Dwemeris Translation Part Something!

So after like, a million years, or just one, I’m getting back into fully figuring out what the Dwemeris means in the only translated passage we find in game.


th thuangz ahrk, th duum melz thuabtharng, th kanthaln duabcharn mzin thuastur,

ye sou liebali racurane, ye nu rautane sye, ye nu hautalle nou buroi

and your LIE-stones RACURANE, and you RAUTANE SYE, and you shall become our slaves,

Again, “th” appears where “and” is, and “thua” and again with the translation being “and your.” What in particular “ngz” means is unclear, but if the tradition is to combine “thua” with an object, “liebali” may be the translation for “ngz.” And actually, I think it may be “angz,” with a dropped vowel because it may not be needed with no meaning lost. Now, what if “liebali” meant “doom stone?” Clearly, “racu” is the same as in Ayleid which means “down” and I’m willing to bet that “racurane” is the Falmer version of “racuvar” in the past-tense.

“and your doom stones were cast down,”

Interestingly, “arhk” appears as it’s own word instead of a prefix and does not seem to mean”driven.” It could be a case for “arhk” to mean “your,” if it wasn’t for “thua” appearing in the next section of the sentence without “arhk,” and thua being in “thuastur” at the end.

Interestingly, “dua” shows again when “our” appears in the translation. Assuming that it is functioning a prefix possessive of the word to which it is attached, I can only assume (and hope) that bcharn is “slaves.” So “duabcharn” would literally mean “our slaves.” and that gives us some interesting grammar to work with as “thua” appears at the end of this section of the sentence prefixed to “stur.” That could mean “thuastur” = “you shall.”

Now this is sort of reminding me of the way Yoda speaks. “Through the Force, other things you will see.”

I’m beginning to think, at this point, that thua and dua both definitely are used as prefixes to nouns to mean a possessive.


btharumz thua mer zel.

GUNE your people’s GRAVULOI.

gune sou gravuloi

There’s not much here that we can do here, except GRAVULOI seems a little bit like an imperative version of a verb, If we take the Ayleid imperative suffix of “voy” and extrapolate that. Since we don’t have any actual Aldmeri to compare it with, Ayleid is the closest meric language that we have any sort of basis with.

Interestingly, “zel” may be the same word that appears in “Nchuand-Zel” and “Kagrenzel.” “Tel” in Dunmeri means “Tower.” “Fell” is a similar word meaning “City” that also appears in Dwemeris and may have a similar connection.

Also, “Gravia” in Ayleid means “ugly,” so I’m wondering if this sentence is giving an imperative to become “ugly” or a similar vein. Still, that doesn’t make much  sense at all. Then, there are also instances of “-voy” in this passage, and while many languages in real life have different forms of imperative, I think this may possibly be a different form of modifier or just an entirely different noun/verb.

I find it interesting that “thua” and “mer” appears in the Dwemeri version, but only “sou” in the Falmeri.


Dwemer: Abakch duumarkng tuathumz amakai, th abakch avatheled kagr tuamkingth mzan.

Falmer: sa metane sye garlis frey, as gondra doemera tarcel lane sou agea silya.

Translation: METANE SYE GARLIS FREY, by GONDRA DOEMERA TARCEL LANE your wisdom SILYA.

This sentence has less translation than any, but one thing is clear, “your wisdom.” Considering that “tua” is prefixed to “mkingth,” I’m willing to believe that “mkingth,” at least as a compound particle, means “wisdom.” Although, I’m wondering if this passage wasn’t at least partially misspelled or mistranslated, because I see “tua” appear twice, but only one version of it is translated. “Tye” in Ayleid means “you” so I’m conjecturing that “SYE” is the Falmer version and “tua” is the same. Now, in Ayleid, “TYE” may be the object form of “you.” I’m not too sure of this as “SYE” appears above and not in the same context, and doesn’t seem likely.

So that would make the translation “METANE you GARLIS FREY.” “Garlas” in Ayleid is the closest to “Garlis,” however that means “cavern” and I’m not so sure that’s what they mean.

Again, “Th” appears, but this time the translation appears to be “by.” This shows another similarity between Dwemeri and Ayleid in that one particle has several different meanings. If the Dwemer were interested in efficiency in their language, it’s quite possible that one particle started to take on several different meanings separately, as well, the meaning being clear in the context. (This is somewhat how Japanese works.)

I’m positive I’ve seen the term “doemera” before though, and preeeetty sure that the “mer” refers to “mer” as in “people.” If “doe” is another version of “dua” that might make “doemera” “our people.” However, the Dwemer version doesn’t show any hint that this may be the case.

Silya may be a version of “Sila” in Ayleid, meaning “shines” or “to shine.” If it is a past tense, it could mean “shone.” “your wisdom shines.” Sort of makes sense…


 Du chal fahlngark, che du fahl bthun ur.

nu hecta sou arcten, rias nu nemalanta ge.

You HECTA your ARCTEN, RIAS you NEMALANTA GE.

Now this is interesting. “Du” appears where “you” does, possibly indicating another state of “you.” “Thua/tua” seems to be predominantly a prefix, so this may be the non-possessive, second-person pronoun. It’s also similar to the Falmer/Ayleid “nu/ni” and one of the similarities Dwemeri still has with its cousins. “Duu” also appears aproximately where “SYE” does in the previous section.

Che is likewise interesting, appearing in the Dwemer script, as it is a Valenwood-Ayleid variant of “mer.”

ARCTEN could be a version of “Arcta” as in “Acknowledge” and may be more akin to “acknowledgement.” It likewise may be a version of “Arpen” which means “noble”

Looking over similar words to “rias,” I can’t wrap my head around anything but “ry” as the cousin to this. A thin limb, indeed, but if “rias” means “ry” and in English equals “as,” that would make it “You remember your acknowledgement, as you- SOMETHING.”

Breaking NEMALANTA down, it could be ne mala-nta, which is roughly equal to “never high” with some sort of modifier. It could be a compound of “mala”/”high” and “anda”/”long.”

I’m… sort of getting the impression it means “You remember your acknowledgements, and never rise again” or something along those lines.


 

Whew! That was a lot of work, but it’s been fun and interesting digging into made up languages like this. Someday, I really hope Bethesda fills out the languages of Tamriel and publishes a book or something on it. As of right now I do not know the existence of such a book, though I am aware of the places where you can learn the dragon language, which is kind of cool. There really should be something on the elven languages, though. The Elder Scrolls could be really great if Bethesda opened up the world like, say, Dungeons and Dragons did.

NPC Editing: Fixing the Gray Face Bug

So you might have noticed the guy in the banner that pops up sometimes. The one that wears the tartan hood. He’s a follower I’ve been working on and I’ll say, it’s a pain in the butt to get the gray face bug fixed on a custom NPC.I created his face in the chargen and exported it the normal way using spf charactername in the console. Then I imported it through the NPC editor in the CK.(For the record, I have RaceMenu and Enhanced Character Edit installed, and I think his face port went juts fine using the SPF export straight from the game. He doesn’t look particularly different from how he did as a PC, but the real test will come if I disable the chargen mods.)

Everything looked pretty good, but I had a problem when it came to viewing him in the game proper, and that was the gray face. Googling around, I came across several scattered forum posts and the wiki, so I read up on it.

It’s because the CK doesn’t generate the head mesh for the NPC automatically. You have to do it yourself by selecting the NPC in the Item window, not the NPC edit window.

Selecting the NPC and hitting CRTL-F4 will generate the meshes and textures that will properly display the NPC in game without the pale look and neck seam.

But wait! Some of the tutorials don’t really specify the conditions where CK will actually export the darn things. I found this out from a forum post I’ve since lost, but anyway. For some reason, the CK won’t generate the files when you have the NPC selected through the ALL category in the CK, especially if you’re like me and tend to use the filter a lot in order to cut down on wild edits and just being about to find the right entry. The best bet is to go to where the NPC is listed normally, say if your character was a Nord, it would be in NordRace.

So select them, and CTRL-F4. CK will inform you it will start generating the files. Give it a bit. It will have a popup that says “done” when it is done, and it might take a bit depending on if you have multiple NPCs selected. Make sure that any previously generated files for your NPC are deleted if you are updating the face files! I’ve had the CK actually act like it’s exporting, but it really didn’t because the files were already there. You can tell when it does this: there will be a slight pause when it is actually generating, but when it isn’t the DONE popup will appear almost immediately.

A word of warning:

I have tried this successfully several times for my NPC, right up until I started giving him his custom hair.

Custom hair on an NPC requires a bit more involved work, and for this NPC I used Vie Male Hair Pack, which comes in a BSA and ESP respectively and is a pretty awesome addition for guys. They look a bit punkish but some ‘dos can also be used for Celtic NPCs like my guy up there. (Also, if you download it, remember to check for the password because Vie uses a secured archive.)

Following the ESM conversion method to get the hair listed in the CK so I could give it to my NPC, I also had to unpack the BSA file before the CK would generate the proper head mesh and textures, otherwise it gave me errors whenever I tried to view the hair in the NPC preview and it also gave me errors while generating the NPC meshes. In fact, prior to unpacking it wouldn’t even display the hairs in preview mode. There was the BSA archive right there! I have no problems with Apachii’s hairs but Apachii also provides an ESM out of the box… but I have no idea what’s going on there and will have to research further.

Anyway. Unpacking the BSA did the trick and made working meshes.

I believe when it couldn’t find the hair meshes in the loose files, it generated an NPC face mesh without the hair. He still had the gray face bug in this instance because in game he had the hair, but according to the CK he didn’t and that caused the generated face files to not match up.

It seems like any time the face files and the NPC do not match up, the gray face bug occurs as well.

After the CK finally found the loose hair meshes, and generated the face files properly with custom hair, he didn’t have the gray face bug.

Lastly, if you ever make an mod with an NPC, do not forget to generate the face files and include them with the proper file pathing in your zip file.

The files you can find in Data\meshes\actors\character\FaceGenData\FaceGeom\YOUR PLUGIN.esp\

and Data\textures\actors\character\facegendata\facetint\YOUR PLUGIN.esp\

Any time you make an edit to your NPC’s looks, you should generate a new face file.

You’d think this is something the CK would do on its own once you were done editing the guy, right?

I still have some testing to do to see if I can get things working fine with the BSA and ESP.

Been a while

Well, you can’t really blame me!

Well, okay, you could but it would be kind of unfair.

That health problem I was speaking of last year, the one I had surgery for, came back and they warned me if it did I would have to have the more invasive surgery. So that gets into a whole mess about how nobody apparently accepts my insurance and searching for a surgeon that does and blah de blah blah. And at this rate I may end up having to go to the ER again because I think it may be affecting my liver and stomach now. If it was a reasonable health problem, it should have done that bursting thing and gone away already, but like everything in my life it is not reasonable.

Anyway, back in June, I got married, so I’ve been preparing to move in with the hunkster and that’s been a lot of frustrating struggles with cars that won’t start and passport renewals. Meanwhile that health problem thing has been getting increasingly worse.

Alas, that is life. On the other hand, my roleplay group has sort of disbanded with the end of the game, so I found myself with actually more free time and the other problems are sorted for the moment. I got into the Fate/Stay Night/Zero/the millions of offshoots series, and I’ve been poking my head back into modding for a bit. And it’s rather strange because I haven’t really been much interested in anime the last few years. I think it’s because of the legends involved in the Fate/ characters. My favorite legends have always been ancient European ones, whether Norse, Greek, Roman or Celtic…

That means updates should start happening again, especially considering I have a whole bunch of posts I was working on before things got bad, like the Dwemer language translation. I’m checking into keeping the Kenzeft thing going but it’s hard to pick up from where I left off since it’s been over a year and I had no idea what I was doing. Something about creating the new worldspace and trying to fix it where you couldn’t actually see the edges of the worldspace on the map. At least the LODs were working right and I wasn’t getting that really weird Salvadore Dali floating chunks thing going on. In fact I may have started to populate the island with trees. I was going to update my Stars texture mod, too, with the brighter versions so people could pick based on if their ENB or whatever darkened the stars so they couldn’t be seen, but I have no idea where the dds files I’d saved are, so that may take a bit to happen, too. I swear I had a new zip file with an installer that included the constellations with lines and the brighter galaxy but I can’t find it anywhere.

I think I will be discontinuing the Eldritch Tamrielic Lore posts though as I’ve poked about the fanbase forums and found to my intense shock they were being discussed (I honestly had no idea people actually came to read my blabbing) and a lot of people seem to misinterpret the post series for what they are; opinion pieces. Well, the problem boils down to if they were going to be academic pieces I would have actually cited a lot more stuff and did a better job of it, but considering this ain’t college and I don’t have to pander to a tyrannical English 102 teacher that has it in for me… Yeah, I don’t really care if you don’t agree with me, but for god’s sakes be less insulting about it when you pick apart an opinion piece or at least ask if I do have sources. :P That’s what comments are for. I wasn’t sure to be amused or just grumpy about it. I think I was shocked and grumpy. At the very least, try TVTropes’ articles on Eldritch for some good ideas. I don’t know. I’m not particularly bothered to go back and redo the posts. Maybe someday when I get enough energy. At least I know to make sure I got my posts labeled for the future. But if it will help, I encourage everyone visiting to read the disclaimer so they get a better idea of what my blog is about.

Also, hilariously, people think I’m a dude. I wonder whatever could have given them that idea…

San Diego Comic Con 2013

San Diego is a fine city. Being so far south, I was expecting it to be warmer than it was. In fact… my home state of WA was actually hotter that month, and I know I know, we’re supposed to be ~*100 days of summer*~ and never ~*get hot*~ and ~*Edward Cullen*~ is supposed to be able to attend a full school year without getting kicked out, but reality. It was pretty strange I could wear my normal clothes and not at all be bothered in San Diego, to be honest. Now L.A That place is a hot town.

Anyway, the con. Holy crap, I have never been to a con that big before. It was immense. Ginormous. Absolutely impossible to go anywhere and do anything, which is always a buzzkiller no matter where you wind up. The line to pick up badges were likewise gigantic, but for a line that long they actually moved fairly quickly and we were in there for about two hours. Very impressed with the efficiency of the line staff.

The next day, the con started. We wrote the Trolley the few minutes it took to get to the convention center and tried to decide what to do. Food stands and restaurants were crowded so we had to walk fairly far to get to some place that wasn’t bursting to full. The lines for the panels on popular series were ridiculous. We then spent most of our time pursuing the dealer’s and exhibition room that morning.

The crowd was awful. Any time I saw something interesting and wanted to stop to look at it, it felt like there was a surge of people behind me that wouldn’t let me stop. By the time I’d gotten extracated enough to look at the item in question, about half a dozen people had stepped out too. Sometimes I’d be waiting five or more minutes as a roulette of people came along to look at the same damn thing and pushed their way in front of me. Couple times, I gave up and moved on, which was disappointing. I did find some wonderful gems of steampunk based comics to purchase, though.

I have to admit, when you’re looking for your particular tastes in what’s supposed to be an International Comic convention, it’s a little disappointing seeing everything is Marvel or DC or Doctor Who (I don’t get that one) and less representative of foreign books and other domestics. I mean there was a lot of manga, anime and video game things there, once you found, but I really felt the focus on Marvel and DC. I’m also going to admit here, I’m not a big fan of either company.

“So why did you go?”

For the experience, for the video game demos, for the chance to see new things, and in Tekka’s case for the street passes.

Anyway, after that, Tekka dragged me off to the Nintendo room, which was also very crowded but fun. There were things being given out, Pikmin Tees and Pokemon things. I watched people play at Just Dance! and tried out The Wind Waker Remastered and street passed with people. It was way more relaxed there than in the other parts of the convention.

The panels we didn’t get to until the next day, where we started off by waiting two slow, agonizing hours for the Korra panel. Now, this actually went and pissed me off. We were standing in line for that long with one of those obnoxiously loud people behind us that I seem to get cursed with no matter what con I’m at, and the line staff couldn’t even be bothered to announce when Korra was over- it had gotten started late and ended late, yet they had announced when the previous panel was over. By the time we had gotten to the room, a panel for Bones was starting and I’m like “no.” And for some inexplicable reason they wouldn’t let us get out of line when we finally heard the panel had changed, we had to move through the room. It was weird.

So, the next panels we went to were ones of my choosing, involving comic book painting with Scott Hampton. That was really informative and I enjoyed it. Of course, we got in a bit late because of the insane way they had that section of the panel rooms set up. For instance, you couldn’t even get to the room we wanted unless we went ALL THE WAY DOWN the parallel hallway on the other side and found the almost hidden secret entrance to the back of the hallway we did want. I swear, a city planner who plans out what streets to make into one way roads in the middle of downtown decided that entire nightmare.

After that, Tekka wanted to go back to the Nintendo room, so we did and enjoyed the atmosphere again for some several hours, getting ridiculous amounts of street passes. I just stopped playing the space invader street pass game because it took too long to play. Another Tee and some games under our belt, and we headed out into the city for dinner.

Now, every time we went out to get something to eat or go see what was happening outside (which didn’t much interest us most of the time) there were these people with music and signs standing on the corners, shouting about Jesus.

I swear to God if I wasn’t such a coward I would have stood up on one of the steps and started shouting about TALOS. ALL HAIL TALOS, the SAAAAAVIOOOOR of MAN! It would have been hilariously bad or had security taking us away. I think this was the one regret I took out of CC though; not spreading the word of Talos. Damn my public speaking insecurity.

The next day was another spent mostly in the dealer’s room, trying to get good deals on the little things we liked, but we finally had enough of the crowds and left early for our hotel.

All in all, I had a lot of fun at this convention when we weren’t trying to get anywhere or do anything. I’m used to large conventions, but the biggest one was a little too much for me.

Medical

I know I’ve sort of promised a lot of posts back there in August/September and it’s now November, but here’s what happened.

I got sort of busy in September and then I got sick at the end of the month, and it continued right into November. Well, not really ‘sick’ but a physical condition that was greatly hampering my ability to live (it was classified as urgent but it was still a gigantic pain in the ass) and I wound up in the hospital and had to have surgery. I’m sure nobody wants to hear the details, but I’m trying to slowly coming back to full steam here, Also, yes, it was slightly hilarious  in retrospect.

Looking forward to more yakking about things! Maybe I’ll finally get that… increasingly non applicable post about SDCC…

Modding mishaps and gaming gagfests of epic proportions in pursuit of that one perfect experience.