#Modify existing translation
1 messages · Page 1 of 1 (latest)
You actually don't need code! Let me write a list of the things you need
(Note: these instructions use text_lang as a stand-in for the folder the text was taken from. Rain World uses the ISO 639 three-letter language codes: English is at text\text_eng. The file paths are otherwise the exact same, except for the changing of that 3 letter code.)
-
Copy the contents of
\StreamingAssets\text\text_lang\,StreamingAssets\mods\moreslugcats\text\text_lang\, andStreamingAssets\mods\watcher\text\text_lang. Leave the strings.txt for later (see the last line of this message). Also, keep in mind that other base game mods like Expedition have their own text files that you can copy over, if they happen to not use strings.txt. -
Create the file path
Rain World\RainWorld_Data\StreamingAssetsDecrypt\text\text_langand paste the files in there.
2a. NOTE: As of 1.10.1, the Watcher DLC update, the file path to decypt is nowStreamingAssets\Decrypt\text\text_lang. -
Open Rain World (you don't need to do anything, just go to the main menu). Those files will be decrypted.
-
You can now edit them freely.
-
Set up a mod folder in
StreamingAssets\modsby creating a folder (name it whatever you want), and putting the attachedmodinfo.jsonfile in that folder. Themodinfo.jsoncontrols all the info about your mod in the remix menu. I think technically your mod doesn't need Downpour as a dependency (since without Downpour those text files just won't do anything), so just leave it in the priorities section (which will make sure your mod loads above Downpour, which is part of what makes it work). You can use any text editor to edit the json. -
Create the file path
yourmod\text\text_lang\. -
Once you have modified the text files to your content, copy them to
Rain World\RainWorld_Data\StreamingAssetsEncrypt\text\text_lang\and open the game, encrypting them again.
7a. NOTE: As of 1.10.1, the Watcher DLC update, the file path to encrypt is nowStreamingAssets\Encrypt\text\text_lang. -
Put them in
yourmod\text\text_lang\. This will make them override the existing text.
I've also attached a keys file which tells you which dialogue each text file corresponds to. You might notice some dialogue (like Survivor's first meeting with Pebbles) is missing - that's because that dialogue is hard-coded.
Luckily, the hard-coded dialogue can be changed by using strings.txt, which is not encrypted and thus neither needs decrypting nor encrypting. For dialogue from strings.txt, start from step 5, and skip step 7. strings.txt has no specific order, so as long as the formatting is correct you'll be fine.
oh right uh, a lot of stuff is written in the name in code rather than the actual name..
CC = Chimney Canopy
DS = Drainage System
HI = Industrial Complex
GW = Garbage Wastes
SI = Sky Islands
SU = Outskirts
SH = Shaded Citadel
SL = Shoreline
LF = Farm Arrays
UW = The Exterior
SB = Subterranean
SS = Five Pebbles
MS = Submerged Superstructure
OE = Outer Expanse
HR = Rubicon
LM = Waterfront Facility
DM = Looks to the Moon
LC = Metropolis
RM = The Rot
CL = Silent Construct
UG = Undergrowth
VS = Pipeyard
Also looks like I didn't finish writing out the dev broadcast keys. Whoops, hopefully you don't need those
Oh! So to create the mod I need to actually override the default files
Yep
Basically, the game considers the vanilla files to be a mod that's stuck at the bottom of the load order. When it wants to load a file, it goes down the mods, and when it finds that file, it uses the one from that mod (which is highest up in the load order).
We can use that to override the default files without needing to edit them, which lets our mod be enabled/disabled without messing up the existing files at all
Oooooh okay
[Sorry for the ping]
Where can I find the original texts in English? It would be easier for me to have at hand what the original version said
These are in the same place as the spanish but in text_eng instead of text_spa
You'll need to make a new folder (text_eng) in StreamingAssetsDecrypt for it to work but otherwise the process is the same.
The dev broadcast is the comments from the developers that come out when you beat the game?
Yep
I see
And what is the strings.txt then????
strings.txt is basically all the text that isn't dialogue. This is most of the text in the game.
This is the Downpour strings.
On the left is the code name, and on the right is the text it shows you in-game.
Arena settings, for example, are in strings.txt.
A surprising amount of this is just straight up dialogue, actually.
I'd assume to make it easier to translate? Rather than needing to write the translated version into the code.
Oh yeah, there's some Pebbles dialogue in here! I wonder if that actually works.
OH YEAH IT DOES
That's probably not relevant to what you're doing but that is going to make things easier for... I guess custom slugcat makers, since it pulls the dialogue from there.
So I also need to translate it
WAWAWAWAWAWA
Yeah!! Indeed!! This would be very useful for my custom scug actually
There's probably a Spanish strings.txt you can look at.
Yep it is
The mod is going great, if anyone cares /j
Just so you know, you can also translate your own mod name and description. You just need to write [yourmodid]-name|[the translation], or [yourmodid]-description|[the translation]in strings.txt
example
and you probably already figured, but if you want to translate everything (vanilla+dlc), you just need one text_spa folder and just one strings.txt in your mod
If you want to add colors to satellites or chatlogs in MSC, you need a colors.txt in your text folder, you can copy the file over from the moreslugcats/text folder and add new ones in it in the same format. Only useful if Spanish iterator acronyms are different from English ones of course.
Another thing you want to pay attention to is when you edit your modinfo,json, you need to set the priorities of your mod to be above the dlc mods, to make sure the mod's load order is always above these mods, so that the texts can actually swap.
the modinfo file i gave them already has msc in the priorities dw
but yeah this is really good info that i hadnt thought about
oh but it doesnt have expedition and stuff right
The translation is going well but I also want to translate the developer dialogs, can I somehow enable the option for dialogs in Spanish?
yes, they're also tied to the numbered text files i believe, its just the resource from before doesnt include those so you'll have to figure those out yourself
the text files for dev dialogue isnt numbered but yeah its just the same process
I have already translated everything but the option to activate them in the options menu does not appear normally, I am looking for how to activate it
oh, i see
im not sure then. if your language is already spanish and they dont translate even with a spanish translation available then im not sure what can be done
aside from code, that is, which i can't help you with
I think you need code. I believe we did it with code
THE MOD IS READY!!!!
#mod-releases message
Yeah!! I already did that, thank you
THIS IS SUPER USEFUL THANKS
I thought I had to have a folder called "moreslugcats" inside my mod folder and put the "text" folder in there
Isn't there a way to translate other mods without having to create a massive strings.txt?? I would like to have each mod separated for better organization
not to my knowledge
you can separate them at first and then manually edit them all together at the end but thats up to you
Yeah, that's what we're going to do in the end