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超时空方舟

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Alternative English Translations (95+ supported mods)
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标签: Localization, 英语
文件大小
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更新日期
68.671 MB
2 月 14 日 下午 9:43
2 月 17 日 下午 11:29
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Alternative English Translations (95+ supported mods)

在 Dante 的 1 个合集中
Supported mods covered by Alternative English Translations (last updated 2025-02-14)
99 件物品
描述
Description

> Collection of supported mods: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3427608697

WARNING: Enabling this mod does nothing! You need to copy the localization folders to their respective mod folders manually. Chrono Ark does not have an automatic way to do this so we are forced to do it this way.

In the same vein as Testament1234's collection pack translating mods to Japanese, this collection pack will do the same but for English. For the mods that already have English translations, this provides an alternative translation along with grammar and spelling fixes.

Note: All translations are done using DeepSeek R1. Fed the strings to its API and then went in manually and fixed up grammar, spelling and lore inaccuracies in the context of its mod to the best of my ability.

Note 2: If you are wondering why the mod is 60+ MB, it is because I bundled the [CN/EN/JP]普拉娜 PLANA プラナ that adds Plana from Blue Archive. The original mod was hidden or privated from the Workshop so I left the original mod files in ../Localization/3253222988/ where you can copy it into your ../Steam/steamapps/workshop/content/1188930/ folder and can enable it in-game for those of you who want to use the mod.

Instructions

Inside the ../Steam/steamapps/workshop/content/1188930/3427597117/ folder in the location of your downloaded workshop mods for Chrono Ark contains the Localization folder. Inside this folder has subfolders named after the mod ID of all supported mods.

You can either copy and paste some or all of the subfolders into your ../Steam/steamapps/workshop/content/1188930/ folder and overwrite the CSV files.
  • I also provided Python script files that automates the process for you:
    • set_translations.py to backup and copy the translated CSV files to the respective mod folders and unset_translations.py to restore the original CSV files.
  • Windows .bat files have also been provided to do the same thing if you do not know how to use the Python scripts. They are named the same except with a .bat file extension.

Notes
  • IMPORTANT: Some mods do not allow any of their strings to be extracted in-game so those I cannot do anything about. Most of the time, this includes dialogue spoken between characters for a lot of the mods. Again, nothing I can do about that.
  • For the Touhou mods, I kept the skill names as intact as I can as they already matched up with the existing spell names from the Touhou series.
  • If you ever see a "@" in front of any string, I used those to mark strings for testing and forgot to remove them. Let me know which character has those and I will remove it.
  • Some mods had messed up CSV encoding and had strings all over the place. Took quite some time fixing them.

引用自 Dante
For those who want to offer fixes and suggestions, the GitHub repo is at https://github.com/steve1316/chrono-ark-alternative-english-translations.
21 条留言
Razeothegod 6 月 16 日 下午 9:43 
can you help me i keep getting unity error and it crashes please help me.
Nissa 2 月 24 日 上午 10:39 
hm. I see the supermajority of these just referencing what I assume to be the csv contents via `CommonData.Translation` -> `ModManager.getModInfo("IntegratedStrategies").localizationInfo.SystemLocalizationUpdate(transKey)->SyetemLocalizationUpdate()->`MainFile.GetTranslation(key, "English")` (at which point we're well inside of CA's core codebase, not the mod.) I have seen some mods that do have some multi-lang mappings inside of the code, but I'm having trouble finding any in this mod. I do see some ids fed to `CommonData.Translation` that don't seem to line up with any in the CSVs, though - unsure whether this is related to seeing some of the same strings as bare ids in-game in cases where localization mappings appear not to exist for the strings.

If we have CJK strings that we're seeing pop up in-game from the mod even after applying fully-localized CSVs, searching for those in the decompiled code might be a decent starting point.
Dante  [作者] 2 月 24 日 上午 8:38 
@Nissa An example would be Integrated Strategies AKA Caerula Arbor. If I open the "IntegratedStrategies202521923111.dll" in ILSpy under the "C#" and "C# 12.0 / VS 2022.8" settings, I can see 3067 entries under Metadata/String Heap (I assume its this).

I see what I assume to be the string keys i.e. "Item_Passive_PI_IS_10", "Buff_B_IS_Enemy_Boss_0_0", etc. But I am not sure how to proceed from there and I do not see a way to determine the other language strings paired to that string key (Korean, Chinese, etc).
Nissa 2 月 24 日 上午 7:03 
Ah, sorry for the red herring re UnityPy. I am using ILSpy to browse through the .dll for a few mods without apparent issue (just importing everything at once in the Assemblies folder seems to do the trick.) That said, I am pretty new at this so may be missing something basic. Is there an example or similar that you're not able to extract from that I can poke at?
Dante  [作者] 2 月 23 日 下午 10:51 
@Nissa took a look at UnityPy and it does not seem to do what we need it to do. Already took a look at dnspy and ILSpy and other related ones and was not able to extract those strings.
Nissa 2 月 23 日 下午 8:58 
Awesome; re your q below re string extraction, I haven't looked into this closely, but UnityPy might be helpful
Dante  [作者] 2 月 19 日 下午 7:33 
GitHub repo is now up and the link has been added to the description.
Dante  [作者] 2 月 19 日 下午 4:57 
@Nissa thats a good idea actually. I will put one up soon.
Nissa 2 月 19 日 下午 3:32 
Very cool! Would it be possible to create a github repo with your localization files to enable folks to PR with fixes/improvements/additional supported mods?
Atelier Meko 2 月 19 日 下午 2:05 
Need to try this but you have my deepest thanks