (UTF-8)
 
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Create multilingual plugins based on string files​

1. Run "FO4Edit_Force_En.bat". You only need your plugin. Double click on it.
a) In FO4Edit on plugin click right mouse button and select: "Other" -> "Localization" -> "Localize plugin".
003.png
b) Click "Localize".
004.png
c) Click "OK" (save plugin and strings).
005.png
2. Run xTranslator.
a) Load your plugin: "File" -> "Load Esp/Esm".
007.png
b) Press "Options" -> "Dictionaries and languages". In the window that appears, select then "Destination language" and click "OK".
Some strings can be automatically translated if they are present in vanilla translation.
006.png
c) Finalize strings: "File" -> "Finalize STRINGS".
008.png
d) Repeat 2b-2c for all languages, 10 in total: Fr/Es/Esmx/De/It/Pl/Ptbr/Ru/Cn/Ja.
3. Perform the final operations. (Pack BA2, don't forget Strings folder, add FOMOD, zip/7zip, ...).
4. Publish.
 
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Adding a translation received from other people​

You received the translation as string files
1.
Your multilingual plugin is installed. (Data folder contains ESM/ESP/ESL + BA2).
2. Copy received string files to Fallout 4 folder
Code:
..\Fallout 4\Data\Strings\
3. Run xTranslator.
4. Load your plugin: "File" -> "Load Esp/Esm".
5. Press "Options" -> "Dictionaries and languages". In the window that appears, select then "Destination language" matching with the received translation and click "OK".
6. Press "Tools" -> "Load .Strings as translation". Select received string files and load them.
009.png
7. In the window that appears select "Everything". Press "OK"
010.png
8. Save new dictionary: "File" -> "Save SSTStrings dictionary".
011.png
9. Finalize strings: "File" -> "Finalize STRINGS".
10. RePack BA2.
11. Publish.

You received the translation as a dictionary
1.
Your multilingual plugin is installed. (Data folder contains ESM/ESP/ESL + BA2).
2. Copy the dictionary to xTranslator folder
Code:
..\xTranslator\UserDictionaries\Fallout4\
3. Run xTranslator.
4. Load your plugin: "File" -> "Load Esp/Esm".
5. Press "Options" -> "Dictionaries and languages". In the window that appears, select then "Destination language" matching with the received translation and click "OK".
6. Finalize strings: "File" -> "Finalize STRINGS".
7. RePack BA2.
8. Publish.

Editing or updating a multilingual plugin​

1. Your multilingual plugin is installed. (Data folder contains ESM/ESP/ESL + BA2).
2. Run "FO4Edit_Force_En.bat". You only need your plugin. Double click on it.
a) In FO4Edit on plugin click right mouse button and select: "Other" -> "Localization" -> "Delocalize plugin".
012.png
b) Click on OK (save plugin).
3. Do what you normally do.
4. After you finish go to section "Create multilingual plugins based on string files".
 
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I will explain the same, but using ESP-ESM Translator.
ESP-ESM Translator can directly convert your mod into multilingual (localized), no need other tools.

Required tools:
ESP-ESM Translator

First of all, warnings:
1.
String files must be in all possible languages (En/De/Es/Esmx/Fr/It/Pl/Ptbr/Ru/Cn/Ja). No matter translated or not (copy English).
If the game does not find the string file in user language, it will crash on startup before main menu.
2. BA2 with string files must be: Format = General, Compression = None.
If the string files are compressed, the game does not see them or sees them incorrectly.

Preliminary arrangements:
1.
The main language of the plugin is English. The plugin was created and changed in English.
2. Your plugin is ready. Tested and working. The last step remains: publishing. Creating a multilingual plugin is the penultimate step before publishing. You don't want to do all this in the intermediate steps.

Required preparation: NONE


LOCALIZE YOUR ENGLISH MOD
1. Open the program and select
"Convert a mod into a localized one (mod witch uses strings files)"
Captura de pantalla 2021-04-27 000806.png

2. Select mod
Captura de pantalla 2021-04-27 001157.png

3.. Select codification. 1252 for english, utf8 rest languages.
Captura de pantalla 2021-04-27 001716.png

4. Nothing else, your mod is already located. If it worked you will see the following

The esp is already converted. OLD file is a backup, can be deleted
Captura de pantalla 2021-04-27 002328.png

The Strings folder has been created
Captura de pantalla 2021-04-27 002359.png


Adding a translation received from other people

1. Copy the files into the Strings folder of your mod (in this case Spanish)
Captura de pantalla 2021-04-27 011243.png

2. Open your localized mod File/Open File and select the language encoding, and the language. In this case utf8 / ES when the program asks. You will see the mod in the Spanish language.
Captura de pantalla 2021-04-27 013817.png

3. Finish mod. Green circle with white arrow, marked in red in the image above. Answer YES when the program asks and select your mod to generate it and save. The program will ask for the encoding and language again, select Utf8 / ES

4. In the Strings folder you can see the updated strings. The ,OLD files can be deleted

Captura de pantalla 2021-04-27 015107.png

5. Add the rest of the languages (En/De/Esmx/Fr/It/Pl/Ptbr/Ru/Cn/Ja). No matter translated or not (copy English).and rePack BA2. DONE.
 
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