Bioshock Infinite - Unreal Engine 3 (This method is compatible with almost every UE3 game -- some exception reads from only *.upk files. "UPKpacker v1.3.2" is your program for them ---- https://github.com/stricq/UPKManager)
For the Main game, go to the folder called XGame, then Localization, and there INT(Int = International = English). - You'll find a bunch of *.int files. - You can open and translate them with any text editor, but Notepad++ highly recommended ('cause this program can handle bug-free the opened file's encoding) ---- https://notepad-plus-plus.org/downloads/ - You can check your translation right away - no need any packing program - after booted up your game.
Terminator2222 wrote:Bioshock Infinite - Unreal Engine 3 (This method is compatible with almost every UE3 game -- some exception reads from only *.upk files. "UPKpacker v1.3.2" is your program for them ---- https://github.com/stricq/UPKManager)
For the Main game, go to the folder called XGame, then Localization, and there INT(Int = International = English). - You'll find a bunch of *.int files. - You can open and translate them with any text editor, but Notepad++ highly recommended ('cause this program can handle bug-free the opened file's encoding) ---- https://notepad-plus-plus.org/downloads/ - You can check your translation right away - no need any packing program - after booted up your game.
DLC's has INT files too.
I think upk manager is only for Blade and Soul game. I dunno
I think upk manager is only for Blade and Soul game. I dunno [/quote]
That was a reference - if somebody has to deal with an UPK he/she'll has to find the UPKpacker v1.3.2 or similar (game specific) program/tools with Google... if he/she is not a NoobInCoding of course...
MuslimCyberGames wrote: Hey, how you find the locres files? I tried with FModel to find locres and I got nothing.
For some games on UE4 you can create your own locres file, I made it using one utility that works with locres files and most importantly, it can create a locres file from the files of the unpacked game. Unfortunately, not all game developers make text localizable, so for some games, not all text is found or not found at all.
* Run it * File - Open - (any) *.uasset * Edit the text in "Text Value" column * Save Then test it in your game after the usual method (UnrealPak-ing). I assume that you know the drill.
//Beware: P1 and other files has another (international) localized rows too - translate/modify only english (en) rows - do not add or delete anything else!
Hello, I have a question. when I want to open any .locres file from the Conan Exiles game in the UE4localizationsTool v1.8 , the program window remains empty, no text is displayed, no error message. could it be that this file has a new, unsupported, version?
metrix666 wrote:Hello, I have a question. when I want to open any .locres file from the Conan Exiles game in the UE4localizationsTool v1.8 , the program window remains empty, no text is displayed, no error message. could it be that this file has a new, unsupported, version?
AliGMods wrote:Hello using UE4localizationsTool v1.8 cannot extract text from these files. Much of the text is missing. Is it possible to fix this somehow. Thanks
an4all wrote:Can someone help to get text from Dragon Quest X Offline?
Try this locres file. After the changes, you need to pack it into a pak archive or try copying it to the Content>Localization folder (In many games, locres files work without being packed into the game archive if there are no locres files in the game itself).
Hello. I need to export the localization texts of Gotham Knights. They are uexp and uasset files. I tried UassetGui and UE4localizationsTool but it doesn't work. Can someone help!!!
PS: the files are attached
You have to find the Game.locres file!
The path when extracted the pak (or view it with Fmodel): Mercury/Localization/Game/en
//EDIT: At least this file is exists in Hungarian translation...
I got it! Thanks! When I first extracted it with quickbms I must have accidentally aborted it so I didn't have the Localization folder there. I'm used to the Localization folder being extracted at the beginning. Now it was at the end of the extraction. Locres file is attached.