Maris Posted August 3, 2014 Share Posted August 3, 2014 How do I translate settings of other mods (modinfo.lua) from my mod? Link to comment Share on other sites More sharing options...
Mobbstar Posted August 3, 2014 Share Posted August 3, 2014 Do you want to modify another mod externally? That is not possible as far as I know.If you want to translate your mods settings, just translate them. There is no way to change them depending on something as far as I know. Link to comment Share on other sites More sharing options...
Maris Posted August 4, 2014 Author Share Posted August 4, 2014 My mod translates other mods. I can change STRINGS etc, but I cant fix settings of other mods. So settings of other mods are still in English. People say: you mod translate other mods, but what about settings? It's still in English. And I feel myself in stupid situation. And one more thing. This is settings of my mod. I can't translate it too. Because there is no fonts of my language in the game. I can install fonts if my mod is active. But I don't know which mods are active while I am in modinfo.lua. If I could know which mods are active then I could initiate configuration_options with the right names of variables. Link to comment Share on other sites More sharing options...
Mobbstar Posted August 4, 2014 Share Posted August 4, 2014 My mod translates other mods. I can change STRINGS etc, but I cant fix settings of other mods. So settings of other mods are still in English. People say: you mod translate other mods, but what about settings? It's still in English. And I feel myself in stupid situation. And one more thing. This is settings of my mod. I can't translate it too. Because there is no fonts of my language in the game. I can install fonts if my mod is active. But I don't know which mods are active while I am in modinfo.lua. If I could know which mods are active then I could initiate configuration_options with the right names of variables. But modinfo can't really do that. Modinfo.lua is intended to be an information holder and nothing else. Maybe you can do some mad hacks, but I couldn't think of any possible way to achieve that. There is a function in modutil.lua that allows you to check for enabled mods, but that only works in modmain.lua Link to comment Share on other sites More sharing options...
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