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Because the game will crash if loaded in a language that any localized plugin is missing the strings for, it is necessary for all 9 languages' strings to be included with your localized plugin, even if you do not have translations for all 9 languages. To accomplish this, copies of the English (or another language) strings can be renamed to fill the missing language strings. Of course, this will not create translations for these languages, but it will allow for safe plug and play no matter the user's language. Once these "dummy translations" are made, even without full translations, it is good practice to ensure that any base translations are forwarded. For instance, a mod that edits Skyrim's worldspace will overwrite any localized name and revert it to read "Skyrim" in game. To fix any instances of translations reverting due to overwrites, load xEdit and apply a filter for all overwrites in the plugin. Then, having set xEdit's language to the language of the dummy plugin, copy any localized text from the overwritten plugin into the overwriting plugin. When saving in xEdit, make sure not to save the plugin, just the .strings for whatever language you have edited. | Because the game will crash if loaded in a language that any localized plugin is missing the strings for, it is necessary for all 9 languages' strings to be included with your localized plugin, even if you do not have translations for all 9 languages. To accomplish this, copies of the English (or another language) strings can be renamed to fill the missing language strings. Of course, this will not create translations for these languages, but it will allow for safe plug and play no matter the user's language. Once these "dummy translations" are made, even without full translations, it is good practice to ensure that any base translations are forwarded. For instance, a mod that edits Skyrim's worldspace will overwrite any localized name and revert it to read "Skyrim" in game. To fix any instances of translations reverting due to overwrites, load xEdit and apply a filter for all overwrites in the plugin. Then, having set xEdit's language to the language of the dummy plugin, copy any localized text from the overwritten plugin into the overwriting plugin. When saving in xEdit, make sure not to save the plugin, just the .strings for whatever language you have edited. | ||
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− | + | == Filtering Tree Refs for LOD == | |
− | + | After copying all tree references for LOD into your esp, it is ideal to filter these references so that only those with LOD billboards are preserved. The easiest way to obtain a list of which tree records lack billboards is to run xLODGen with your LOD reference plugin loaded. Select the worldspace where the references are added, and only tick the box for "Tree LOD". Generate LOD. The program's log will proceed to list every tree record in the worldspace both with and without LOD. Copy the list of records that lack billboards and save it in a new file. You can now open your LOD reference plugin in xEdit and remove the record types you've listed from your esp. Depending on the area you're copying from, you can reduce the esp's references between 50% and 90%. As references without LOD billboards will not be seen in LOD only cells, these references do nothing but bloat the esp needlessly. | |
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