[RELz] OWCND - Complete English Translation

Post » Sat Jul 02, 2011 11:19 pm

Oblivion War Cry New Dimension 1.3 - Complete English Translation

I really enjoyed all the excellent content Eddy and team poured into this overhaul. One can see it represents a lot of dedicated effort and hard work. Unfortunately for us English speaking folks, it was all in German!

There are already some other English translations going around, which was much appreciated, though several things like dialogue, quest text, activators and other random names were left out. So, here is my latest contribution to the cause!

I have always been good with the English language, and translations have been something of a hobby of mine since I did the subtitles to the Japanese version of Final Fantasy Advent Children

This is based on the latest German 1.3 version of Eddy's mod, found here:

http://www.tesnexus.com/downloads/file.php?id=34673
(Get this FIRST!)

You must first download ALL 29 parts at the above link, then install OWCNDMainDV121, then OWCNDMainDV130, then finally, overwrite the ESP files you are using with the ones from this mod.

So, how is my English version any different from the others?

Well, first of all as mentioned mine translates everything. This means quest text is fully playable, race entries have fluent descriptions, all dialogue is functioning, etc. Also, I have painstakingly gone through EVERY SINGLE entry by hand in TES4Edit, and manually translated/corrected every single name. This process helped remove countless typos and unreadable things that were already in English.

It also afforded me the ability to take some artistic license beyond the machine translation. For example, instead of "Elfguardebony Bad" you get something like "Elven Guard Ebony Blade (Poor)", etc.

Also, all quests were carefully balanced so that the items they reference remain consistent, so when you get them, they will have the same name as your journal entries.

A couple brief mentions:

While all race descriptions are carefully translated, there wasn't much I could do with the "taunt" text and German spoken dialogue for what the guy yells at you when you start off in the Imperial Prison. I may at some point in the future attempt to do my own English spoken dialogue for this, and post a patch to replace my current strategy, but for now, you will need a custom race fix or the Unofficial Oblivion Patch to get a standard greeting for the new races.

Another personal decision I made was to remove the custom leveling system. (I have included an optional file if you prefer to use it.) Basically OWCND adds a second level-up menu, so after you level up and assign your stats, ANOTHER menu comes up and lets you assign even MORE stats! Not only that, but it was like 10 extra points per level, which seemed to me a bit excessive. Anyway if you prefer to play with that on just use the ESP in the "Optional - Custom leveling on" folder instead.

Finally, I'd like to thank Eddy and Team, Bethesda, and Google! =)

http://www.tesnexus.com/downloads/file.php?id=39202
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Mark Hepworth
 
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Post » Sun Jul 03, 2011 9:54 am

Err - so - this is better than http://www.gamesas.com/index.php?/topic/1206580-relz-version-13ev-oblivion-warcry-new-dimension/?
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Eddie Howe
 
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Post » Sat Jul 02, 2011 8:38 pm

Translations for the same mod released on the same day? Is this a wacky coincidence?
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Nicole Coucopoulos
 
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Post » Sun Jul 03, 2011 1:02 am

Translations for the same mod released on the same day? Is this a wacky coincidence?

Indeed, I've been working on it for several days. I don't know if it is better... I would say so, but that is because it translates EVERYTHING, including quest text and lots of other things that other translations do not. I also prefer my own artistic "feel." ;)
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Kate Norris
 
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Post » Sun Jul 03, 2011 6:49 am

I might have to finally check this mod out, I've always had it on the list for a future playthrough, because right now I don't want to use any mods that alter the game's balance, but this is now looking quite appealing...
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Julia Schwalbe
 
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Post » Sun Jul 03, 2011 1:41 am

Do books need translating and if so does this do them?
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Amelia Pritchard
 
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Post » Sun Jul 03, 2011 10:38 am

Do books need translating and if so does this do them?

Everything from the original game that was modified has been reverted to use the original English text from the game (Oblivion default text.)

Anything added by this mod that was not in the original game has been painstakingly translated, and yes, that does include the new German books/quest items. ;)
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Steph
 
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Post » Sun Jul 03, 2011 10:38 am

Hi Phinix,

I tried Schulelos' translation, I found some things were still german, so I tried yours. The class descriptions are all german for me, is this correct? Or am I doing something wrong?

I just replaced his .esp with yours and rebuilt my patch.
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luke trodden
 
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Post » Sun Jul 03, 2011 4:57 am

Hi Phinix,

I tried Schulelos' translation, I found some things were still german, so I tried yours. The class descriptions are all german for me, is this correct? Or am I doing something wrong?

I just replaced his .esp with yours and rebuilt my patch.

It sounds like you rebuilt over the last patch you made usig his version. I find it is best practice, when rebuilding a Bash patch, to first replace the current bash with the default found in the Mopy/Extras folder in your Oblivion directory.

This is because unless you truly rebuild, not just re-patch the Bashed patch, you can end up with leftovers from mods you have removed.

In this case, the class section specifically I reverted as there was only one entry for Kvatch soldiers the German version (and other English versions) actually added. The rest were modifications of the game's default classes to translate them into German. I simply removed these overwrites as on carefull inspection they did not change anything else.

So, if you start from a clean Bash Patch and rebuild again, you should be good to go!

EDIT: Also, I uploaded a quick fix for the Seaworld plugin. If you downloaded earlier this morning it is probably best to re-download and rebuild your Bash from a blank as mentioned above. The script I added to the fish will only keep them from flopping around on the shore. For the most part. If they are within 70 game units of the surface of the water or higher, they'll teleport back to their start position.
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Code Affinity
 
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Post » Sat Jul 02, 2011 10:36 pm

Thanks Phinix, I'll try this right away. :)

EDIT: I took a clean bashed patch and rebuilt it, still the class descriptions are in german. Any ideas?
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Nims
 
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Post » Sat Jul 02, 2011 10:33 pm

Thanks Phinix, I'll try this right away. :)

EDIT: I took a clean bashed patch and rebuilt it, still the class descriptions are in german. Any ideas?

Not sure... I just double-checked all race, class, faction, and dialogue entries again in TES4Edit and they are all English. It sounds like maybe you have another version installed also? Perhaps an ESP from the German or other English versions that was renamed?

No German here! :shrug:
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rheanna bruining
 
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