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Ha mais du coup j'ai tout confondu, désolé !

C'est surtout le community patch que je voulais traduire.

https://www.nexusmods.com/pillarsofeternity2/mods/335

Je veux bien pour le Deadfire Balance Polishing, mais j'aimerais d'abord traduire le community patch, est ce que quelqu'un pourrait m'aider pour ce faire ?

J'ai déja contacté le créateur, mais je ne sais pas si il va pouvoir m'aider vraiment.

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Although I learned French in school (and the wife of my brother-in-law is from the gorgeous town of Dinan ;)) it would be cool if you guys could revert back to English - at least if you want non-francophone users to participate. 

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Deadfire Community Patch: Nexus Mods

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37 minutes ago, Boeroer said:

Although I learned French in school (and the wife of my brother-in-law is from the gorgeous town of Dinan ;)) it would be cool if you guys could revert back to English - at least if you want non-francophone users to participate. 

Sorry, we were mostly speaking about translation to French, but still... 

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1 hour ago, Boeroer said:

Although I learned French in school (and the wife of my brother-in-law is from the gorgeous town of Dinan ;)) it would be cool if you guys could revert back to English - at least if you want non-francophone users to participate. 

Yes sorry !

For the most part, I will try to translate the community patch, and then the BPM.

No promise though, I'm not even sure to be able to do it.

Edited by SenSx
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I'm ready to try to translate the BPM if you agree Elric Galad (although I don't speak english good at all, it's a lot easier to translate it than to speak it if you understands what I mean...😵‍💫). I assume anyway that you can review my work before the uploading so this will prevent some big misunderstanding. I navigate in the game with the mod and the content to translate doesn't seem as big as I thought in the first place (only a minority of descriptions are affected by the mod). 

I can help SenSx with the community patch too if needed.

What is the simplest way for newbies to procede Elric ? You were talking about the "localized" folder and I see some files with "stingtable" extensions but I don't know what to do with it. 

Arf, 20 minutes pour ce tout petit message. Boeroer you killed me 😅

 

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Kellen explained le how to translate the community mod.

I feel ready for it.

It's just a shame I can't lauch the game daytime to make the translation, as I want to stay to stay as close as possible to the original french version, and I feel doing it now without the game, and then check with it would be double work.

I will try to make it on my free time, it will just take longer.

But there are not too many things to translate, I'm motivated and confident I can make it done soon.

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9 hours ago, SenSx said:

Kellen explained le how to translate the community mod.

I feel ready for it.

It's just a shame I can't lauch the game daytime to make the translation, as I want to stay to stay as close as possible to the original french version, and I feel doing it now without the game, and then check with it would be double work.

But you can actually check the unmodded text without lauching the game.

It's rather easy (I might edit later as I'm at work so I can't properly check if 100% correct checked) :


1) Get the files :

- You have first to find the right files, which are mostly in the base game "exported" directory (which is on the same directory as the "Override" directory where the mods are installed). The files are in "exported" -> "localized"->"fr"*->"text". They are named "abilitie", "status" as for the mod files.

- Exception for DLC text, they are in LAXx directories "LAXx_exported"-> "localized"->"fr"*->"text". LAX1 is SSS, LAX2 is BoW, LAX3 is FS, and the letters are various free DLC such as Deck of many things and Megabosses. (LAXx_exported are on the same directory as the "Override" directory)


2) Find the text within the right file :

- Then you have to find the right text within the file. But there's a trick. Both CP and BPM used the same last 4 digits for ID as the original text. So I you can find quickly the orginal text. Example : for a modded text ID "34256" in BPM abilities file, you can check the text with ID "4256" in the abilities file from the vanilla game (or if it fails in the abilities file of the corresponding DLC). I think CP has 1xxxx or 2xxxx numbers where xxxx is the original ID..

- Exception for entirely new text. Of course, there is no vanilla text to find for this one. Usually I used numbers like 39999 and decreasing for BPM new texts. Probably CP did something similar. 

 

Tell me if it is clear (in English so everyone here can enjoy).

Edited by Elric Galad
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41 minutes ago, SenSx said:

I din't even have the game installed on my computer at work, so that is not possible.

 

But that could help me at home thanks.

Sure, but the source files are basically text files that even notepad can read (which I don't recommand 😉 ).

So you might be able to copy them/send them unless you have very specific restrictions. 

I mean, if you are able to write a translation from your work computer, you probably can copy a text file.

Edited by Elric Galad
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Unfortunately some ID are not the same at all, even the 4 last numbers are not the original ID.

I'm going to track them, but that's ok I won't have anything else to do tomorrow since I'll be at work.

 

 

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Hello,

 

I think I have nearly finished the Community Patch translation in French (Basic + Extra + keyword )

It should be finished tomorrow I believe.

But I will need some help on some parts that I'm not sure to understand (I will ask on the dedicated topic, might be better).

And of course someone to check

 

I haven't really looked into the BPM yet, do I need some special instructions to translate it ?

Zahuaaisready, do we divide the work between the two of us ? (if the work is important).

 

 

 

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11 hours ago, SenSx said:

Hello,

 

I think I have nearly finished the Community Patch translation in French (Basic + Extra + keyword )

It should be finished tomorrow I believe.

But I will need some help on some parts that I'm not sure to understand (I will ask on the dedicated topic, might be better).

And of course someone to check

Super !

11 hours ago, SenSx said:

I haven't really looked into the BPM yet, do I need some special instructions to translate it ?

Zahuaaisready, do we divide the work between the two of us ? (if the work is important).

No it's the same as for CP.

 

About other stuff for next version :

 

Winter Wind 3s/4s cast time -> 3s/3s (not super strong ability, but faster recovery will help)

Boiling Spray : 2m push -> 5m push (not super strong either, let it be good at what it does)

Blast of Frost 3s/4s cast time -> 3s/3s (Tier 5 that has similar stats as a fireball, at least I gave it same cast time)

Malignant Cloud : 10s duration -> 15s (felt a bit meh compared to some other AoE)

Whisper of the Wind : 5 wounds (vanilla) -> 9 wounds (current BPM) -> 7 wounds (I might have gone a bit far for this one, even if was so good that it made obsolete a lots of Monk abilities)

 

Rejoice, Comrades (and upgrade) :

I thought both ray got separate resolve, but no, most targets, even super close, can be hit only by 1 ray due to the way it is implemented (unless it bounces). Also the caster isn't affected, which is especially bad for an immunity that one would like party wide. So I buffed it accross the board.

Healing 30 -> 40

Immunity to Resolve Affliction : 20s -> 30s

Healing and Immunity affect the caster.

Upgrade get Fire keyword (the attack had it anyway, but not the ability). Fire chanter is a thing now.

Upgrade damages : 24 fire -> 32

Upgrade damages vs spirit and vessels : 35 -> 48

Note I tend to be quite generous with Invocation since Summons and a few others Invocations are already quite powerful, making many others obsolete.    

Edited by Elric Galad
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Ok thanks I'll see about that tomorrow.

I just have the keyword left for the Community Patch, it's almost done.

The Typo file does not concern other languages other than the english one ? I don't need to make any translation ? (there are none for the other languages, I checked).

 

Probably starting the BPM tomorrow, hope I can be done with it by the week-end.

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Hello SenSx. I've almost done with the first big file of the BPM (abilities.stringtable) only. Sorry I'm not very quick (I certainly need the Nimble inspiration 😉)

Do you want to do the other files, which seems far shorter? It's as you wish !

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I had and I still have a concern with Wild Leech.

Vanilla Game is Tier 1 Afliction / Tier 1 Inspiration.

With CP is Tier 1 Affliction / Tier 2 Inspiration.

 

The ability is random, which is always an annoyance but in this case is greatly emphasized by secondary issues :

a)  If a foe already has an affliction of a superior Tier, it has no effect.
b)  If a foe is resistant or immune to certain affliction, it has no effect.
c)  If a foe has the corresponding inspiration, the only effect is to cancel it, which is a bit meh.
d)  If the caster already has the inspiration, you won't get the secondary benefit.

Not only the effect is random but you're not even guaranteed to get anything.  b) is especially frequent, most foes have at least one resistance, significantly lowering the chance of the spell to have any effect. Which is quite terrible for 40 focus.

 

What would solve many of the issues while preserving the random fluff would be to replace Afllictions/Inspirations with a stats debuff/buff. I'm thinking about -10/+10.

EDIT : I have just realized that was actually PoE1 design.

In previous case :
a) the stat debuff would still work to some extant, lowering the debuff from -5 to -10 and the caster would still get the +10.
b) you'll get the -10/+10 effect.
c) you'll get the -10/+10 effect.
d) the stat buff would still work to some extant, rising the buff from +5 to +10

So the effect would be random, but you'll almost always get somehing.

What is good though is the super fast cast/recovery, making it a good focus dump.

 

Final description for proposed Wildleech :
-0.5/3s cast time, 40 focus
- -10 to a random stat vs Will, +10 to corresponding random stat to self
- Duration 30s. Reasonable for a higher Tier than Psychovampiric Shield which at least is non-random at what it targets.
Could be included in the nerf/rework package as it is not a strict buff, especially compared to CP version.

Edited by Elric Galad
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10 hours ago, SenSx said:

The Typo file does not concern other languages other than the english one ? I don't need to make any translation ? (there are none for the other languages, I checked).

The typo file is only for the english version. There are other mods which fixes the translation for e. g. german or russian.

I have also some updated german files for the community mod. But was never updated on nexus: https://github.com/AurelioSilver/pillarsofeternity-2-german-patch/tree/master/Community_Patch_Mod

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For CP you can either :

- Include the translated files in the actual CP files, but you need to contact the authors,

- Manage it as a seperate mod content on Nexus. You should of course ask the modder first, but what to do if they don't answer ? I think you should publish it anyway. In the worst case, if you have sent them a message before publishing, I guess they won't be too irritated.

 

For BPM, I can include the file in a following version.

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1 minute ago, Zahuaisready said:

A little question for Elric : how can I translate " Passive items scaling for clones". "Les passifs des objets clonés évoluent en fonction du niveau" maybe ? I'm not sure to understand the context for this one.

Where is this text exactly ? I can't remember.

Les capacités passives des objets évoluent en fonction du niveau. But I don't remember the link with the clone, except in BPM description - This scaling does not seem to work with effect on knocked-down for summoned clones (such as Essential Phantom)

Cette évolution ne fonctionne pas sur les capacités des objets portés par les clones si celles-ci sont déclenchées par la mort du clone.

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Mais je crois comprendre : les clones correspondent aux fantômes invoqués et non à des objets (il me semble qu'il est possible de dupliquer des objets avec " ce deck of many things" peut-être).

Dans ce cas  : " Les capacités passives des objets (équipés) évoluent en fonction du niveau du clone" . Est-ce que ça irait ? 

Sorry it's about traduction in VF so...

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2 hours ago, Zahuaisready said:

Hello SenSx. I've almost done with the first big file of the BPM (abilities.stringtable) only. Sorry I'm not very quick (I certainly need the Nimble inspiration 😉)

Do you want to do the other files, which seems far shorter? It's as you wish !

No problem ok.

I have finished the french translation of Community pack.

(I'm posting in the dedicated topic for that, and I would be thankfull if someone could check the translation I will send).

 

I'm starting the BPM translation of the other files.

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1 hour ago, Zahuaisready said:

Mais je crois comprendre : les clones correspondent aux fantômes invoqués et non à des objets (il me semble qu'il est possible de dupliquer des objets avec " ce deck of many things" peut-être).

Dans ce cas  : " Les capacités passives des objets (équipés) évoluent en fonction du niveau du clone" . Est-ce que ça irait ? 

Sorry it's about traduction in VF so...

Ca semble être une bonne traduction, mais je pense que c'est un texte obsolète qui vient d'une tentative de corriger le pb suivant :

- This scaling does not seem to work with effect on knocked-down for summoned clones (such as Essential Phantom)

Edited by Elric Galad
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