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- DBReV LOCALE DATABASE MAKER
- Builds locale databases for Dragonborn ReVoiced.
- https://www.nexusmods.com/skyrimspecialedition/mods/184221
- WHAT IT IS FOR
- --------------
- Legacy DBVO voice packs name their audio files after the ENGLISH dialogue text.
- On a French, German, Russian or Chinese game the dialogue menu shows translated
- text, nothing matches, and the player's lines stay silent.
- A locale database sidesteps the text entirely: it maps each dialogue line's
- internal ID to the original English filename, so the mod finds the right audio
- whatever language the menu is in. The mod already ships databases for the five
- vanilla masters -- this app builds them for the rest of your load order.
- Only needed for LEGACY DBVO voice packs. The modern Dragonborn ReVoiced pack
- format already matches by plugin and record in any language, and needs nothing
- from this tool.
- READ THIS FIRST: FEED IT THE ENGLISH PLUGINS
- --------------------------------------------
- The database is built from the dialogue text stored INSIDE each plugin, and the
- voice pack's audio files are named after the ENGLISH text. So every plugin you
- give the app has to be the ORIGINAL ENGLISH one.
- A mod translation is not a setting -- it is a REPLACEMENT plugin containing
- translated text. Lines taken from one match nothing in the voice pack.
- The app checks for this. Any plugin whose dialogue does not read as English is
- SKIPPED: it cannot be ticked, the Locale column says what it found instead, and
- the Build page lists everything left out. A translated plugin costs you that
- plugin's lines, and nothing else.
- The check is not infallible, and it is deliberately cautious rather than
- aggressive. Chinese, Japanese, Korean, Russian, Greek, Arabic and Thai are caught
- outright. French, German, Spanish, Italian and Polish use the same alphabet
- English does, so they are caught by vocabulary and accented letters together --
- which a short plugin, or one that is mostly names, cannot supply. It would rather
- let a rare case through than throw away a plugin that would have worked.
- So it pays to know which of your mods are translated. What to do:
- * Mods you run in English (most of them, for most people) -- nothing to do.
- Scan them where they are.
- * Mods you have installed a translation for -- download the ORIGINAL English
- version from that mod's own page, unpack it somewhere, and add the .esp /
- .esm from it with "Add plugins" -> "Choose files". You do NOT have to
- install it and you do NOT have to remove your translation; the app only
- reads the file, and never touches your game.
- Sorting the list by the Locale column puts everything the app skipped
- together, which is the quickest way to see what needs this treatment.
- * The five vanilla masters (Skyrim.esm, Update.esm, Dawnguard.esm,
- HearthFires.esm, Dragonborn.esm) -- already covered by the databases the mod
- ships. There is no need to rebuild them.
- One exception to how this works: the vanilla masters and some larger mods keep
- their text in separate .STRINGS files, one set per language, rather than inside
- the plugin. For those the app finds the English set itself and the Locale column
- says where it read it from -- see below. There is nothing to configure.
- INSTALLING
- ----------
- Unpack anywhere and run the .exe. There is no installer and nothing to register;
- delete the folder to uninstall. Do not put it inside your game folder.
- Windows may warn about an unrecognised app the first time -- that is SmartScreen
- reacting to a new download, not to anything the program does. "More info" ->
- "Run anyway".
- USING IT
- --------
- 1 - SOURCES. "Add plugins" offers your Skyrim Data folder (found automatically),
- any other folder, or individual .esp / .esm / .esl files. Everything found is
- read, and each plugin reports how many player-dialogue lines it holds. A
- ticked row is in the build -- there is no second list to move things into.
- Plugins with no dialogue are hidden and unticked by default.
- The LOCALE column says where each plugin's English came from:
- not translated the text is inside the plugin itself -- most mods
- English (STRINGS) read from a .STRINGS file in your Data\Strings folder
- English (BSA) read from one of the game's own archives
- Russian, Polish no English at all; the row is greyed out and skipped
- not English its dialogue does not read as English; also skipped
- Hover the "!" on a skipped row for the reason. Click the column heading to
- sort by it and bring everything skipped together. Where a plugin offers
- English from BOTH a .STRINGS file and an archive, the cell becomes a dropdown
- so you can pick; it re-reads that one plugin straight away.
- Add the English original of anything skipped with "Choose files" -- see
- "READ THIS FIRST" above.
- 2 - BUILD. Either one combined database (simplest to share, and slightly smaller
- because lines repeated across plugins are stored once), or one file per
- plugin. Output goes to output\ next to the app unless you change it.
- "Also pack it as a .7z" produces an archive laid out the way the mod expects,
- ready for any mod manager.
- Installing what you built: the .db files belong in
- Data\DBReV\locales_database\
- Any number of them can sit there together; their names mean nothing to the mod.
- Sharing: send the .7z. Anyone running the same mods can use it as-is -- nothing
- in a database is specific to one player's setup.
- TWO THINGS WORTH KNOWING
- ------------------------
- A .STRINGS FILE CAN LIE. Translations are often shipped by overwriting the
- English .STRINGS files rather than adding new ones, so a file called
- Skyrim_English.STRINGS can contain Chinese. Anything trusting the name would then
- build a database of Chinese under an English label. The app checks the contents
- against the name, and where the game's own archives hold the real English it uses
- those instead and says so on the row. If you see a "!" beside a locale,
- that is what happened -- your Data\Strings folder holds a translation.
- ENCODING. Plugins do not record how their text is stored, so it is detected. If a
- mod's lines come out as gibberish, force its encoding under Sources -> Options.
- This mostly affects Chinese, Japanese and Korean mods.
- LANGUAGES
- ---------
- The interface ships in English, German, Spanish, French, Italian, Turkish,
- Russian, Ukrainian, Simplified Chinese, Traditional Chinese, Japanese and Korean.
- It follows Windows automatically; the picker in the top right overrides that.
- The translations folder beside the .exe is read in preference to what is built
- in, so correcting a translation does NOT need a new version of the app. Edit the
- file for your language, or start a new one from _template_en.json, and restart.
- Every file explains itself at the top. Anything you leave out simply shows in
- English, so a partial file is safe.
- Everything past English is an unreviewed first pass. Corrections are welcome.
- LICENCE
- -------
- DBReV Locale Database Maker is free to use, and free to pass on.
- You may use it for anything, including databases you publish or bundle with your
- own mods. You may share the program itself, unchanged, wherever you like.
- You may not sell it, charge for access to it, or distribute modified copies of
- it.
- The databases you build with it are yours. Nothing in this licence claims any
- right over them.
- Provided as is, without warranty of any kind.
- Made by Raynor1511 for Dragonborn ReVoiced. The app is built on open source work
- by other people; the full list, with licences, is in the app under About.
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