The translation's documentation, moved out of the repository

Conventions, the phase roadmap, the glossary and the in-game review notes. The
translation itself stays in the repository: assets/Translation.xml ships with
the mod.

The instruction to keep PLAN.md updated as phases land now names this wiki, and
the repository-layout tree no longer lists files that are not there.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 18:32:39 +02:00
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# Glossary / Slovník — Outer Wilds SK
Fixed Slovak renderings for proper nouns and recurring terms, so names stay
**identical everywhere** in `assets/Translation.xml`. Follow this file when
translating; propose changes here (not ad-hoc in the XML).
> **Status:** place names & proper nouns reviewed and **locked** (2026-07-20,
> the "go risky" pass — planet names are translated, not kept in English). Rows
> still marked `❓ review` need the Slovak-speaking review pass before they are
> final; `🔒 locked` rows are settled unless there's a strong reason. The UI/menus
> translation in `Translation.xml` has been re-passed to match the locked terms.
---
## 0. Tone & register (locked)
- **Address the player informally — *ty*, not *vy*.** Outer Wilds has a warm,
around-the-campfire tone; the Hearthians are your friends. Use *ty* / informal
imperatives (e.g. *"Pozri sa"*, not *"Pozrite sa"*) throughout menus, prompts,
and dialogue.
- **UI casing mirrors the source.** The game bakes capitalization into the
strings (many buttons are ALL-CAPS in the data), so ALL-CAPS English → ALL-CAPS
Slovak; otherwise sentence case. Fixed proper names (Skaut, Signáloskop, Dvojča
Popolu, …) keep the capitalization given in this glossary.
- **Keep the source's voice per speaker.** Nomai text is formal and precise;
Hearthian dialogue is casual. Register can shift by *speaker*, but the
player is always addressed as *ty*.
- **Diacritics always** — á ä č ď é í ĺ ľ ň ó ô ŕ š ť ú ý ž. Never strip them.
- **Narrator gender (locked):** the player-character is canonically genderless, but
Slovak past tense forces a gender. Use **masculine** for the player's first-person
log/dialogue voice (*Našiel som*, *Videl som*, *Vypustil som*). Named characters
take their English gender where given (**Solanum** = feminine; **Coleus** =
masculine); the singular-*they* travelers (Riebeck, Feldspar, Gabbro, Esker,
Chert) default to **masculine**.
## 1. General rules
- **Never edit `<key>`.** Translate only `<value>`. (See `CLAUDE.md`.)
- **Preserve inline markup verbatim:** `&lt;color=…&gt;…&lt;/color&gt;`,
`&lt;i&gt;…&lt;/i&gt;`, entities `&lt; &gt; &amp;`. Translate the words, keep
the tags and the exact color names (`lightblue`, `orange`, …).
- **Keep speaker prefixes verbatim:** `POKE:`, `CLARY:`, `SOLANUM:`, etc. — do
not translate or reorder the label.
- **Declension:** Slovak inflects. A glossary entry gives the base (nominative)
form; decline it naturally in context (*na Drevenom kozube*, *z Temného tŕnia*,
*do Krehkej dutiny*). Keep the **stem/spelling** from this table so
search-and-replace stays reliable. **Nomai** is the one exception — see below.
- **Brand / title names stay in English (verbatim):** the game title **Outer
Wilds**, the space program **Outer Wilds Ventures**, and "the Outer Wilds" on
the *Planetary Chart* poster. They're the actual named brand in the game (like
a company name — you wouldn't translate "SpaceX"). Inflect the *surrounding*
Slovak, not the name: *v hre Outer Wilds*, *podporuješ Outer Wilds Ventures*.
- **Character names are kept in English** (they're geology terms — Hornfels,
Slate, Gabbro, Riebeck, Feldspar, Chert, Esker, Hal, Gossan, Marl, Tuff,
Tephra, Galena, Moraine, Rutile, Spinel, Mica, Porphy, Arkose…). Decline
where natural: *Gabbrovi*, *s Riebeckom*, *Hala*.
---
## 2. Peoples & beings
| English | Slovak | Status | Notes |
|---|---|---|---|
| Nomai (species & individual) | **Nomai** | 🔒 | **Indeclinable** — keep spelling *Nomai* in every case (sg. = pl.). It's an alien species name; leave it as-is. |
| Hearthian(s) | **Kozubčan** (sg.), **Kozubčania** (pl.) | 🔒 | From *kozub* (→ Drevený kozub). Adj. *kozubčiansky*. |
| the Owlks *(DLC, fan term)* | **Soví človek** (sg.), **Soví ľudia** (pl.) | 🔒 | The game never names them; "owl-people". |
| Hatchling *(the player; a young Hearthian)* | **mláďa** (neuter) | 🔒 | Affectionate address from other Hearthians *and* a common noun. Neuter → **gender-neutral** (fits the genderless protagonist). Pl. *mláďatá* (*odkedy sme boli mláďatá*); address *"Jasné, mláďa!"*. |
## 3. Celestial bodies & places
Decision (locked, "go risky"): **place names are translated**, including the home
planet and moons — not kept in English.
| English | Slovak | Status | Notes |
|---|---|---|---|
| the Sun | **Slnko** | 🔒 | |
| Sun Station | **Slnečná stanica** | 🔒 | |
| Timber Hearth (home planet) | **Drevený kozub** | 🔒 | Home planet. Demonym *Kozubčania* derives from *kozub*. |
| The Attlerock (moon) | **Skalka** | 🔒 | Diminutive of *skala* — mirrors the "a little rock" pun. |
| Brittle Hollow | **Krehká dutina** | 🔒 | |
| Hollow's Lantern (moon) | **Lampáš** | 🔒 | Just **Lampáš** — do **not** form a possessive from *Krehká dutina* (never *Dutinin lampáš*). Decline the noun itself: *na Lampáši*, *k Lampášu*. |
| Hourglass Twins | **Presýpacie dvojčatá** | 🔒 | Ember + Ash together. |
| Ember Twin | **Dvojča Uhlíka** | 🔒 | Matched pair with *Dvojča Popolu* (uhlík ↔ popol). |
| Ash Twin | **Dvojča Popolu** | 🔒 | Drives *Projekt Dvojčaťa Popolu* (§4). |
| Giant's Deep | **Obrova hlbina** | 🔒 | |
| Dark Bramble | **Temné tŕnie** | 🔒 | *bramble* = tŕnie. |
| The Interloper (comet) | **Votrelec** | 🔒 | |
| Quantum Moon | **Kvantový mesiac** | 🔒 | |
| White Hole / Black Hole | **biela diera / čierna diera** | 🔒 | Lowercase (common noun). |
| Black Hole Forge | **Kováreň čiernych dier** | 🔒 | Forge/smithy of the black holes. Note the **plural** *čiernych dier*. Decline: gen *Kovárne*, loc *Kovárni*. (Superseded earlier *Zlieváreň čiernej diery*.) |
| The Stranger *(DLC)* | **Cudzinec** | 🔒 | |
| Echoes of the Eye *(DLC title)* | **Ozveny Oka** | ❓ | Translate in prose; may keep English as a store/product title. |
## 4. Story, projects & artifacts
| English | Slovak | Status | Notes |
|---|---|---|---|
| the Eye of the Universe | **Oko vesmíru** | 🔒 | Short form: **Oko**. Keep any color markup around "Eye". |
| the Eye (short) | **Oko** | 🔒 | |
| Eye Signal | **signál Oka** | 🔒 | |
| Ash Twin Project | **Projekt Dvojčaťa Popolu** | 🔒 | Matches *Dvojča Popolu* (§3). |
| the Vessel (Nomai ship) | **Plavidlo** | 🔒 | |
| Warp Core | **warpové jadro** | 🔒 | |
| Advanced Warp Core | **pokročilé warpové jadro** | 🔒 | |
| Ghost Matter | **prízračná hmota** | 🔒 | |
| the Nomai statue | **socha Nomai** | 🔒 | |
| supernova | **supernova** | 🔒 | |
| the time loop | **časová slučka** | 🔒 | |
## 5. Tools, UI & systems
| English | Slovak | Status | Notes |
|---|---|---|---|
| ship log | **lodný denník** | 🔒 | |
| Rumor Mode (ship log) | **režim fám** | 🔒 | |
| Map Mode (ship log) | **režim mapy** | 🔒 | |
| Signalscope | **Signáloskop** | 🔒 | Device name (treated as a proper name, capital S). |
| Little Scout / Scout | **Malý Skaut** / **Skaut** | 🔒 | The camera probe; capital S. Decline *Skauta*, *Skautom*. |
| Scout Launcher | **Odpaľovač Skauta** | 🔒 | |
| the Translator (Nomai) | **Prekladač** | 🔒 | |
| Autopilot | **autopilot** | 🔒 | |
| Landing Camera | **pristávacia kamera** | 🔒 | |
---
## 5b. Ship-log locations & DLC terms (locked, 2026-07-20)
Named places and recurring terms from the ship log. Descriptive location names not
listed here are translated literally (River Lowlands → *Riečne nížiny*, Northern
Glacier → *Severný ľadovec*, Fire Chamber → *Ohňová komora*, …).
| English | Slovak | Notes |
|---|---|---|
| The Hanging City | **Visuté mesto** | Brittle Hollow's Nomai city. |
| The Sunless City | **Bezslnečné mesto** | Ember Twin's Nomai city. |
| Orbital Probe Cannon | **Orbitálne delo sondy** | Modules: *Riadiaci / Štartovací modul*, *Modul sledovania sondy*. |
| Cinder Isles *(DLC)* | **Vyhorené ostrovy** | |
| High Energy Lab | **Vysokoenergetické laboratórium** | |
| White Hole Station | **Stanica bielej diery** | |
| Gravity Cannon | **Gravitačné delo** | |
| Tower of Quantum Knowledge / Trials | **Veža kvantového poznania** / **Veža kvantových skúšok** | |
| Quantum Shrine | **Kvantová svätyňa** | *Quantum X**kvantový/-á/-é X* throughout. |
| Construction Yard | **Stavenisko** | |
| Nomai Mines / Grave / Shipwreck | **Bane / Hrob / Vrak lode Nomai** | *X Nomai* (indeclinable). |
| Escape Pod (1/2/3) | **Únikový modul (1/2/3)** | |
| the Vessel | **Plavidlo** | |
| anglerfish | **udicovka** (pl. *udicovky*) | The Dark Bramble monster fish. |
| Nomai shuttle | **raketoplán Nomai** | |
| astral body | **nebeské teleso** | |
| slide reel *(DLC)* | **kotúč diapozitívov** | |
| vault *(DLC)* | **trezor** | vault seal → *pečať trezoru*. |
| the Prisoner *(DLC)* | **Väzeň** | An Owlk (*Soví človek*). |
| Vision Torch / Artifact *(DLC)* | **Fakľa vízií** / **Artefakt** | |
| mural | **nástenná maľba** | |
| memory statue | **pamäťová socha** | Nomai statue that records memories. |
| storage unit / mask | **úložná jednotka** / **maska** | Ash Twin Project memory components. |
| clan | **klan** | Nomai social group. |
| star system | **hviezdna sústava** | vs. *slnečná sústava* = solar system. |
| pilgrimage | **púť** | Solanum's journey to the Quantum Moon. |
| Nomai character names | *kept in English* | Solanum, Poke, Clary, Coleus, Melorae, Cassava, Yarrow, Pye, Conoy, Bells, … Decline the surrounding Slovak, not the name. |
**Character genders** (from English pronoun cues; drives Slovak verb/possessive
gender): **feminine** — Solanum, Poke, Clary (Poke's sister), Ramie, Pye, Filix
("her note"), Melorae ("Aunt Melorae"), Privet ("her brother"). **masculine**
Annona, Coleus, Avens (Daz's brother), Plume (has a brother). Everyone else defaults to **masculine**
until an English cue says otherwise.
**Hearthian genders (cross-checked against the Czech mod, 2026-07-20).** Outer
Wilds uses *they/them* for all Hearthians, so we defaulted **masculine** and
verified against `shippy/outer-wilds-czech` (Czech is also grammatically
gendered). Confirmed **masculine**: Chert, Esker, Gabbro, Riebeck, Feldspar,
Gneiss, Marl, Mica, Spinel, Tektite, Tuff, Hornfels, Hal, Gossan, Slate.
Corrected to **feminine** (Czech + English cues): **Arkose** (the ghost-matter
kid — *"Slyšela jsem"*), **Porphy** (the sap-wine maker — *"dolila… dávku"*),
and the **hide-and-seek kid** at idx 1627 (*"Chtěla jsem… otravná"*). **Filix**
stays **feminine** (English "her note") even though the Czech mod rendered her
masculine — English canon wins. Undetermined (no gendered self-reference either
side; left masculine): Galena, Rutile, Tephra, Moraine. (Possessive of names in *-a*: *Annonov/-a/-o*,
*Cassavov/-a/-o*, e.g. *Cassavovo Stavenisko*.) **Note:** Melorae was initially
translated masculine in batch 7, then corrected to feminine once "Aunt Melorae"
surfaced.
**Nomai voice tics:** "My gratitude" (their formal thanks) → **Moja vďaka**;
"on the other appendage" (a hand-joke — Nomai have appendages, not hands) →
**Na druhej končatine**. Keep this dry, precise, courteous register for Nomai.
## 6. Resolved decisions (2026-07-20 review)
1. **Planet names → translated** (not kept in English). ✅
2. **Nomai → indeclinable**, kept as-is (alien species name). ✅
3. **UI length** — not a concern: the text display supports variable lengths. ✅
4. **DLC titles** — translate in prose (*Ozveny Oka*, *Cudzinec*); keep English
only where a string functions as a store/product title. ✅ (`Echoes of the Eye`
the DLC title still `❓` in §3 for that reason.)
## 7. Still open
- **`Twilight Twin`** (Nomai dialogue, warp-tower lines) — rendered provisionally as
*Súmračné dvojča*. Unusual term; confirm meaning/rendering in review.
- **`Echoes of the Eye`** as a product/menu title — translate everywhere, or keep
English on title/store strings? (Prose already uses *Ozveny Oka*.)
- Terms that will surface in the **dialogue** and **ship log** phases and aren't
fixed yet: the Vessel interior locations, the Hanging City, the Sunless City,
the High Energy Lab, the Quantum Shrine, DLC props (Slide Reel → *Kotúč
diapozitívov*, Vision Torch → *Fakľa vízií*, the Artifact → *Artefakt*), etc.
I'll raise these as we hit each category.
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Placeholder. Replaced by the first push.
# Outer Wilds — Slovak translation
An unofficial Slovak localization of *Outer Wilds* and *Echoes of the Eye*, as an
OWML mod built on `xen.LocalizationUtility`.
Source: [`Houmeres/Outer-Wilds-SK-Translation-Mod`](https://git.houmeres.sk/Houmeres/Outer-Wilds-SK-Translation-Mod) ·
installation is in the
[README](https://git.houmeres.sk/Houmeres/Outer-Wilds-SK-Translation-Mod/src/branch/main/README.md).
| Page | What it is |
|---|---|
| [Working-notes](Working-notes) | Conventions and repository layout. Read first. |
| [Roadmap](Roadmap) | Phases, and what has landed. |
| [Glossary](Glossary) | The fixed Slovak terms for proper nouns and recurring words. **Use it** — consistency across 1300+ strings depends on it. |
| [Review-notes](Review-notes) | What has been read back in-game, and what still needs checking. |
The translation itself is `assets/Translation.xml` in the repository: English
keys, Slovak values. It ships with the mod, so it stays there.
---
These pages were `CLAUDE.md`, `PLAN.md` and `docs/` inside the repository until
2026-08-08, when the documentation moved here and the history was rewritten so
they are not present at any commit.
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# Review notes — things to check in the Slovak human review pass
Consolidated list of wordplay, coined terms, gender guesses, and register calls
that the machine-assisted first pass flagged. Work through these with a
Slovak-speaking eye. Grouped by type; `idx` = position in the flat `<entry>`
list where useful. See [`glossary.md`](Glossary) and [`../PLAN.md`](Roadmap)
for the locked terms and per-batch context.
---
## 1. Puns & wordplay (hardest to get right)
| Where | English | Current SK | Note |
|---|---|---|---|
| Gabbro, satellite (idx ~460466) | "Ol' Spacey" (the deep-space satellite; "Ol'" = affectionate "old") | **Vesmírko** | Nickname folded to a diminutive that carries affection via form, not oldness. Line 465 ("'Ol'' is more a term of affection") therefore explains *starký/old* while the name is *Vesmírko* — mild disconnect. Consider a nickname that keeps the "old" beat, e.g. *Starký* / *Vesmírko starký*. |
| Gabbro (idx 1353) | "you just got **Feldsparred**" | *...práve ťa **Feldsparovalo*** | Invented verb from a name; keep or rework. |
| Gabbro (idx 399 etc.) | "**Statue Island** ...Get it?" (it's the *island* with the *statue*) | **Ostrov sôch** ...Chápeš? | The "get it?" gag barely lands in SK since the wordplay is thin even in EN. OK, but confirm. |
| Chert (idx 1979) | "Keep **an eye or four** on the stars" (Hearthians have >2 eyes) | *Maj oko, aj štyri, na hviezdach* | ✅ reworded per review (was *Maj oči — pokojne aj štyri —*). |
| Player self (idx 252) | "we are the **Feldspar** of weird time stuff" | *sme **Feldsparom** čudných časových vecí* | Idiom "the X of Y"; fine but review. |
| Ghost-matter kid (idx 1702) | "All **pew pew pew**!" | *Také **pyu pyu pyu**!* | Onomatopoeia choice. |
| Feldspar note (idx 1350) | "Hornfels, **ya burnt marshmallow**" (insult) | *Hornfels, ty **pripálený marshmallow*** | Insult + the kept loanword *marshmallow* (see §2). |
| Porphy, sap wine (idx 1476, 1478, 1490) | "**The Good Stuff**"; bottles labeled "structural collapse" / "house fire" | **Tá Dobrota** (standardized; was mixed *To Pravé*/*Tá Dobrota*); „zrútenie konštrukcie" / „požiar domu" | Bar/booze humor; Porphy is **feminine** (§3). |
| Chert (idx 1994) | "On a **scale of one to dead**, I'd give it a seven or eight" | *Na škále **od jeden po smrť**...* | Keep the deadpan. |
| Feldspar jellyfish journal (idx 2181) | "Boring crashes: 0 (a personal best!)" / "entry #... 'not 1'" | translated literally | Feldspar's swagger; check voice. |
| Fishing rhymes (idx 1540, 1567, 1576) | fishing rhyme/song/tune couplets (the 3rd deliberately fails to rhyme) | rendered **loosely to keep a rhyme** | ✅ 1567 reworked to *…ech, asi mi nesedí táto **návnadička*** (rhymes *pesnička/návnadička*, keeps "bait is wrong"). 1576 intentionally drops the rhyme (matches the EN joke). |
| Nomai, Pye/Ramie (batch 56) | "gas / aeriform" state-of-matter puns; Pye's supernova/"gas" humor | flagged in batch notes | Physics/gas double meaning — verify it survives. |
| Nomai, Conoy (batch 6) | "lose his head" joke | flagged | Idiom. |
| Nomai, Melorae (batch 7) | "my **sedimentary** friend" (geologist pun) | flagged | Rock pun on "sedentary". |
| Nomai idiom (glossary) | "on the other **appendage**" (hand-joke; Nomai have appendages) | **Na druhej končatine** | Locked, but re-read in context. |
| Idaea (batch 11) | Sun Station "mission" humor | flagged | Deadpan Nomai humor. |
**Character names are themselves geology/rock puns** (Slate, Feldspar, Gabbro,
Chert, Gneiss, Tuff, Tephra, Porphy, Arkose, Mica, Moraine, Hornfels, …) — kept
in English by design (see glossary §1). No action unless we ever localize names.
---
## 2. Coined / provisional terms (no prior canon — confirm rendering)
| English | Current SK | Status |
|---|---|---|
| Ol' Spacey | **Vesmírko** | provisional (see §1) |
| Statue Island (Gabbro's coinage) | **Ostrov sôch** | provisional |
| Lunar Outpost (Esker's, on the Attlerock) | **Mesačná základňa** | provisional |
| Youngbark Crater | **Kráter Mladej kôry** | provisional (blockC) |
| Quantum Grove Crater | **Kráter Kvantového hája** | provisional (blockC) |
| The Good Stuff (sap wine) | **Tá Dobrota** | standardized this pass |
| marshmallow | **marshmallow** (kept) | decide: keep loanword or *sladká pena*? Be consistent. |
| Twilight Twin (Nomai warp-tower lines) | **Súmračné dvojča** | ❓ unusual term — confirm meaning/rendering |
| Echoes of the Eye (DLC title) | **Ozveny Oka** in prose | ❓ keep EN on store/menu title strings? |
| Distant Nomai places (batch 10) | **Súmračná galaxia**, **Čierna skala**, **Jasná iskra** | flagged |
---
## 3. Gender — cross-checked against the Czech mod ✅
Outer Wilds uses **they/them for all Hearthians**; Slovak forces a gender, so the
first pass **defaulted masculine**. We then cross-checked every gendered
self-reference against `shippy/outer-wilds-czech` (Czech is also grammatically
gendered) — only **3** disagreements surfaced across the whole file, now resolved:
- **Arkose** (ghost-matter kid) → **corrected to feminine** (*Slyšela jsem*).
- **Porphy** (sap-wine maker) → **corrected to feminine** (*dolila dávku*).
- **Filix** — Czech has her masculine, but English says *"her note"*, so she
**stays feminine** (English canon wins).
- Also flipped the **hide-and-seek kid** at idx 1627 to feminine (*Chtěla
jsem… otravná*).
**Confirmed masculine** (Czech agrees): Chert, Esker, Gabbro, Riebeck, Feldspar,
Gneiss, Marl, Mica, Spinel, Tektite, Tuff, Hornfels, Hal, Gossan, Slate.
**Undetermined** (no gendered self-reference either side; left masculine): Galena,
Rutile, Tephra, Moraine — worth a glance in-game but low-risk.
**Locked female (EN cues):** Solanum, Poke, Clary, Ramie, Pye, Filix, Melorae,
Privet. **Locked male:** Annona, Coleus, Avens, Plume, Idaea.
---
## 4. Register & length
- **Nomai text walls** — keep the formal, precise, courteous voice; watch length
vs. the in-game panels (utility supports variable length, but very long walls
should stay tight).
- **Chert's panic stammer** (idx 20292031, 20762077) — rendered as
*a-a-ale / d-d-dúfam / m-možno*. Check it reads as anxious, not broken.
- **Kids' register** — playful, casual *ty*; player often *mláďa*. Make sure the
kid voices don't sound adult.
- **Player self-talk** (the "two of you" convo, idx 169308) — both speakers are
the player, masculine, mutual *ty*; screams left verbatim.
---
## 5b. Coined this pass (audit against the game's own table, 2026-07-21)
The upstream English template (from the Localization Utility repo) is slightly out
of date versus the shipped game. Extracting the game's own English
`TranslationTable_XML` from `resources.assets` and diffing it found 17 keys we
didn't cover and 7 values still in English. New renderings to sanity-check:
| English | Current SK | Note |
|---|---|---|
| Stepping Stone District | **Štvrť nášľapných kameňov** | matches *Jaskyňa nášľapných kameňov* |
| Anglerfish Overlook District | **Štvrť vyhliadky na udicovku** | matches *Vyhliadka na udicovku* |
| Eye Shrine District | **Štvrť Svätyne Oka** | new |
| Black Hole Forge controls | **Ovládanie Kovárne čiernych dier** | was left in English |
| Divergence Meter / world line | **Merač divergencie** / **svetočiara** | Steins;Gate easter egg |
| *El Psy Congroo* | left verbatim | Steins;Gate catchphrase, not translatable |
Two dialogue keys (`sun station 2`, `sun station 5a`) had `<pause>` in the template
where the game has `<Pause>`; both spellings are now present so either build matches.
Likewise the ship log key for Solanum entering the Eye: the template misspells
*concious*, the game says *conscious* — both are shipped.
**Re-run the audit after any game update** — it is the only reliable way to catch
strings the template is missing.
---
## 5. Left verbatim on purpose (not for translation)
Panic-scream onomatopoeia (idx 174, 267286), sick-noises (*Hurgh…*, idx
1666/1685), shy-kid silences (`…`), Kickstarter backer credit **names** (idx
24082415), and the ASCII-art easter eggs (idx 24162418, only embedded words
like LOADING → *NAČÍTAVA SA* were translated). Leave these as-is.
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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`](https://github.com/shippy/outer-wilds-czech):
- `manifest.json``author: Homer`, `uniqueName: Homer.SlovakTranslation`,
`name`, `version`, `owmlVersion`, `dependencies: ["xen.LocalizationUtility"]`.
- `ILocalizationAPI.cs` — interface copied from the utility.
- `SlovakTranslation.cs``ModBehaviour` 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
- Localization Utility / Interplanetary Polyglot (framework, MIT, source template):
https://github.com/xen-42/outer-wilds-localization-utility
- Czech mod (structure reference): https://github.com/shippy/outer-wilds-czech
- OWML: https://github.com/ow-mods/owml
- Mod Manager: https://outerwildsmods.com/mod-manager/
+101
@@ -0,0 +1,101 @@
# Outer Wilds SK Translation Mod — working notes
The project's conventions and repository layout. This page was the repository's
`CLAUDE.md` until 2026-08-08; nothing loads it automatically, so read it before
starting work.
Working context for Claude Code (and human contributors) in this repository.
## What this repo is
An **unofficial Slovak (slovenčina) translation mod for *Outer Wilds*** — base
game **and** the *Echoes of the Eye* DLC. It is primarily a **data/translation
project**, not a conventional codebase: the bulk of the work is one large XML file
of translated strings, wrapped in a thin C# mod shell.
- **Not affiliated with Mobius Digital / Annapurna.** Game text is © Mobius
Digital, used under their Fan Content Policy. This project's own code and
translation are MIT (see [`LICENSE`](https://git.houmeres.sk/Houmeres/Outer-Wilds-SK-Translation-Mod/src/branch/main/LICENSE) and [`README.md`](https://git.houmeres.sk/Houmeres/Outer-Wilds-SK-Translation-Mod/src/branch/main/README.md)).
- Roadmap and phase status live on [Roadmap](Roadmap). Update it as phases land.
## How the mod works
It is an [OWML](https://github.com/ow-mods/owml) mod that depends on **xen-42's
Localization Utility / Interplanetary Polyglot** (`xen.LocalizationUtility`, MIT).
The utility does all the heavy lifting; this mod just:
1. Declares the dependency in `manifest.json`:
`"dependencies": ["xen.LocalizationUtility"]`.
2. In its `ModBehaviour.Start()`, grabs the API and registers a new language:
```csharp
var api = ModHelper.Interaction.TryGetModApi<ILocalizationAPI>("xen.LocalizationUtility");
api.RegisterLanguage(this, "Slovenčina", "assets/Translation.xml");
```
3. Ships the translated strings in `assets/Translation.xml`.
**No game files are needed to build the mod.** The English source
`Translation.xml` is published by the utility repo and used as the template.
Slovak is a Latin-script language, so **no `AddLanguageFixer`** (that's for RTL
scripts) is needed. A custom font via `AddLanguageFont` (Unity **2019.4.27f1**
asset bundle) is only required if the stock game font is missing Slovak glyphs —
to be verified during in-game testing (Phase 6/7).
## Planned repo layout
```
Outer-Wilds-SK-Translation-Mod/
├── manifest.json # OWML manifest (uniqueName, deps, entry DLL)
├── SlovakTranslation.cs # ModBehaviour: registers the language
├── ILocalizationAPI.cs # interface copied from the utility
├── SlovakTranslation.csproj # build against OWML/game refs
├── SlovakTranslation.sln
├── assets/
│ └── Translation.xml # THE translation (English keys, Slovak values)
├── README.md · LICENSE
```
Model the C#/manifest scaffold on the community Czech mod
([`shippy/outer-wilds-czech`](https://github.com/shippy/outer-wilds-czech)).
## Translation conventions (important)
`Translation.xml` is a **flat** `<TranslationTable_XML>` of repeated `<entry>`
blocks, each with a `<key>` and a `<value>`. Rules:
- **Never edit `<key>`.** It is the exact English source string the game matches
on — changing it silently breaks that string's translation.
- **Translate only `<value>`.** Start from a copy of the English file (key == value)
and replace each value with Slovak.
- **Preserve inline markup verbatim**, including XML-escaped tags:
`&lt;color=orange&gt;…&lt;/color&gt;`, `&lt;i&gt;…&lt;/i&gt;`, `&lt;/color&gt;`,
and raw entities `&lt; &gt; &amp;`. Translate the words, keep the tags.
- **Keep speaker prefixes** (e.g. `POKE:`, `CLARY:`) and any leading labels.
- **Use the glossary** ([Glossary](Glossary)) for proper nouns and recurring terms so
Nomai / the Eye / Ash Twin Project / etc. render identically everywhere.
- Watch text length: Nomai text walls and UI have limited space — prefer concise
phrasings where the English is terse.
**Translation production:** machine-assisted first pass (clean-room, no third-party
text) followed by a Slovak-speaking review pass. Phase by category for shippable
increments: **UI/menus → dialogue/text walls → ship log**.
## Build & test
- Toolchain present locally: `dotnet 6.0.400`, `git`. **The game and the Outer
Wilds Mod Manager are NOT installed on this machine** — in-game testing (Phase 7)
requires installing *Outer Wilds* + Mod Manager + OWML first.
- Build: `dotnet build` (the `.csproj` references OWML/game DLLs — see the Czech
mod for the exact reference setup).
- Test: load via the Mod Manager, select **Slovenčina**, and verify menus,
dialogue, and the ship log render correctly (including diacritics
á ä č ď é í ĺ ľ ň ó ô ŕ š ť ú ý ž).
## Repo / process notes
- This is a **standalone project repo** (Gitea `Homer/Outer-Wilds-SK-Translation-Mod`),
independent of `~/Agent/Systems`. Changes here do **not** require a system
changelog entry — unless we install system tooling (game, Mod Manager, a Unity
version) to support it, in which case record that in `~/Agent` docs as usual.
- Commit as the Gitea identity (Homer <admin@ecoposta.sk>). Don't commit/push
unless asked.