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No Alphabets 7.1 — Baldur's Gate 3

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Post by Luckmann »

Also, as a heads up, this seems to be conflicting with ArunnyE's Tweak Pack in some way. It was working up until I extracted No Alphabets into the mod folder, at which point the localization files seem to have broken.

I'm not sure if both No Alphabets and the Tweakpack breaks, but the Tweakpack definitely breaks. The modded changes work, but the text changes are not. So for example, Shield Dwarf gets Athletics specialization, but the tooltip for their racial is no longer updated to reflect that they do.

I suspect there is nothing to be done about this, and that I may have to create a "unified localization file" to work around it, but it's frustrating.
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Post by orinEsque »

Luckmann wrote: November 22nd, 2023, 12:10
I just got back to BG3 and I'm going to start playing in earnest this weekend. Just to be clear, I may be slightly ********, so I just want to be sure of what I need to run the latest version of this and SniperChris' mod, knowing that you made at least one update of SniperChris' mod as well, but these threads are now at least 25 pages, and based on the OP's I'm not sure if they are continuously updated or not.

I need this download from the OP of this thread for No Alphabets 1.6, and this file from SniperChris' BBA thread, correct? Or is there a more recently updated and compatible version of SniperChris' BBA?

I absolutely love your work, by the way. Truly titanic.
*Takes a bow*. Thank you, thank you. It was indeed a lot of work. Glad its helping you enjoy the game :). In terms of mods, I always keep No Alphabets updated on the Original post (you need all 3 zip files). BBA, you want AlbertHenious' mod if you want more white, or mine if you want only the changes SniperChris made. Chris doesn't seem to be updating anymore. There is also the white wyll mod (Which is mostly complete), minor fixes I'll make once I'm done with this Aylin *****.
Luckmann wrote: November 22nd, 2023, 12:42
gunbino wrote: November 22nd, 2023, 12:37
Luckmann wrote: November 22nd, 2023, 12:10
I just got back to BG3 and I'm going to start playing in earnest this weekend. Just to be clear, I may be slightly ********, so I just want to be sure of what I need to run the latest version of this and SniperChris' mod, knowing that you made at least one update of SniperChris' mod as well, but these threads are now at least 25 pages, and based on the OP's I'm not sure if they are continuously updated or not.

I need this download from the OP of this thread for No Alphabets 1.6, and this file from SniperChris' BBA thread, correct? Or is there a more recently updated and compatible version of SniperChris' BBA?

I absolutely love your work, by the way. Truly titanic.
You may want to wait till op finishes (de-)converting the last major character (Aylin) before starting.
I suspect we'll have ample time before we get anywhere near that character, so I'm not going to worry about it. We're probably getting started on friday, come hell or high water.
You are right, there's no way you are getting to Act 2 by this weekend!
Luckmann wrote: November 22nd, 2023, 14:00
Also, as a heads up, this seems to be conflicting with ArunnyE's Tweak Pack in some way. It was working up until I extracted No Alphabets into the mod folder, at which point the localization files seem to have broken.

I'm not sure if both No Alphabets and the Tweakpack breaks, but the Tweakpack definitely breaks. The modded changes work, but the text changes are not. So for example, Shield Dwarf gets Athletics specialization, but the tooltip for their racial is no longer updated to reflect that they do.

I suspect there is nothing to be done about this, and that I may have to create a "unified localization file" to work around it, but it's frustrating.
Yes as I mentioned, the way the loca file is made is awful, you can have only 1 version active since changes to EXISTING lines works by overwriting the english.loca file. Every line that I've changed, I've moved to the bottom of the english.loca file. So you can technically unpack ArunnyE's english.loca delete the equivalent lines and paste my changes in. There's ~75 or so lines I've changed. Another 174 will come with Aylin (P.S: I automate my changes instead of doing it manually like some most normies do, so I can auto update upon new patches)
Last edited by orinEsque on November 22nd, 2023, 14:35, edited 1 time in total.
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Post by Luckmann »

orinEsque wrote: November 22nd, 2023, 14:23
You are right, there's no way you are getting to Act 2 by this weekend!
Yeah, we're only just maybe going to start playing a bit on Friday evening, and then a little bit on Saturday and Sunday if we have time. We won't get any significant playtime in until the Christmas holidays.
orinEsque wrote: November 22nd, 2023, 14:23
Yes as I mentioned, the way the loca file is made is awful, you can have only 1 version active since changes to EXISTING lines works by overwriting the english.loca file. Every line that I've changed, I've moved to the bottom of the english.loca file. So you can technically unpack ArunnyE's english.loca delete the equivalent lines and paste my changes in. There's ~75 or so lines I've changed. Another 174 will come with Aylin (P.S: I automate my changes instead of doing it manually like some most normies do, so I can auto update upon new patches)
Ah, so yours replace the entire english.loca? I don't think a mod needs to do that, and the game seems to load a single mod-named .loca with only the mod-relevant strings just fine. But I also know that it regularly fucks things up, which is why when I was messing around some time back I ended up just merging everything and putting unique mod-related strings both at the end and the beginning of english.loca and dropping it in the installation's localization folder.

Luckily the game doesn't have a problem handling multiple strings with the same ID, and it seems to just read whatever is first or last (I don't know which), even if there are duplicates.

I was thinking that what would be helpful would be if someone made a "localization mastermod" and an accompanying application that extracted all the localization files in mods and merged it with the extracted localization files from the main game, and then dumped that either as a mod with an overriding english.loca-file in a specific mod or directly into the installation directory.

That way we could all work around it, only include what is relevant to any given mod, and then use that mod-and-application to create a custom mod for each set of mods (prioritized based on the load order in modsettings). That way there'd always be an overriding "localization mod" while also making all mods that have their own localization files pseudo-compatible by working around the issue.

But unfortunately such a project is way beyond my capabilities. It's just something I thought about. I'd plug it to people such as Norbyte or the ones behind the BG3 Mod Manager on the official Larian Discord, but I was banned for criticizing the CCP.

Edit: But oh, yeah, I forgot my point as I went on that tangent. I'll just make my own english.loca out of the two. It should be trivial to just add whatever information from one or the other and if the game can't decide which to read and maybe kills both I'm just going to dump it into the installation directory, because the game sometimes have problems with strings that aren't new strings for new things, but just replacers of existing strings, which now when I think about it is probably why you had to create that english.loca instead of just a mod-loca, because I assume all your strings are replacement strings.
Last edited by Luckmann on November 22nd, 2023, 15:34, edited 1 time in total.
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Post by orinEsque »

It would in fact be trivial for me to do a "compare" to find what arunnyE's changes are. But it's labour and time i don't have. As you would expect from a forum like this, most members would likely be productive members of society with a job/ business.

EDIT: if we can compile an excel sheet of text that's been changed. Column 1=original; column 2= new text. I can automate the changes really.
Last edited by orinEsque on November 22nd, 2023, 16:02, edited 1 time in total.
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Post by Luckmann »

By the way, I completely missed that there were three files to download, only initially downloading the one at the top of the OP. Oddly enough, that's still the mod that broke the localization files. I only realized this after unpacking NoAlphabetAesthetics.pak and finding no localization files, and went back to the OP to check after going "wtf?".

So somehow, even though NoAlphabetAesthetics.pak doesn't have any localization files at all, it still invalidates the string replacements of other localization files. This is not the first time I run into this, but it continues to amaze me that this game even holds together on its own, because what breaks which part of something else appears essentially random.

Edit: And now when I've placed the NoAlphabetsLingo.pak in /mods/ the game does again read the localization files from the VgBG3mod.pak properly. Why? Presumably because sorcery, that's why. I can only assume that this simultaneously invalidates whatever localization changes NoAlphabetsLingo.pak tries to introduce, but I have no easy way to check that.

I'm making my own english.loca and dropping it into the installation directory just to be sure, as well as creating my own special mini-mod that also attempts to replace the english.loca through the /mods/ directory, but the senselessness of all this really just pisses me off because there's no apparent logic to it.
Last edited by Luckmann on November 22nd, 2023, 17:03, edited 2 times in total.
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Post by Rand »

SoLong wrote: November 22nd, 2023, 12:41
gunbino wrote: November 22nd, 2023, 12:37
Luckmann wrote: November 22nd, 2023, 12:10
I just got back to BG3 and I'm going to start playing in earnest this weekend. Just to be clear, I may be slightly ********, so I just want to be sure of what I need to run the latest version of this and SniperChris' mod, knowing that you made at least one update of SniperChris' mod as well, but these threads are now at least 25 pages, and based on the OP's I'm not sure if they are continuously updated or not.

I need this download from the OP of this thread for No Alphabets 1.6, and this file from SniperChris' BBA thread, correct? Or is there a more recently updated and compatible version of SniperChris' BBA?

I absolutely love your work, by the way. Truly titanic.
You may want to wait till op finishes (de-)converting the last major character (Aylin) before starting.
Once orinEsque is done I (or someone else?) might start a threat to compilate a short FAQ on the mods so people can pick and choose what to install and where. Because we now have SniperChris' mod, the minimalist mod of that, AlbertHeinous' mod and orinEsque's work.

Just to forestall anyone installing conflicting mods.
A pinned thread with compiled install instructions for the three base mods, as well as the various combinations of them would be extremely helpful!

Rusty? Is this possible?
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by orinEsque »

Luckmann wrote: November 22nd, 2023, 16:52
By the way, I completely missed that there were three files to download, only initially downloading the one at the top of the OP. Oddly enough, that's still the mod that broke the localization files. I only realized this after unpacking NoAlphabetAesthetics.pak and finding no localization files, and went back to the OP to check after going "wtf?".

So somehow, even though NoAlphabetAesthetics.pak doesn't have any localization files at all, it still invalidates the string replacements of other localization files. This is not the first time I run into this, but it continues to amaze me that this game even holds together on its own, because what breaks which part of something else appears essentially random.

Edit: And now when I've placed the NoAlphabetsLingo.pak in /mods/ the game does again read the localization files from the VgBG3mod.pak properly. Why? Presumably because sorcery, that's why. I can only assume that this simultaneously invalidates whatever localization changes NoAlphabetsLingo.pak tries to introduce, but I have no easy way to check that.

I'm making my own english.loca and dropping it into the installation directory just to be sure, as well as creating my own special mini-mod that also attempts to replace the english.loca through the /mods/ directory, but the senselessness of all this really just pisses me off because there's no apparent logic to it.
Could it be conflicting UUIDs? Check meta.lsx for ArunnyE and my Aesthetics mod.
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Post by Luckmann »

orinEsque wrote: November 22nd, 2023, 20:54
Luckmann wrote: November 22nd, 2023, 16:52
By the way, I completely missed that there were three files to download, only initially downloading the one at the top of the OP. Oddly enough, that's still the mod that broke the localization files. I only realized this after unpacking NoAlphabetAesthetics.pak and finding no localization files, and went back to the OP to check after going "wtf?".

So somehow, even though NoAlphabetAesthetics.pak doesn't have any localization files at all, it still invalidates the string replacements of other localization files. This is not the first time I run into this, but it continues to amaze me that this game even holds together on its own, because what breaks which part of something else appears essentially random.

Edit: And now when I've placed the NoAlphabetsLingo.pak in /mods/ the game does again read the localization files from the VgBG3mod.pak properly. Why? Presumably because sorcery, that's why. I can only assume that this simultaneously invalidates whatever localization changes NoAlphabetsLingo.pak tries to introduce, but I have no easy way to check that.

I'm making my own english.loca and dropping it into the installation directory just to be sure, as well as creating my own special mini-mod that also attempts to replace the english.loca through the /mods/ directory, but the senselessness of all this really just pisses me off because there's no apparent logic to it.
Could it be conflicting UUIDs? Check meta.lsx for ArunnyE and my Aesthetics mod.
Nah, it has nothing to do with UUIDs. It's some oddity that just seems to happen at times. It makes absolutely no sense.
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Post by rusty_shackleford »

Rand wrote: November 22nd, 2023, 16:55
SoLong wrote: November 22nd, 2023, 12:41
gunbino wrote: November 22nd, 2023, 12:37


You may want to wait till op finishes (de-)converting the last major character (Aylin) before starting.
Once orinEsque is done I (or someone else?) might start a threat to compilate a short FAQ on the mods so people can pick and choose what to install and where. Because we now have SniperChris' mod, the minimalist mod of that, AlbertHeinous' mod and orinEsque's work.

Just to forestall anyone installing conflicting mods.
A pinned thread with compiled install instructions for the three base mods, as well as the various combinations of them would be extremely helpful!

Rusty? Is this possible?
Sure, make it in the RPG section and I'll sticky it. The way I have the game mods subforum setup is that it's for mod file submission. It's one gigantic hack of perfect programming excellence :Inspector:
Last edited by rusty_shackleford on November 23rd, 2023, 04:40, edited 1 time in total.
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Post by orinEsque »

572 Aylin lines converted to male!
The most obnoxious scene in the game is now a whole lot more palatable! I was gonna sell her off, but I won't be selling him off!

Check it out (WARNING: Spoiler) : Watch Video

@Crusaderknight20, @dantrag28, etc is helping out with Aylin mod.

We need testers & voice line editors: We are working on changing lines from other NPCs that mention Dame Aylin, Nightsong or daughter of selune/moonmaiden. And more lines where these are not mentioned but referring to Nightsong requires us to play and find it. We fixed 60/170 lines and obviously help changing the lines would also be appreciated. If you want to help out with editing the lines or just play testing, please PM me.
Last edited by orinEsque on December 7th, 2023, 18:31, edited 8 times in total.
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Post by rusty_shackleford »

orinEsque wrote: November 25th, 2023, 00:55
Check it out (WARNING: Spoiler) : Watch Video
When I was playing BG3 I exited the game after this scene. I found aylin to be disgusting and completely offputting, nothing else in the game up to that point made me react like this.
What a fantastic re-imagining of that scene. Not only for the change, but your male Aylin just seems so much more sincere.
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Post by Tipfy »

Hi @orinEsque

I have managed to get myself the french.loca file, i could provide a translation.

Do you happen to have a list of the lines you have changed ?
If you have the numbers with it that would be perfect, but i suppose i can simply check them from english.loca if not.

I know your work is not done, but i suspect there is quite a lot to translate so i could start it now, the wait for it once you are done will be shorter for players interested.

Edit; I will also provide a .txt with all the original lines and the changes made to them, so anyone know what to do for future game update even without speaking the language.

Edit again; On another topic, about the companions flirting on the player all the time, if i am correct companions can leave the group if theyr disapproval is low enough right ? Would it be possible to make the male(and another version for female players) approbation requirement for romance to be the lowest possible ? So they would be leaving the group before having any occasion to try anything.
Last edited by Tipfy on November 25th, 2023, 10:47, edited 3 times in total.
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Post by tsuchi »

i am willing o do the same for the italian translation
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Post by orinEsque »

Tipfy wrote: November 25th, 2023, 09:21
Hi @orinEsque

I have managed to get myself the french.loca file, i could provide a translation.

Do you happen to have a list of the lines you have changed ?
If you have the numbers with it that would be perfect, but i suppose i can simply check them from english.loca if not.

I know your work is not done, but i suspect there is quite a lot to translate so i could start it now, the wait for it once you are done will be shorter for players interested.

Edit; I will also provide a .txt with all the original lines and the changes made to them, so anyone know what to do for future game update even without speaking the language.

Edit again; On another topic, about the companions flirting on the player all the time, if i am correct companions can leave the group if theyr disapproval is low enough right ? Would it be possible to make the male(and another version for female players) approbation requirement for romance to be the lowest possible ? So they would be leaving the group before having any occasion to try anything.
tsuchi wrote: November 25th, 2023, 15:00
i am willing o do the same for the italian translation
I'll put up instructions how to use loca file today, and all the lines I've changed.
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Post by Rand »

Sir Aylin is SO GOOD!!!
Last edited by Segata on December 7th, 2023, 18:37, edited 1 time in total.
Reason: Removing quotes due to personal request (orinEsque)
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Post by orinEsque »

Instructions for Translating the Localisation file
I've included this in the original post.

Required Applications
  1. Notepad++ or something similar (https://notepad-plus-plus.org/)
  2. Norbyte's LSLib Export tool (https://github.com/Norbyte/lslib/releases)
  3. ShinyHobo's Multi-Tool (https://github.com/ShinyHobo/BG3-Modders-Multitool)
1. Extract Language Pak
We will assume you are extracting a French pak file
  1. Find your localization file under a path similar to: Baldurs Gate 3\Data\Localization\French.pak (this can be English.pak, Italian.pak etc)
  2. Open LSLib and navigate to the PAK/LSV Tools Tab
  3. Under "Extract package" section, in the Package Path field, copy and paste the location and filename of your French.pak file
  4. Under Destination path, paste in the name of the folder where you want to extract the package. Let's go with C:\Desktop\French
  5. Hit Extract Package
  6. Download and unzip the NoAlphabets Lingo mod. Inside you will find the NoAlphabetsLingo.pak
  7. Use the exact same methods as above to extract this packaged into for example C:\Desktop\NoAlphabetsLingo folder.
2. Get a human readable Loca file
  1. You can now navigate to C:\Desktop\French\Localization\French. There you will see a "french.loca"
  2. Open LSLib and navigate to the Localization Tab
  3. Under Input file path, copy and paste the location and filename of your loca file, in this case, C:\Desktop\French\Localization\French\french.loca
  4. Under Output file path, paste the exact same path, but replace the file name from french.loca to french.xml
  5. Hit Convert
  6. Repeat the same process for C:\Desktop\NoAlphabetsLingo\Localization\English\english.loca
3. Editing Loca file
  1. Open the <language>.xml file in notepad++ or similar application
  2. Below is a sample. contentuid, otherwise known as handle, will be same across languages and must NOT be changed. Only change the part where it says "This is an ingame text".

    Code: Select all

    <contentList>
      <content contentuid="h798o7982132132" version="1">This is an ingame text </content>
      <content contentuid="h21387921371232"  version="1">This is an ingame text </content>
    </contentList>
  3. Open NoAlphabetsLingo's english.xml. All the changed lines are at the bottom of the file. Just search for "Yrre Sparkstruck", there is where it starts. You can search for the contentuid / handle to find the equivalent text in your french.xml file.
  4. Alternatively, this file tells you the lines that needs changing, it's only helpful if you are doing stuff programmatically imo.
4. Packing your translated Lingo mod
  1. Place your french.loca within the folder: Desktop\NoAlphabetsLingo-FR\Localization\French
  2. Copy the meta.lsx from my Desktop\NoAlphabetsLingo\Mods\NoAlphabetsLingo to Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR
  3. Open meta.lsx and change search for "orinEsque", add your name to it. e.g. "orinEsque, you"
  4. In the same file look for NoAlphabetsLingo, and change it to NoAlphabetsLingo-FR. Must match the folder name in bold in this case NoAlphabetsLingo-FR.
    This is what the English version looks like.
    Image
  5. Now open ShinyHobo's bg3-modders-multitool drop the entire NoAlphabetsLingo-FR folder in your Desktop where it says "Drop mod workspace folder or a mod .pak here". And you will now get a NoAlphabetsLingo-FR.zip file.
  6. Upload and share :)
Last edited by orinEsque on November 26th, 2023, 05:02, edited 9 times in total.
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Post by Tipfy »

@orinEsque I found a little mistake i think, those are present twice in you'r lingo;

<content contentuid="hf4132172g7d10g43c0g98b0g11fed43dcd4a" version="2">Pardon me, little preoccupied, can't talk. Where's Clovia gotten to now? Talking to that ******* from the Foundry again, I don't doubt. </content>
<content contentuid="hfdbca7c2g9a37g4906g9016ge09d181926f1" version="1">Clovia, you sound like an admirer of this "friend". Are you... close? </content>
<content contentuid="hc76edb05g4ad1g4d5bga7a1g700d366efecb" version="1">I'm leaving you. I'm starting a new life with my new love.</content>
<content contentuid="haa85a371ge36cg4feagb47bgb5e6c8b18a9e" version="1">Good thing I introduced him to my darling friend. He straightened Gasper out, found him a place in the Foundry. </content>
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Post by orinEsque »

Tipfy wrote: November 25th, 2023, 20:41
@orinEsque I found a little mistake i think, those are present twice in you'r lingo;

<content contentuid="hf4132172g7d10g43c0g98b0g11fed43dcd4a" version="2">Pardon me, little preoccupied, can't talk. Where's Clovia gotten to now? Talking to that ******* from the Foundry again, I don't doubt. </content>
<content contentuid="hfdbca7c2g9a37g4906g9016ge09d181926f1" version="1">Clovia, you sound like an admirer of this "friend". Are you... close? </content>
<content contentuid="hc76edb05g4ad1g4d5bga7a1g700d366efecb" version="1">I'm leaving you. I'm starting a new life with my new love.</content>
<content contentuid="haa85a371ge36cg4feagb47bgb5e6c8b18a9e" version="1">Good thing I introduced him to my darling friend. He straightened Gasper out, found him a place in the Foundry. </content>
oh, right duplicates, i'll clean it up for next release.
Last edited by orinEsque on November 25th, 2023, 21:09, edited 2 times in total.
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Post by Tipfy »

@orinEsque
Alright, translation done. From the bottom of your lingo, i searched for "Yrre" upward and did everything under it.
I included in the archive you'r mod with the english.loca duplicate removed, since i'm at it.

https://f.rpghq.org/vyOX8SWP725x.rar?n= ... mvoved.rar

But i think there is something i may have done wrong ? I noticed in your lingo there is also;

"__MT_GEN_LOCA_09a185c5-4c21-4c11-9d52-d28e4e6361f2.loca" and a "meta.lsx"

I do not have those for myself, only the french.loca

(Also, FYI, here is another duplicate i removed;

<content contentuid="hb98421edgafbeg4516g9218g04fc0b5096b3" version="2">Please, )

Edit; The link, i did a mistake, fixed now.
Last edited by Tipfy on November 26th, 2023, 01:08, edited 2 times in total.
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orinEsque
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Post by orinEsque »

Tipfy wrote: November 26th, 2023, 00:35
@orinEsque
Alright, translation done. From the bottom of your lingo, i searched for "Yrre" upward and did everything under it.
I included in the archive you'r mod with the english.loca duplicate removed, since i'm at it.

https://f.rpghq.org/vyOX8SWP725x.rar?n= ... mvoved.rar

But i think there is something i may have done wrong ? I noticed in your lingo there is also;

"__MT_GEN_LOCA_09a185c5-4c21-4c11-9d52-d28e4e6361f2.loca" and a "meta.lsx"

I do not have those for myself, only the french.loca

(Also, FYI, here is another duplicate i removed;

<content contentuid="hb98421edgafbeg4516g9218g04fc0b5096b3" version="2">Please, )

Edit; The link, i did a mistake, fixed now.
meta.lsx simply records the mod name, version and author for mod managers, nothing to do with the localization.

You should only focus only french.loca and my english.loca. Everything else you can assume is mod related artefacts.

I'll be adding a programmatic "only keep unique lines" for next update, you don't have to worry about duplicates :)
Last edited by orinEsque on November 26th, 2023, 01:34, edited 2 times in total.
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Tipfy
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Post by Tipfy »

All right.

Here is a last edit, fixed yet another small spelling mistake i made... I swear each time i re-read it there is something :d 3rd time's a charm tho, as they say.

https://f.rpghq.org/Y2NVRQ1BMDNE.rar?n= ... mvoved.rar
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orinEsque
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Post by orinEsque »

Tipfy wrote: November 26th, 2023, 01:42
All right.

Here is a last edit, fixed yet another small spelling mistake i made... I swear each time i re-read it there is something :d 3rd time's a charm tho, as they say.

https://f.rpghq.org/Y2NVRQ1BMDNE.rar?n= ... mvoved.rar
I'll add these instructions to the original post

4. Packing your translated Lingo mod
  1. Place your french.loca within the folder: Desktop\NoAlphabetsLingo-FR\Localization\French
  2. Copy the meta.lsx from my Desktop\NoAlphabetsLingo\Mods\NoAlphabetsLingo to Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR
  3. Open meta.lsx and change search for "orinEsque", add your name to it. e.g. "orinEsque, you"
  4. In the same file look for NoAlphabetsLingo, and change it to NoAlphabetsLingo-FR. Must match the folder name in bold in this case NoAlphabetsLingo-FR.
    This is what the English version looks like.
    Image
  5. Now open ShinyHobo's bg3-modders-multitool drop the entire NoAlphabetsLingo-FR folder in your Desktop where it says "Drop mod workspace folder or a mod .pak here". And you will now get a NoAlphabetsLingo-FR.zip file.
  6. Upload and share :)
Last edited by orinEsque on November 26th, 2023, 02:52, edited 6 times in total.
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Shillitron
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Post by Shillitron »

orinEsque wrote: November 25th, 2023, 00:55
Check it out (WARNING: Spoiler) : Watch Video
This is literally better than any cutscene in Dragon Age 2 / 3 / Mass effect Andromeda.
Huge improvement on the original in BG3.

"AAA" RPG studios getting mogged by an autist with AI and free time. Yikes.
Last edited by Shillitron on November 26th, 2023, 02:50, edited 1 time in total.
---
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orinEsque
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Post by orinEsque »

Shillitron wrote: November 26th, 2023, 02:45
orinEsque wrote: November 25th, 2023, 00:55
Check it out (WARNING: Spoiler) : Watch Video
This literally better than any cutscene in Dragon Age 2 / 3 / Mass effect Andromeda.
Huge improvement on the original in BG3.

"AAA" RPG studios getting mogged by an autist with AI and free time. Yikes.
Why thank you! Now spread the word so more autists can come along, find inspiration and fix pathfinder and the like.
Last edited by orinEsque on November 26th, 2023, 02:50, edited 1 time in total.
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Tipfy
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Post by Tipfy »

Done, feel free to take it and make it your own if you want tho, i only changed a few words you did all the work here.
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orinEsque
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Post by orinEsque »

I don't speak a word of french. I won't be able to maintain it :).
Is it the same link?
Last edited by orinEsque on November 26th, 2023, 03:03, edited 1 time in total.
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Tipfy
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Post by Tipfy »

Yeah, that could make it a little harder.

But copy pasting the number code on the corresponding number code should do the trick.

Anyway, i'll go back on the bandwagon waiting for the next update.

Keep the good work.

Edit; No, it is a new link, only the mod in it.
Last edited by Tipfy on November 26th, 2023, 03:07, edited 1 time in total.
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Post by orinEsque »

Tipfy wrote: November 26th, 2023, 03:07
Yeah, that could make it a little harder.

But copy pasting the number code on the corresponding number code should do the trick.

Anyway, i'll go back on the bandwagon waiting for the next update.

Keep the good work.

Edit; No, it is a new link, only the mod in it.

I don't think you gave me the new link.
Last edited by orinEsque on November 26th, 2023, 03:23, edited 1 time in total.
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Tipfy
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Post by Tipfy »

Oh sorry i thought you mean the one from the post i made,

Here it is ; https://f.rpghq.org/6na0BjH3GYYK.zip?n= ... ion FR.zip


And here is all the changes, for anyone who'd want to update or add to it some other lines that may have not be needed in english.

https://f.rpghq.org/vZwAYpF0gFCw.rar?n= ... à jour.rar
Last edited by Tipfy on November 26th, 2023, 03:32, edited 2 times in total.
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Post by orinEsque »

I've just added an optional mod that removes they/them option from character creation screen. And the ****** icon. This ones a hard override and sometimes gives you a "could not create a working story" message (though that might be my WASD mod(!??), even though your save game loads fine. So I kept it as a separate mod for those that actually care about stuff like that.
Last edited by orinEsque on November 26th, 2023, 04:02, edited 1 time in total.
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