Re-Translating a Mod back to English

Post » Sat May 28, 2011 2:14 pm

Well I was working on a mod and found a great modders resource I wanted in my mod...unfortunately it was in hundreds of static pieces that I, frankly, didn't feel like having to add each one individually to my .esp, so I decided to merge the .esp of the resource (which only included what I wanted anyways, no quests or anything) and...well that caused a problem, now half of all the books in the game are in sudo-russian (I don't have the Russian alphabet in the game so sometimes the game just decides to improvise other letters) and some of the areas and dungeons are also in it.

Actually, after the merge everything was in Russian, but I cleaned the merged .esp and that fixed a lot, but there are still a bunch of vanilla items that are in a seperate language, so I was curious if there is any way to clean this up any more?

thanks a lot!
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Eoh
 
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Post » Sat May 28, 2011 9:03 am

What were the items? If they were static you could just drag n' drop the whole folder in the CS to add them automatically. I'd probably be easier than messing with cleaning the merge.
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Mackenzie
 
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Post » Sat May 28, 2011 2:20 pm

you could just drag n' drop the whole folder in the CS to add them automatically.


Wait.. you can do that in the CS? Oh my! After all these years of painlessly creating new IDs for custom statics! Thanks for that! :icecream:
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Darrell Fawcett
 
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Post » Sat May 28, 2011 5:47 am

Well yes, I could do that, but I liked the arrangement (It was a castle) of the pieces, and the person made essentially a whole new tileset and a whole new set of scenery for just this one mod, The castle exterior alone was made of over 150+ pieces, and the interior is...probably the same, but I didn't count the inside because I gave up on trying to figure out how much the outside is made of...

Anyways, you will have to expand on draging and dropping a folder in the CS, but more on that in a minute, first I just want to know if there is a way to correct the current issue at hand, since I have already done a lot of work into the mod, I would really hope I don't have to restart, I would be so very disappointed...and may potentially just trash this mod if that is the case.
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Joanne Crump
 
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Post » Sat May 28, 2011 11:32 am

I apologize for the bump, but I would like to get this issue solved soon because I have a few more questions I need to ask.
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Brian LeHury
 
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