Crusader Kings III

Crusader Kings III

37 ratings
Quick guide to using the ModTranslationHelper
By Danger Capitalist and 1 collaborators
ModTranslationHelper is a program to help you localise mods for games from Paradox Interactive studio to simplify the process of translating mods and make it faster and more efficient. It allows you to automatically find and replace text for another language in mod localisation files. It can also be used to process any data stored in the "value" key format in .yml and .txt files.
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Program working window

Quick guide to using the program
1) Menu
Open the program menu

2) Language
Select the program localization language

3) Game selection
The list of supported languages depends on the selection of the game

4) Feedback buttons
If you want to say thank you - go to Boosty
If you want to chat, go to Discord Community

5) Element for entering the game directory
Here you should enter (or find in the explorer by pressing *Select directory) the full path to the directory where you have installed the current version of the game.
The path must end in the localization(localisation in some games), ie, a folder where subdirectories are stored with different languages (english, russian, german, french, etc.). Please note that you **do not need** to specify the folder with the name of the language you are translating from - the program will add the name of the language you specified as the supported language to the path you typed (#2 number in the picture, left dropdown list)

6) Input element of the directory with the original localization
If we are going to do a translation - we should have some source code, in the case of mods - it's the same folder as in the first paragraph, only this time - it should contain the localization not of the game, but of the mod. Again, please note that you do not need to specify the path to the folder where the localization is directly, the program itself will add the necessary language.

7) Element of the choice of source languages
Somewhere below there is a dropdown list of languages supported by the game, here the user must specify the program in which folders with what name it should look for the source localization. Games have a system whereby the text for display on the screen is taken from files with the code of the language in which the game is running. That is, if the localization of the mod is in the files with the code l_english (and it does not matter what language the original localization is actually written in) - we need to specify the language supported by the game as english.

Just next to the presence of a drop-down list in which you can select the language available for the current online translator. This is simple, online translator will try to translate from this language.

8) Input element of the previous localization version
If you fill in the path to the localization folder where the previous version of the translation is located (e.g. a localization that was posted to Steam several months ago), the program will use this localization as a reference. If program will find in files of original translation a key which is already known to it from the previous version, it will not hesitate to use the translation that is already there. It will not compare the key with the value from the vanilla game, it will not send the data to an online translator, etc. It saves a lot of time (no need to translate what was already translated a second time) and also allows you not to skip new strings, because all newly found strings will be marked with postfix *#NT!*, which means NO TRANSLATED.

9) Recording Directory Selection Element
There's probably nothing to describe here, you choose a folder and all files with the result of the program are placed there. That's it.
If you enter a path that does not exist, but you start it from a disk that is on your computer, all the necessary folders will be created automatically.
Just below, on the right side, there is a drop-down list of languages into which you can translate with the current online translator (see paragraphs 13 and 14).
10) Element for activating/deactivating machine translation
The checkbox turns on the machine translation of the text to be processed, the translation will be done from the language selected in item 7 to the language selected in item 14.
The quality depends on the selected translator and the selected language, but be prepared that even in the most popular pairs, such as English-Russian and English-German, there will be errors, machine translation is machine translation, do not expect miracles.

11) File selection window.
More than once I come across files where 20,000 lines are filled with the same values that do not need to be translated but serve the purpose of the mod itself, so I added the ability to disable some files so that the program will not try to translate them for 20 million years. These files will be processed (for comparison with the vanilla version and the previous version), but the program will not try to do a machine translation.

12) Disable output of original strings.
By default, each generated localization file will have a string in the following format: localization key + original string (usually in English) + machine translation (if marked). This is done so that the translator spends his time editing and correcting the string instead of copying it into the online translator and similar routines. So you can see both the original string and the suggested translation. This checkbox allows you to disable the output of the original string and write a "clean" machine translation to the file at once. I recommend to use this checkbox only for personal use and not to share translations of this quality.

13) Game supported language.
The same as in paragraph 7, only used by the program to write new files.
The program will also search for files of the previous localization (point 8) in folders with the name of the language specified here.
14) Language translation.
The language to be translated by the online translator

15) Console
Some information about the operation of the program, information appears in the process

16) Progress bar
This displays the action the program is currently performing, as well as the progress of the entire job at a rate of __weight processed__/__total weight of all localization files__

17) Start button
I don't even know why I highlighted it...
It's pretty self-explanatory.
The only thing is that it will not be available until all the required file paths are validated (points 5, 6 and 9). The previous version path is an optional parameter.

18) Selecting a translation service
Note that GoogleTranslator works by default if you need an API key to connect to other services.
Where to download the latest version
ModTranslationHelper[github.com]
To contact the author
6 Comments
TwotoolusFLY_LSh.st 2 Nov, 2024 @ 12:03am 
best tool :hardhat::highlvl:
Snori 2 Sep, 2024 @ 11:09pm 
this is amazing!
pars57 25 Aug, 2024 @ 6:03am 
thank you bro
Lord DGP 7 Aug, 2024 @ 1:12pm 
This is fantastic!
sεηтεηzα 14 Mar, 2024 @ 2:40pm 
Merci
(^ .^) 27 Aug, 2023 @ 11:10am 
error, Is simp_chinese not simp_chinase