Mods / Translatable Books
Draft
Set to published to be listed. A draft mod is still visible to everyone via direct link
Set to published to be listed. A draft mod is still visible to everyone via direct link
Category:
#Library
#Utility
Author: Crabb
Side: Both
Created: Oct 17th 2023 at 12:58 PM
Last modified: Oct 24th 2023 at 10:24 PM
Downloads: 708
Follow Unfollow 23
Author: Crabb
Side: Both
Created: Oct 17th 2023 at 12:58 PM
Last modified: Oct 24th 2023 at 10:24 PM
Downloads: 708
Follow Unfollow 23
Latest file for v1.18.15:
translatablebooks_1.1.0.zip
1-click install
- Custom symbologies
- Custom fonts
- Custom locales
- Transcribe to parchment to keep a permanent record of your translations and share them with others.
- Books can have permanent locales assigned to them (instead of auto-translating to the users locale)
- Notes and chat commands can allow users to learn and forget symbologies
See the The Twelve Keys - Vintage Story Mod DB and Poems - Vintage Story Mod DB for example usage and game content.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.0 | 430 | Oct 24th 2023 at 10:24 PM | Show | translatablebooks_1.1.0.zip | Install now | |
v1.0.6 | 141 | Oct 18th 2023 at 1:54 PM | Show | translatablebooks_1.0.6.zip | Install now | |
v1.0.3 | 136 | Oct 17th 2023 at 1:57 PM | Show | translatablebooks_1.0.3.zip | Install now |
This mod is on hold until I get time to fix the underlying issues with the base game book implementation. No updates to this or Poems or Twelve Keys until that is done. Sorry, but there are too many problems in the vanilla book implementation to just try and work around them.
Ket I've solved the font issue by loading custom fonts. Have a look at Poems - Vintage Story Mod DB
Yep I also considered the font to svg option. There seem to be some online converters. I just need to spend some time finding the right font with the right license and hopefully the converters are able to come up with something decent.
I had an option at one point to keep the symbol in brackets after the translation. That's ok for glyphs (Alchemical) but not good if you want to do a straight alphabet substitution with a symbol for every letter (Elvish). I tried putting bold and colour tags in the output in the SymbolsToMeanings file, but it seemed to mess up the command parser. I'll have a look at adding a bold or colour option that can be auto-wrapped around the output instead, or bringing back the brackets thing with a proper JSON config option. I also want to modify the vessel loot tables to rarely include the notes and maybe add a librarian trader. Then the mod would actually exist in survival worlds. I did have a quick look at the bookshelf code but I'm not very far into my own first playthrough, so I'm not sure if non-lore bookshelves are a better option than cracked vessels in terms of accessibility..
I had a thought about extracting symbols from free/opensource font files. I'm not sure if there is any for elvish but I wouldn't be surprised! Maybe try there? I'll look at Twelve Keys again! When I looked at it yesterday this seems pretty easy to implement custom book/symbol sets. I think my only thoughts so far is maybe adding some indication of what words used to be symbols, and maybe a way to see what the symbols were before. Once you learn them it gets a bit difficult to see what changed. If I were to try to do that with how the mod is now I might try coloring or bolding the words if I can figure out how, but if the mod could do that on it's own that would be cool?
If I can find a good source for open licensed Elvish runes I'd like to make an Elvish language pack for this. Probably will put some poems or something in the books for it.
@Ket I've implemented two parchment notes that act as skill books to unlock Alchemy.
"attributesByType": {
"*-alchemistsnote": {
"title": "An Alchemist's Note",
"teachAll": "Alchemical"
},
"*-elementalistsnote": {
"title": "An Elementalist's Note",
"teach": [ "water", "fire", "air", "earth" ]
}
},
Have a look in the Twelve Keys if you want to see the whole file.
Yes for sure, this is just a starting point so people can try it out and I can get some feedback.
Such a cool concept! Are you anticipating adding mechanics for the player to learn the symbols beyond commands?