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Updated: 12/26/23 04:24 PM
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Updated:12/26/23 04:24 PM
Created:12/25/19 03:15 AM
Monthly downloads:40
Total downloads:8,177
Favorites:2
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eso-azure-translate  Popular! (More than 5000 hits)
Version: 2.0.3
by: AlbinoPython [More]
eso-azure-translate
Have you ever wanted to store all of your addon strings in a JSON file? You are in luck because this small Node utility that uses Azure Cognitive Services to translate English strings to any language and generates the corresponding Lua files. Supports all languages defined from this endpoint though the abbreviations may not match as expected. Please let me know if anyone finds one.

This is just the TypeScript source code. If you don't want to build from source check npmjs
Tested so far with German (DE), French (FR), Japanese (JP), Russian (RU)
13 October 2023
Replace " with '
Update pipelines
Add types to promises

6 November 2020
Fixed breaking bugs

2 August 2020
Reduce payload sizes

1 August 2020
Added ability to translate to arbitrary languages
Added language overrides

26 December 2019
Add description
Sync published version with esoui version

25 December 2019
Initial release
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Archived Files (8)
File Name
Version
Size
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Date
2.0.3
19kB
AlbinoPython
10/14/23 12:44 AM
2.0.3
19kB
AlbinoPython
10/14/23 12:39 AM
2.0.3
19kB
AlbinoPython
07/21/21 09:17 AM
2.0.3
18kB
AlbinoPython
11/06/20 08:22 PM
2.0.3
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AlbinoPython
08/02/20 01:36 PM
2.0.3
18kB
AlbinoPython
08/01/20 08:55 PM
2.0.3
13kB
AlbinoPython
12/26/19 04:36 PM
1.0.10
12kB
AlbinoPython
12/25/19 03:15 AM


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Unread 12/28/19, 10:58 AM  
AlbinoPython
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Forum posts: 24
File comments: 121
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I am not clear on exactly what that method would do for me. eso-azure-translate does not run in-game. It is meant to be used while developing an add on. You can store all of your strings in a JSON file (see Provinatus' strings file) and then run this utility to generate German and French translations using Azure's services. It then auto-generates the corresponding Lua files. (see Provinatus' lang folder)
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Unread 12/27/19, 03:56 AM  
Micke2nd
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Forum posts: 43
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Following the API def you can change the current language for labels & other strings with
Code:
   /script SetCVar("language.2","en")
.
I thought this switch could help to get the indeed in-game wording either immediately or with a exported dictionary as intermediate step.
Doesn't this deliver what you need ? An external service won't presumably be failure free.
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