Files
Outer-Wilds-SK-Translation-Mod/PLAN.md
T
Jaroslav Beneš 9935bf68fb Translate dialogue batches 19-22: finish the flat list (villagers, Chert/Esker, signs, stragglers)
Completes the machine-assisted first pass of the entire flat dialogue list,
produced in parallel (three translator subagents each emitting a JSON of
translations, applied race-free in the main thread) plus a large main-thread
block:

- Batch 19 - Hearthian village kids/villagers (271): Marl, Tephra, Galena,
  Rutile, Tuff, Spinel, Arkose, Gneiss, Porphy, Mica, model-rocket kid,
  hide-and-seek, ghost-matter kids. Player as mláďa.
- Batch 20 - Chert + Esker + Feldspar's jellyfish journal + Gabbro extras
  (359): Chert the astronomer's supernova breakdown, Esker's Mesačná základňa
  on the Skalka, Ember-Twin research signs, Gneiss the instrument-maker.
- Batch 21 - Giant's Deep signs, Signalscope-kid endgame, credits/epitaph
  signs (backer names kept), museum Nomai-writing signs. ASCII-art left as art.
- Batch 22 - straggler sweep (22): lines the suffix-of-key detector missed due
  to curly/straight-quote drift, found via an English-word heuristic (Gabbro
  bright-flash variants, sap-wine labels, ghost-matter Signáloskop game, ATP
  masks readout at 1964, Tektite's scout note).

Consistency: Hollow's Lantern -> Lampáš (glossary note added), ghost matter ->
prízračná hmota, Hanging City -> Visuté mesto. Whole-file English-leak scan: 0
across flat list, ship log, and UI. dotnet build -c Release succeeds and stages
the loadable mod folder. The entire Translation.xml first pass is now complete;
only the Slovak human review pass remains.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-20 19:20:46 +02:00

20 KiB
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PLAN.md — Slovak translation of Outer Wilds

Roadmap for building the mod. Status markers: done · 🚧 in progress · todo.

Goal

Add Slovenčina as a fully selectable language to Outer Wilds, covering the base game and the Echoes of the Eye DLC, distributed as an Outer Wilds Mod Manager mod. Quality target: natural, consistent Slovak — not literal machine output.

Approach

  • Built on xen-42's Localization Utility / Interplanetary Polyglot (xen.LocalizationUtility) — register a new language from one Translation.xml. No game files needed to build.
  • Translation: machine-assisted first pass (clean-room, no third-party translation text reused), then a Slovak-speaking human review pass. Phased by category so partial releases are usable: UI/menus → dialogue/text walls → ship log.
  • Scope: the single ~896 KB Translation.xml already contains base game + DLC strings together, so scope is "everything," sequenced internally by category.

Phases

Phase 1 — Repo scaffold & docs

README.md, CLAUDE.md, PLAN.md, and MIT LICENSE in place.

Phase 2 — Mod skeleton

Created the OWML mod shell, modelled on shippy/outer-wilds-czech:

  • manifest.jsonauthor: Homer, uniqueName: Homer.SlovakTranslation, name, version, owmlVersion, dependencies: ["xen.LocalizationUtility"].
  • ILocalizationAPI.cs — interface copied from the utility.
  • SlovakTranslation.csModBehaviour calling api.RegisterLanguage(this, "Slovenčina", "assets/Translation.xml").
  • SlovakTranslation.csproj / .sln, .gitignore, empty assets/.
  • Optional: GitHub/Gitea release workflow.

Phase 3 — Import English source

Imported the base English Translation.xml (896 KB, 2424 entries, keys == values) from the utility repo into assets/. This is the file to translate.

Build verified: dotnet build -c Release compiles against the OWML / OuterWildsGameLibs NuGet packages (no game install needed) and stages a loadable mod folder (SlovakTranslation.dll + manifest.json + default-config.json + assets/Translation.xml) in bin/.

Phase 4 — Glossary 🚧

First draft of docs/glossary.md in place: tone/register locked (informal ty), and SK renderings proposed for the proper nouns and recurring terms below. Rows marked ❓ review still need the Slovak-speaking review pass to finalize.

Write docs/glossary.md fixing SK renderings (or keep-in-English decisions) for proper nouns and recurring terms, e.g.: Nomai, Hearthian, the Eye / Eye of the Universe, Ash Twin Project, Vessel, Black Hole Forge, Quantum Moon, Sun Station, ship log, Nomai statue, Ember Twin, Ash Twin, Timber Hearth, Brittle Hollow, Giant's Deep, Dark Bramble, Interloper, Stranger (DLC), Owlk/"Owlks" (DLC). Decide tone/register (informal ty vs. formal) and lock it here.

Phase 5 — Translate <value> entries (machine-assisted pass complete; human review pending)

Machine-assisted pass → human review, by category (UI/menus → dialogue → ship log), base + DLC. Preserve all &lt;color=…&gt;/&lt;i&gt; markup, entities, and speaker prefixes. Track progress and any hard-to-translate lines here or in issues.

All three categories now have a complete first-pass translation (UI 814, ship log 483, dialogue 2423). Whole-file English-leak scan: 0. Remaining work is the Slovak-speaking human review pass (puns, register, Nomai text-wall length, the review-flagged lines noted per batch).

Progress by category (source has 3 sections — the flat <entry> list = dialogue/ text walls, <table_shipLog> = ship log, <table_ui> = UI/menus):

  • UI/menus (<table_ui>, 814 entries) — machine-assisted first pass done, place-name terms reviewed & locked. All values translated; integer <key> IDs untouched; \n, &lt;!&gt; input-prompt tokens, &lt;Profile Name&gt; placeholder, and color/italic markup preserved; XML re-verified well-formed. Casing mirrors the source (ALL-CAPS button labels stay caps). A consistency re-pass applied the locked glossary terms (Scout → Skaut, Signalscope → Signáloskop, Timber Hearth → Drevený kozub, Ash/Ember Twin → Dvojča Popolu / Dvojča Uhlíka, etc.). Remaining: a general Slovak review of the non-proper-noun phrasings.
  • Ship log (<table_shipLog>, 483 entries) — machine-assisted first pass done. All values translated (location names + rumor/fact entries); string <key> lookups untouched; plain text (no markup). Narrator voice locked to masculine; ship-log place names locked in the glossary (§3, §5b). XML re-verified well-formed; mod builds. Still needs the Slovak review pass.
  • Dialogue / text walls (flat <entry> list, 2423 entries) — COMPLETE. Every <value> is translated; the only remaining value==key entries are proper names (kept in English), the panic-scream onomatopoeia, sick-noises, Kickstarter backer credits, and the ASCII-art easter eggs — all intentional. A whole-file English-leak heuristic (English function-words present, no Slovak diacritics/markers) reports 0 leaks in the flat list, ship log, and UI. Batched by content type (not planet — the flat list is asset-ID ordered): Nomai lore/wall-text (by speaker) → Hearthian villagers → travelers → player/system/DLC. Preserve &lt;color=…&gt;/&lt;i&gt;/&lt;size=…&gt; markup, template tokens (&lt;Pause/&gt;, &lt;TimeMinutes&gt;, &lt;NbTimeloops&gt;, &lt;…SinceRedGiant&gt;), \n, speaker prefixes, and per-entry whitespace.
    • Batch 1 — Solanum (70 lines) — Quantum Moon pilgrim: astronomy-museum walls, Tower of Quantum Knowledge / Quantum Shrine, Eye philosophy. Feminine voice. Applied by key; XML re-verified; builds.
    • Batch 2 — Vessel / warp-core debate (29 lines) — the Nomai clan debating how to obtain the advanced warp core for the Ash Twin Project (Oeno, Clary, Poke, Idaea, Avens, Cassava, Spire, Mitis) + Poke's personal reflections + the Vessel's escape-pod launch / crash computer log. Poke & Clary feminine, Annona masculine.
    • Batch 3 — Orbital Probe Cannon (50 lines) — Construction Yard cyclones (Conoy, Spire, Cassava), building/firing the cannon (Cassava, Daz, Mallow, Privet, Avens, Yarrow), the "let's send a probe" decision, and the cannon's damage-report / launch-log system text. Avens masc, Ramie fem. Preserved &lt;TimeMinutes&gt;/&lt;TimeSeconds&gt; tokens and the "on the other appendage" Nomai joke.
    • Batch 4 — Ash Twin Project warp mechanism (53 lines) — warp-tower alignment lore, White Hole Station tutorial, tower designs, ore/shell construction, warp-core-source debate (Yarrow, Clary, Poke, Root, Phlox, Oeno, Cycad, Annona, Ramie, Ilex). Pye fem, Plume masc. (Sun Station debate, firing, failure + memory statues still to come.)
    • Batch 5 — Sun Station + memory statues (61 lines) — the Sun Station build debate (Idaea/Pye/Ramie/Poke), Pye's supernova/"gas" humor, the firing orders, the failure aftermath, and the memory statues + masks (Phlox, Daz, Yarrow, Ramie, Oeno, Root). Idaea masc. Preserved the 1304 countdown tokens (&lt;RemainingMinutes&gt;…) + \n and &lt;TimeMinutes&gt;/&lt;TimeSeconds&gt;.
    • Batch 6 — High Energy Lab (42 lines) — the negative-time-interval experiments (Pye & Ramie), the white/black-hole-core setup, the 22-minute hypothesis, and the High Energy Lab / Sunless City labels + distance markers. Kept Pye/Ramie's "gas / aeriform" state-of-matter puns (flagged for review) and Conoy's "lose his head" joke.
    • Batch 7 — Quantum caves (48 lines) — the quantum shard, the Quantum Moon locator, the wandering-rock / quantum-travel experiments, Coleus's disappearance and the search for him, and the Ember Twin shelter-path directions (Coleus, Melorae, Bur, Annona, Thatch, Plume). Coleus/Melorae masc. Kept the pre-discovery moon names (putujúci / prízračný mesiac) and Melorae's "my sedimentary friend" geologist humor.
    • Batch 8 — Interloper shuttle + warp-tower scroll-wall (43 lines) — the comet crew discovering the exotic/ghost matter in the ruptured stone (Pye, Poke, Clary — all feminine; Poke & Clary are sisters), plus the leftover White Hole Station / warp-tower scroll-wall lines that finish the batch-4 conversations (Clary/Poke/Root/Yarrow, incl. the ClaryYarrow romance).
    • Batch 9 — Brittle Hollow / Escape Pod 1 clan saga (94 lines) — the crash, the volcanic-moon danger, quantum-grove wandering trees/shard, the Eye-signal locator, the migration to the northern glacier, and the loss of loved ones (Plume, Thatch, Filix, Lami, Annona, Rhus, Ilex, Spire, Coleus, Cassava, Kousa). Filix & Melorae revealed feminine ("her note", "Aunt Melorae") — corrected batch 7's Melorae lines to feminine here.
    • Batch 11 — final Nomai batch (113 lines) — ALL NOMAI DIALOGUE DONE. The warp-window details, mining-sites/native-life (Coleus/Cycad/Oeno), the new-Vessel debate (Ilex), the memory-statue philosophy (Phlox/Daz/Cassava), the probe-cannon-origin / Eye-search debate (Avens/Cassava/Plume), the Sun Station "mission" humor (Idaea), the anglerfish-fossil study (Melorae/Coleus), and scattered scroll-wall leftovers. Privet revealed feminine ("her brother") — corrected her one masculine line in batch 3. Every speaker-prefixed Nomai line is now translated.
    • Batch 10 — Bells scrolls + kids' game + Escall's clan history (87 lines) — the Tower of Quantum Knowledge pilgrimage scrolls (Bells), the Fossil Fish Cave anglerfish blindfold game (Laevi/Taget/Ilex/Lami), and the ancient "Disappearance of Escall" myth + Escape Pod 3 / SeccaDin (Canna, Bromi, Clem, Hyssop, Neem, Escall, Filix, Din). Distant place names translated (Súmračná galaxia, Čierna skala, Jasná iskra) and flagged.
    • Nomai dialogue: complete. Remaining dialogue is the ~1725 Hearthian/player lines (villagers, the travelers, player-facing/system text).
    • Hearthian villagers — 🚧 started.
      • Batch 12 — Museum + Slate (100 lines) — the museum signs/exhibits and Slate the shipbuilder's whole launch-day conversation (ship, launch codes, ship-log markers, marshmallows, his jabs). First use of mláďa (Hatchling). Player addressed as ty; "Stars above" → Hviezdy nad nami; Hearthian names kept (Slate, Hornfels, Gossan, Hal, Mica).
      • Batch 13 — Hal + Gossan + Hornfels (204 lines) — the rest of launch day: Hal (translator inventor, the new Nomai statue), Gossan (flight coach, zero-g training), and Hornfels (curator, launch codes, the travelers' whereabouts, Feldspar, and his redshift "Observations" exhibit on the expanding universe). "Stars above" → Hviezdy nad nami; translator tool → prekladač; preserved &lt;Pause&gt;/&lt;Pause/&gt;/&lt;color=grey&gt; and \n\n. The village kids (Tephra, Galena, Marl, Rutile…) and other NPCs remain.
    • ⚠️ Scope correction (batch 17): the earlier line-counts under-counted. A proper scan (a value is untranslated iff it's a suffix of its ID-prefixed key — e.g. key MeetGabbro3F… / value ) shows ~1090 dialogue lines still untranslated, not the ~730 previously estimated. Remaining blocks (asset-ID ranges): player-self/duplicate convo (169308, 140), Gabbro 366575 , Feldspar/Chert HUD signs (800842, 13291380, 18221840), village kids (14591752, ~260), Chert campsite (19752283, 308), Signalscope kid + misc (23602421, 59), plus generic traveler responses interleaved.
    • The travelers — 🚧 started (Gabbro, Riebeck, Feldspar, Esker, Chert; each a big campsite conversation).
      • Batch 17 — Gabbro (204 lines) — the laid-back "time buddy" on Giant's Deep (Obrova hlbina): his surfer-philosopher patter about the time loop, the memory statues, Statue Island (Ostrov sôch, his coinage), the Orbital Probe Cannon breaking, his quantum poem/art, the meditation mini-lesson, and the deep-space-satellite ("Ol' Spacey" → Vesmírko) inspection log. Masculine; player as ty; Hornfels masculine (per existing SK). Preserved &lt;i&gt;/&lt;Pause&gt; markup and the many repeated menu blocks. Flag for review: the "Ol'"-is-affectionate line (465) references old-ness while the nickname Vesmírko carries affection via diminutive instead — minor disconnect. Remaining travelers: Chert (308), Esker, Riebeck/Feldspar leftovers.
    • Player / self dialogue — 🚧 started.
      • Batch 18 — the "two of you" black-hole duplicate convo (125 lines) — the meeting between the two copies of the player created by the black-hole/white-hole jump (Ash Twin Project): the confused-memories banter, the dating jokes (Gossan/Slate, "Gossan's eye"), the "are you a figment of my imagination" bit, the "we are the Feldspar of weird time stuff" line, the panic-attack screaming sequence, and the post-intro bragging menu (first solo trip, Sun-Station landing, "even Riebeck survived their first launch"). Both speakers are the player → masculine; they address each other as ty. The 15 pure-scream onomatopoeia lines (AAAH, with &lt;b&gt;/&lt;size=50&gt; markup) left verbatim as language-neutral. Preserved &lt;i&gt;/&lt;b&gt;/&lt;Pause/&gt;/&lt;pause&gt; markup and \\n\\n.
    • Final dialogue sweep (batches 1922) — done in parallel (subagents + main), 770 + 22 lines. The rest of the flat list, produced by three translator subagents (each writing a JSON of translations, applied race-free in the main thread) plus a large main-thread block:
      • Batch 19 — Hearthian village kids / villagers (271 lines) — Marl, Tephra, Galena, Rutile, Tuff (the sick miner), Spinel, Arkose, Gneiss, Porphy (sap-wine maker), Mica, the model-rocket kid, hide-and-seek, mayor Rutile, the ghost-matter kids. Player as mláďa; casual kid register.
      • Batch 20 — Chert + Esker + Feldspar's jellyfish journal + Gabbro extras (359 lines) — Chert the jittery astronomer on the Presýpacie dvojčatá (star charts, supernovae, his end-of-universe breakdown, the stargazing campfire finale), Esker's lonely Mesačná základňa on the Skalka, Feldspar's jellyfish tasting notes, and Gabbro's statue/"I died" variant conversations + band-reunion ending. Also the Ember-Twin research signs, Esker's Signáloskop log, and Gneiss the instrument-maker.
      • Batch 21 — signs, Signalscope kid, endgame + Nomai-writing signs (138 lines) — Giant's-Deep HUD/observation signs, the Signalscope-kid endgame scene, the credits/epitaph signs (backer names kept), and the museum Nomai-writing exhibit signs. ASCII-art easter eggs left as art (only embedded words like LOADING→NAČÍTAVA SA translated).
      • Batch 22 — straggler sweep + consistency (22 lines) — a whole-file English-heuristic scan caught 22 lines the suffix-of-key detector missed (curly-vs-straight-quote drift between key and value: Gabbro "bright flash" variants, the sap-wine labels, the ghost-matter kids' Signáloskop game, two museum signs, the ATP masks data-readout at idx 1964, Tektite's scout note). Detection lesson: "value is a suffix of its ID-prefixed key" is necessary but not sufficient — always follow up with an English-word / no- Slovak-diacritic heuristic to catch copied-but-drifted values.
      • Consistency fixes this pass: Hollow's Lantern → Lampáš (not Dutinin lampáš; glossary note added), ghost matter → prízračná hmota (was one duchová hmota), Hanging City → Visuté mesto (was Visiace).
    • Toolchain: installed dotnet-sdk (10.0.110) locally; dotnet build -c Release now succeeds (0 warnings/errors) and stages the loadable mod folder in bin/Release/ (DLL + manifest + config + assets/Translation.xml).
    • Batch 14 — Feldspar (120 lines) — the boastful crashed ace in Dark Bramble (his crash tale, the anglerfish skeleton camp, the "space is bigger inside the seeds" theory). Masculine; heavy on mláďa; kept his swagger. Remaining travelers: Gabbro (~213), Riebeck (~125), Chert (~150), Esker (~160).
      • Batch 15 — Riebeck (69 lines) — the anxious, stammering archaeologist on Brittle Hollow: loves the Nomai ruins (the Hanging City), terrified of the "you-know-what" (black hole). Masculine; timid ehm/uf voice; kept the &lt;size=20&gt; shrinking-text asides. (His planet's HUD labels + the museum star/skeleton exhibits interleaved in this range are deferred to their own batches.) Remaining travelers: Gabbro (~213), Chert (~150), Esker (~160).
    • Batch 16 — Nomai shrines + system/HUD text & location signs (98 lines) — a sweep of the player-facing/system and Nomai-shrine text interleaved through the flat list that earlier speaker-based batches skipped: the Eye Shrine and Quantum Shrine wall-text (the Oko vesmíru signal philosophy Q&A), the Tower of Quantum Knowledge trial/pilgrimage lines ("Seek the wandering arch", quantum-imaging congratulations), the Brittle Hollow location signs (districts + directional \\n(sever/juh/…​ N m) markers — Visuté mesto, Kováreň čiernych dier, Veža kvantového poznania, etc.), the Escape Pod 2/3 flightlogs + cannon/probe/Sun-tower system readouts (&lt;NbTimeloops&gt;, &lt;TimeMinutes&gt;, &lt;MinutesSinceRedGiant&gt; tokens preserved), and scattered UI labels (RECORDING → NAHRÁVANIE, warnings/verdicts, "the Prisoner" → Väzeň). Directions localized (north→sever, below→dole, left→vľavo…); "281,042" → 281 042. Left the two ASCII-art easter eggs (LOADING/QR) unchanged. XML re-verified well-formed. Only remaining key==value entries are the 22 Hearthian/Nomai character names (kept in English) + those 2 art blocks.

Terminology change (applied file-wide): Black Hole Forge → Kováreň čiernych dier (was Zlieváreň čiernej diery) — 15 occurrences across ship log + dialogue.

Phase 6 — Diacritic / font check

Verify the stock game font renders all Slovak glyphs (á ä č ď é í ĺ ľ ň ó ô ŕ š ť ú ý ž). Only if any are missing: build a font asset bundle in Unity 2019.4.27f1 and wire api.AddLanguageFont(...).

Phase 7 — Build & in-game test

Prerequisite: install Outer Wilds + Outer Wilds Mod Manager + OWML (none are on this machine yet). Then dotnet build, load via the Mod Manager, select Slovenčina, and verify menus, dialogue, and ship log render correctly.

Phase 8 — Release

Tag a Gitea release; optionally submit to the Outer Wilds mod database so the mod appears in the Mod Manager for everyone.

Open items / risks

  • Font coverage for Slovak-specific glyphs (ľ ĺ ŕ ô ä) is unverified until in-game testing (Phase 6/7).
  • Translation volume is the real cost — ~896 KB of source text. A Slovak-speaking review pass is essential, especially for DLC/dialogue nuance, puns, and Nomai text-wall length constraints.
  • In-game testing is blocked until the game + Mod Manager are installed locally.
  • Confirm the tone/register decision (Phase 4) early — reworking it later is costly.

References