nebulard Posted August 4, 2023 Posted August 4, 2023 I am translating the Schlongs of Skyrim mod and I noticed that in one of the scripts "SOS_Debug.pex" there are texts referring to debugging details shown on screen.... The problem is that the texts marked in red "True", "False" and "OK" do not appear for translation, and I have not found them anywhere else in the mod (esp, interface folder...). Could someone with knowledge tell me where they could be found?
Andy14 Posted August 4, 2023 Posted August 4, 2023 2 hours ago, nebulard said: I am translating the Schlongs of Skyrim mod and I noticed that in one of the scripts "SOS_Debug.pex" there are texts referring to debugging details shown on screen.... The problem is that the texts marked in red "True", "False" and "OK" do not appear for translation, and I have not found them anywhere else in the mod (esp, interface folder...). Could someone with knowledge tell me where they could be found? These are not "texts" but booleans - so part of the programming.
nebulard Posted August 4, 2023 Author Posted August 4, 2023 (edited) I had imagined something like this since I couldn't find anything. But can they be translated? I guess they will be somewhere in the code. Edited August 4, 2023 by nebulard
Dorabella Posted August 4, 2023 Posted August 4, 2023 41 minutes ago, nebulard said: I guess they will be somewhere in the code.
nebulard Posted August 4, 2023 Author Posted August 4, 2023 (edited) Thank you, but no. I already have that file translated and there is no text referring to those words. I have also tried adding the strings $True, $False and $Ok to that file, and it doesn't work either. Edited August 4, 2023 by nebulard
Andy14 Posted August 4, 2023 Posted August 4, 2023 3 hours ago, nebulard said: I had imagined something like this since I couldn't find anything. But can they be translated? I guess they will be somewhere in the code. For example, here are the bools in the code. I marked the declaration and the value assignment in red and bold. The string output is bold green. line 94 in psc. ;----------ADDON FORMLIST---------- bool schlonged = SOS_Data.FindSchlonged(addon, akTarget) > -1 bool blacklisted = SOS_Data.FindBlacklisted(akTarget) > -1 ;----------ARMOR---------- Armor bodyArmor = akTarget.GetWornForm(0x00000004) as Armor int SlotMask = 0 int bodyArmorID = 0 bool revealingKeyword = False bool concealingFormList = False bool revealingFormList = False If bodyArmor SlotMask = bodyArmor.GetSlotMask() bodyArmorID = bodyArmor.GetFormID() revealingKeyword = bodyArmor.HasKeyWord(SOS_Revealing) concealingFormList = SOS_SKSE.IsInConcealingList(bodyArmor) revealingFormList = SOS_SKSE.IsRevealing(bodyArmor) && !revealingKeyword EndIf String msg = "SOS version " + version msg += "\nActor: " + ActorName + ", " + ActorGender msg += "\nRace: " + ActorRace msg += "\nActor Spell: " + ActorSpell + "," + ActorMagic + ", Erection: " + ErectionMagic msg += "\nPC Setup Spell: " + SetupSpell ; + " , Enabled: " + SetupSpellEnabled msg += "\nAddons: " + CountAddons + ", OK: " + addonsOK msg += "\nFaction: " + ActorFaction + ", Rank: " + ActorFactionRank msg += "\nSchlongified: " + ActorSchlongified + ", Rank: " + ActorSchlongifiedRank msg += "\nSchlonged by addon: " + schlonged + ", Blacklist: " + blacklisted msg += "\nArmor: " + bodyArmorID + ", SlotMask: " + SlotMask msg += "\nArmor revealing: keyword " + revealingKeyword + ", list " + revealingFormList msg += "\nArmor concealing list: " + concealingFormList line 55 and 57 in psc So you have to make an if else query for the bools if you want other texts instead of false and true. 1
nebulard Posted August 4, 2023 Author Posted August 4, 2023 Uf, thanks for the answer, but that already escapes me. I'm not a programmer, so my knowledge doesn't go beyond opening the file and translating the texts. I wouldn't know how to do it even for the final button OK.
nebulard Posted August 6, 2023 Author Posted August 6, 2023 (edited) Ok, according to what I have read, the "ok" button is taken from the local language, but, as it is not translated, I don't know exactly from where. Possibly it's from the Skyrim files, from some original script. Unfortunately, as much as I've looked, I can't find it. On the other hand, the boolean response does not make it clear to me exactly where the strings "true" and "false" are located and why true is shown in uppercase. Edited August 6, 2023 by nebulard
Andy14 Posted August 6, 2023 Posted August 6, 2023 (edited) 2 hours ago, nebulard said: On the other hand, the boolean response does not make it clear to me exactly where the strings "true" and "false" are located and why true is shown in uppercase. False and True are not strings. They are bools, i.e. 0 and 1. See also SOS_Debug.psc. On 8/4/2023 at 8:07 PM, Andy14 said: bool revealingKeyword = False Declaration with default value false On 8/4/2023 at 8:07 PM, Andy14 said: revealingKeyword = bodyArmor.HasKeyWord(SOS_Revealing) Calling the HasKeyword function. Return value is false or true. Example of If else querying the bool and using it as text: String myOwnKeywordStr = "Nope" If revealingKeyword == true myOwnKeywordStr = "Jup" endif String msg = "SOS version " + version msg += "\nActor: " + ActorName + ", " + ActorGender msg += "\nRace: " + ActorRace msg += "\nActor Spell: " + ActorSpell + "," + ActorMagic + ", Erection: " + ErectionMagic msg += "\nPC Setup Spell: " + SetupSpell ; + " , Enabled: " + SetupSpellEnabled msg += "\nAddons: " + CountAddons + ", OK: " + addonsOK msg += "\nFaction: " + ActorFaction + ", Rank: " + ActorFactionRank msg += "\nSchlongified: " + ActorSchlongified + ", Rank: " + ActorSchlongifiedRank msg += "\nSchlonged by addon: " + schlonged + ", Blacklist: " + blacklisted msg += "\nArmor: " + bodyArmorID + ", SlotMask: " + SlotMask msg += "\nArmor revealing: keyword " + myOwnKeywordStr + ", list " + revealingFormList msg += "\nArmor concealing list: " + concealingFormList Edited August 6, 2023 by Andy14 1
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