[Question] What is the best way to provide alternative localisations?
Posted: Tue Feb 05, 2019 1:36 pm
Hi,
I'm the author of the ToDo List mod.
There is a request to enable a quest log mode to have everything more RPG like.
I'm now trying to understand how to implement this the best way.
1. provide a second mod with the changed translations
+ easy to toggle for players
- lot of overhead
- hard to keep in sync
2. provide second set of translations with different prefix (todo, todo_quest). Then generate the localisation strings based on a mod setting
+ easy to keep in sync
+ no additional mod to support
+ can be changed at runtime
- all translations have to be duplicated
- all translation strings need to be generated
3. Only provide changed translations, recognize at runtime which one should be used.
Ideally I could do a lookup as "does a translation for this key for this player exist?". Then I could decide on the fly if I want to use the quest localisation or the default. Or I keep a list of all changed keys in memory and generate translation strings based on that
Alternatively it would be really cool to provide multiple translations with a priority (this is not possible atm afaik).
+ only changed strings need to be added
+ easy to keep in sync, all in the same mod
+ can be changed at runtime
- all changed keys need to be maintained in a list
Is there a different option I'm missing?
What are your thoughts on how to do this?
I'm the author of the ToDo List mod.
There is a request to enable a quest log mode to have everything more RPG like.
I'm now trying to understand how to implement this the best way.
1. provide a second mod with the changed translations
+ easy to toggle for players
- lot of overhead
- hard to keep in sync
2. provide second set of translations with different prefix (todo, todo_quest). Then generate the localisation strings based on a mod setting
+ easy to keep in sync
+ no additional mod to support
+ can be changed at runtime
- all translations have to be duplicated
- all translation strings need to be generated
3. Only provide changed translations, recognize at runtime which one should be used.
Ideally I could do a lookup as "does a translation for this key for this player exist?". Then I could decide on the fly if I want to use the quest localisation or the default. Or I keep a list of all changed keys in memory and generate translation strings based on that
Alternatively it would be really cool to provide multiple translations with a priority (this is not possible atm afaik).
+ only changed strings need to be added
+ easy to keep in sync, all in the same mod
+ can be changed at runtime
- all changed keys need to be maintained in a list
Is there a different option I'm missing?
What are your thoughts on how to do this?