Files
Outer-Wilds-SK-Translation-Mod/PLAN.md
T
Jaroslav Beneš 8100adec75 Translate ship log to Slovak (Phase 5, first pass)
Machine-assisted first pass over the entire <table_shipLog> section — all
483 entries (115 location/entry names + 368 rumor/fact paragraphs).
String <key> lookups left untouched; plain text, no markup.

Locked decisions applied:
- Narrator voice = masculine (genderless protagonist); Solanum feminine,
  Coleus masculine, other "they" travelers masculine by default.
- New place names: Hanging City -> Visuté mesto, Sunless City ->
  Bezslnečné mesto, Orbital Probe Cannon -> Orbitálne delo sondy,
  Cinder Isles -> Vyhorené ostrovy, plus High Energy Lab, White Hole
  Station, Gravity Cannon, the Quantum towers/shrine, anglerfish ->
  udicovka, etc. (recorded in docs/glossary.md §3, §5b).

XML re-verified well-formed; keys identical; UI/rest byte-unchanged;
no English place names remain in values; mod still builds.

Still needs the Slovak review pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-20 12:40:09 +02:00

5.9 KiB

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 → 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.

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, 2424 entries) — todo.

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