In response to the dialog problems encountered in this (
http://www.lucasforums.com/showthread.php?s=&threadid=145680) thread, I give you:
DLG/UTI/UTC/MOD Language Converter 1.0
Download (
http://www.starwarsknights.com/tools.php)
Icon by svцsh!
PURPOSE
This utility allows mods made in other languages to have their strings displayed correctly in-game. Localized strings in mods contain one or more language identifier that is used by the game engine. If mod does have right language identifier for your game, you will not see any the text displayed from dialogs, item descriptions, etc.
You can use this utility to add language identifiers to mod files.
Supported file types: .utc, .uti, .dlg, .mod
HOW TO USE
DLGConv v1.0 is now GUI and its use will hopefully appear obvious. However for the sake of this readme, here are the steps.
1. Add files to the list that you want to modify using the Add Files button.
2. Choose the language(s) you wish to support by selecting the appropriate checkboxes.
3. Select an output path.
4. Click the Convert button.
http://img117.imageshack.us/img117/5346/shotaw8.gif)
That was quick! :D
Thanks! this will help a lot of people who had mod incompatibilities due to the language version of the game :)
Oh yes. This is more than welcome addition given the recent events. :D
Thanks, tk.
tk102,
I can get it to run (properly) in batch mode.
I have a directory with all dlg files and your executable. I also have subdirectory "german" where I would want the output to go.
Using this command (and absolute paths):
dlgconv -i "E:\Games\SWKotOR2\editing\project\Modules\XC_EVO\l oc\*.dlg" -o "E:\Games\SWKotOR2\editing\project\Modules\XC_EVO\l oc\german\" -t 4
(edit: the code tag doesn't want to display this line propertly. this is one line, obviously, and there are no spaces in the paths)
Anyway, the program seems to find the input and convert it but I have no idea where output goes, only that it is not where I specified.
ps. the GUI mode seems to working okay.
Very good tool. But is it possible to add conversion for uti-files too? Objects with language id 0 are also without name and description. You can easyly change the id by kotor tool but batch processing would be cool.
Originally posted by Xcom
tk102,
Using this command (and absolute paths):
Have you tried using relative paths? Place a copy of dlgconv.exe into your source dir and try:
dlgconv -i *.dlg -o german -t 4
Another thing you could try is making copies of the original *.dlg files into the german folder and put a copy of dlgconv.exe into that folder. Then edit them all in-place with:
dlgconv -i *.dlg -t 4
hoso007 asked:
uti-files too?
Darth333 reminded me of this too. :) I hope to have a version that handles this uploaded by tomorrow.
v0.2 released
- Added support for .uti files
- Added color
- Hopefully fixed Xcom's bug :)
Whoohoooo!!!!!
It works!
Tk, you're awesome! you just solved my only problem in modding! everything was fine except for this uti display thing!
Now, I may ask too much, :p , but the most brilliant thing would be to enable multiselection for your program. I mean you select a group of uti files and bing, you convert them!
That would make all the items and the mods I can use compatible with my version in no time.
Now, I realize that can be very tricky to come up with, but...
Anyway, as a foreign user of KOTOR and TSL, thank you very much!!! Awesome job!
Originally posted by Entropist2
Now, I may ask too much, :p , but the most brilliant thing would be to enable multiselection for your program. I mean you select a group of uti files and bing, you convert them!
That would make all the items and the mods I can use compatible with my version in no time.
You can already do this ;) check the readme...
In 'interactive mode', only one file can be selected at a time. For multiple files, you must use the command line to invoke 'bulk mode'. ;)
Originally posted by tk102
- Hopefully fixed Xcom's bug :)
Ah, it did, so that's cool.
But relative paths do not work if I specify destination dir.
For example:
specifying -o german parameter results in tool saying "<filename>.dlg -> error opening <filename>.dlg" for each dialog.
Interestingly, adding backslash before the dir name
-o \german
results in everything being OK, but no output in the specified dir.
Very odd. :p
ok silly me, lol!
I just checked the read me... I guess I'll have to learn how to deal with these command lines... never was really at ease with those...
Well, I definitel tested it on the mods I use... It's working perfectly! Thanks again!
not that i want to sound like a complete n00b or anything but, i have tried using the converter to translate my game dialog to english.
my pen pal in russia sent me Kotor 2 for my birthday last week and i can't translate the dialog writing to english
please if ay of you know how to fix this problem please Edit: PM me (please do not post e-mail address on the boards)
Thankyou in advance
Cleric_Katarn
This tool will not translate the game. It will only allow you to see custom dialogue in the original instead of a black screen when you use another language version.
So is there any way to make the stuff in the Yavin 4 mod, something I can read, or do I still have to learn the language (polish, I think)???
hehehe... I have enough problems with English ;)
Gotta question... I have a request to make my recent Hak Pad mod in a different language :eek:
1) Can I use the Language Converter to do this?
2) If so, do I just adjust the .dlg file that was in this mod, or do I need to do it to the .utm's, .uti's (or even the .ncs files)??
any help or direction would be greatly appreciated :D
Originally posted by ChAiNz.2da
2) If so, do I just adjust the .dlg file that was in this mod, or do I need to do it to the .utm's, .uti's (or even the .ncs files)??
You'd need to convert/modify all GFF format files that use a CExoLocString data type which contains local substrings.
The game looks up which substring to use within each ExoLocString depending on the language setting of the game (which I believe it reads from the dialog.tlk file). Thus you'd need to add extra substrings for the other languages you wish your mod to support to each CExoLocString field in your mod's files.
Don't know if the language converter does this for you since I haven't had a reason to use it yet, but I would suspect it does.
Originally posted by stoffe -mkb-
You'd need to convert/modify all GFF files that use a CExoLocString data type which contains local substrings.
The game looks up which substring to use within each ExoLocString depending on the language setting of the game (which I believe it reads from the dialog.tlk file). Thus you'd need to add extra substrings for the other languages you wish your mod to support to each CExoLocString field in your mod's files.
gadz! That's just the file of the mod though right? If I use the converter on all of my files (excluding .ncs).. will foreign games be able to register what's listed in the shop's inventory?
I would guess (though completely ignorant) that if I converted the .utm's that it would work fine?
and again, thanks for the response stoffe, you've been a major help for me these past few weeks wether you know it or not ;) hehehe...
has anyone got any ideas aside from learning russian, my friend told me that i should try to get the dialog.bif file from someone, but nobody has got Kotor 2
please help
Originally posted by ChAiNz.2da
gadz! That's just the file of the mod though right? If I use the converter on all of my files (excluding .ncs).. will foreign games be able to register what's listed in the shop's inventory?
I would guess (though completely ignorant) that if I converted the .utm's that it would work fine?
and again, thanks for the response stoffe, you've been a major help for me these past few weeks wether you know it or not ;) hehehe...
Yes, you only need to convert the files in your mod. :)
If the language converter copies the english locale substrings and adds them with the proper language IDs for the language you convert to (rather than just switch language id on the existing strings), it should work as far as I can see.
The quickest way of getting a real answer is probably to try the language converter out on a file and see what happens. Inspect the file in a GFF editor and see if the proper substrings have been added. :)
To confuse matters further:
The CExoLocString data in your files need one* substring for each language you wish that file to work with. Most modding tools add text you enter in a substring for english, which is language id 0.
This works fine for games in english, but games that are set to another language will not look up substrings under this language ID, but rather under the language ID that corresponds to that language. If no such substring exists in the file, no text will be shown at all**. There is no "fallback to english" feature.
* = Some languages, like german and french, needs two strings, one for the masculine/neutral form and one for the feminine form. Both substrings should be present even if they are identical. Feminine substrings add +1 to the language id value.
** = I guess that if a StrRef to dialog.tlk has been specified within the CExoLogString that text will be displayed instead. Though that is of little consequence for modding since you usually don't add any text to dialog.tlk.
Egads, this thread has been rolled back to a previous version. The current version is 0.3.
v0.3 - Added Female substring for non-English conversions
To clarify:
For conversions from English --
CExoLocString substrings are duplicated for Male and Female versions in the new language, resulting in two substrings.
For conversions to English --
Substring language ID is changed to zero and other substrings are removed, resulting in one substring
I know this isn't an optimal solution, and stoffe's suggestion of adding rather than replacing substrings is more robust.
Also of note-- this utility is only designed for .dlg and .uti files. (Again, room for improvement...)
It appears that you have a pirated version of the game. After verification, there was never a Russian version of Kotor. The only valid versions are English, French, Spanish, German and Italian. LucasForums does not condone piracy. Please purchase the game. - Darth333-
You will need to purchase the game.
(I wasn't aware this game was translated into Russian and DLGConv does not support Russian language identification -- whatever ID# that is...right assumption: there is no Russian version. ;) - D3 )
Do not post requests for game resources on this forum. Do not post your email address on this forum.
How I make to change it to Spanish :ears1: :ears1:
:ears1: :ears1: :ears1: :ears1: :ears1:
Bienvenido a los foros :)
Simply double click on the flie you want to convert and select 2)Espanol and then select you file. If you want to convert more than one file at a time, read the first post of this thread:
http://www.lucasforums.com/showpost.php?p=1770249&postcount=1)
Is there a way to make the converter add, rather than replace, ExoLocSubstrings for another locale?
And is there a way to make the converter make ExoLocSubstrings for all valid locales from English to Polish, not just a specific one?
If not those would be a rather useful features to make sure your mod is playable on all versions of the game, if you would be willing to add it.
@stoffe: v0.4 now supports multiple languages via the -t switch. You can use
-t 1,2,3,4,5,6,7,8,9,10
if you want to support all languages.
@stoffe: v0.4 now supports multiple languages via the -t switch. You can use
-t 1,2,3,4,5,6,7,8,9,10
if you want to support all languages.
Thanks a lot, that will be very useful. I'll put that to use for the next version of my arena mod. :)
I hate to be a bother, but is the converter capable of working on UTC (creature template) files too? The FirstName field more specifically...
If not, it would be another handy feature if it's not too much work.
(Or I could stop putting off finishing my own GFF class and make it capable of adding new fields and substrings I suppose...)
I have a question about NTSC vs PAL: Someone downloaded one of my mods and they told me that the all my .DLG files showed up blank (no words) yet the selection was there. Not to mention that all the custom UTCs I created had blank names. He didn't say that he had a version of KotOR II in another language, so I assumed that it was in english, but he did say that he's in the UK using a PAL version of the game.
So i'm wondering if PAL is using a different language ID and if so, I have no Idea what type of "English" it is, but if it is using "Language ID=0" than why would it show up blank unless it's a masculine or feminine issue, yes? Another strange thing is: I wonder why all the character graphics actually showed up on his PAL machine with no problems, since I'm NTSC, That's odd.
So my big question is - Can we actually make our .dlg and .utc files compatible for PAL along with NTSC?
I have a question about NTSC vs PAL: Someone downloaded one of my mods and they told me that the all my .DLG files showed up blank (no words) yet the selection was there. Not to mention that all the custom UTCs I created had blank names. He didn't say that he had a version of KotOR II in another language, so I assumed that it was in english, but he did say that he's in the UK using a PAL version of the game.
I'd say it's a lot more likely that he has a non-english version on the game or a custom dialog.tlk with non-english settings. There is no reason and it makes no sense to have different localization for different video standards.
What localization strings are used is determined by the language id set in the dialog.tlk file.
At least for the PC version the UK/English version uses the same localization strings as the US/North America version.
I hate to be a bother, but is the converter capable of working on UTC (creature template) files too? The FirstName field more specifically...
v0.5 now support .utc files.
Sorry to bother you, but I am not exactly familiar with using a command prompt ... also I would not really like to spend hours editing the 200+ item descritions provided by the USM one at a time :) Could you roughly explain how to run the program in Bulk mode? Where do I need to type the commands??
EDIT: I think I learned how to open the command prompt, however I can't change the fodler it shows by default (my personal files or how it's called in English :) ) and the command doesn't seem to work ... any help would be appreciated :)
EDIT2: Nvm, it works after I copy the .exe into the folder shown ... it'd still be nice to know how to change that folder though :)
Sorry to bother you, but I am not exactly familiar with using a command prompt ... also I would not really like to spend hours editing the 200+ item descritions provided by the USM one at a time :) Could you roughly explain how to run the program in Bulk mode? Where do I need to type the commands??
EDIT: I think I learned how to open the command prompt, however I can't change the fodler it shows by default (my personal files or how it's called in English :) ) and the command doesn't seem to work ... any help would be appreciated :)
EDIT2: Nvm, it works after I copy the .exe into the folder shown ... it'd still be nice to know how to change that folder though :)
You might like to read this article on the command prompt:
http://www.pcstats.com/articleview.cfm?articleID=1723)
Sorry to bother you guys with the same question again but despite trying for over an hour and reading Fred's link (I know DOS, you see I'm not exactly a teen anymore ;) ), I still didn't manage the the "bulk" mode.
I copied the dlgconv.exe into the folder with the .uti files I want to convert, but when I enter the expected syntax from the read me (the way it applies to my own folders of course), I just get the same "DLG language converter 0.5 etc. etc." with the list of languages.
hey, i have a german copy of kotor, cuz my friend sent it over for x-mas, but i was wondering whether I could use this tool to change my whole game into english, since I can't find any such option in the option menu of the game
thanks
No. This utility is not a translator. It will only allow you to display the text from mods made in other languages than your game nstead of getting a blank screen. (example: english mod with german version).
Plz. tell me.. i just got the game but its german language.. plz someone help me to get the game to english, i just dont undestand how i tryed the program but no luck... can someone just zip the english thing and post it to me? coz im like a n00b on this kind of things.. PLZ HELP ME!!! POST ME THE IT PLLZZZZZZZZZ
I just got the game, but it's in German. Please, someone help me to get the game in English, I just don't understand how. I tried this [language converter] program, but no luck. Can someone just zip the English thing and post it for me?
Which game is "the game", KotOR1 or TSL?
The game only contains text and VO for the language it was shipped in. The language converter just flips the locale of text strings in localized string data to make them display in games with language settings other than English. This will not translate anything. Besides, localized strings are essentially only used in mods. Rarely, if ever, in the standard game.
Even if someone wouldn't mind to zip and upload more than half a gigbyte worth of english voiceover sound files it would probably be pretty illegal to do.
If you only want the standard game text to be in English and don't mind everyone still speaking German audibly, you could download a mod from PCGM (
http://www.pcgamemods.com/) that contains an English language dialog.tlk file.
I think one of the Force Power mods (not the High Level Force Powers one though) contains a dialog.tlk file you could use. Replace the one located in your game folder to get the game text in English.
its star wars the old republican 2 game. so how can i change the sounds in english? what do i have to do? :/
can u post me the straight link for the dialog.. i just cant find it in pcgamemods.com? thx. :)
The file at PCGM (
http://www.pcgamemods.com/mod/6428.html) is for KotOR 1 only. You cannot change the sounds to English. You will need to purchase an English copy of the game.
Edit:
http://www.pcgamemods.com/mod/17182.html)
This has an English version of dialog.tlk
so can i put that file to the KotOR 2?
so can i put that file to the KotOR 2?
There is only one way to find out... :)
(But this is starting to get off topic in this thread since it doesn't have anything to do with the Language Converter any more. You should probably start a new thread if you have further questions about this.)
Yes. You can either install the mod itself, or just extract the dialog.tlk file and place it in your SWKOTOR2 directory.
(snip)
You'll still hear German speaking, but the captioning will be in English*.
*=most of it, some lines may still appear in German due to the German dialogf.tlk that still exists
Installing that mod wouldn't do any good since the dialog.tlk file is in the backup folder (which apparently was included by mistake), thus it isn't used by the Mod installer (which just appends the new entries to the existing dialog.tlk file). You'd have to copy the file from the backup folder into the game folder.
As for the dialog.tlk + dialogf.tlk thing, I assume it should work to make a copy of the English dialog.tlk and rename that copy to dialogf.tlk and use it? They should both be the same format anyway.
Yes. You can either install the mod itself, or just extract the dialog.tlk file and place it in your SWKOTOR2 directory. I recommend making a backup of your original dialog.tlk file.
You will also need to use stoffe -mkb-'s TalkEd utility (
http://www.lucasforums.com/showthread.php?t=152546) to set this new dialog.tlk file to "German" so that your German dialogs will cooperate with it. You'll still hear German speaking, but the captioning will be in English*.
*=most of it, some lines may still appear in German due to the German dialogf.tlk that still exists
Edit: (reply to above post's reply...) Ah, good idea -- just duplicate the dialog.tlk so you have a dialog.tlk and dialogf.tlk. :)
thxxx :) now its in english :) thank you :) <3 they speek german but the baisic is that i undestand with reading the text :)
Is there a way to make the converter add, rather than replace, ExoLocSubstrings for another locale?
And is there a way to make the converter make ExoLocSubstrings for all valid locales from English to Polish, not just a specific one?
If not those would be a rather useful features to make sure your mod is playable on all versions of the game, if you would be willing to add it.
Hi,
I don't know if happen only for italian conversion, but did you know that adding a local ExoLocSubstrings, Kotor tools isn't anymore able to open the .uti file until you remove these strings with KGFF??
Ciao
Hi,
I have a question to the Language Converter. Is there a posibility to convert the languages of all files in a folder without choosing each file via hand?
Greetings Joris
I have a question to the Language Converter. Is there a posibility to convert the languages of all files in a folder without choosing each file via hand?
Yes it is possible to convert all files in a folder if you use it in bulk mode. Do do this you will either have to run the language converter from a command prompt, or make a shortcut to it and set the parameters in the properties window of that shortcut, since you'll need to configure it via commandline parameters.
There is an example in the first post in this thread of a commandline used to convert all files with a DLG extension to the german locale:
dlgconv -i "c:\my files\*.dlg" -o "c:\my files\german" -t 4
This would convert all DLG files found in the my files folder on the C drive to the german locale, and store the converted files in the german subfolder within that folder.