#making-mods-general
1 messages · Page 615 of 1
Which, sadly, for chickens, is looking to the left with their eyes open.
(Or rather they all have it on their export)
Huh, the creator of the Kinder chickens mod said they copied the Chicken code verbatem for their mod, but their chickens were also sleeping with their eyes open until I pointed it out.
Well the vanilla chickens set it to 16
Assuming you don't do a "clean" unpack then every json in your unpack will always include every possible field that a piece of data can have, fur future reference
Sometimes it might just set them to null though because they just do whatever the default is
Either way, If I had a nickel for every Modded chicken mod I have ever installed where the chickens slept with their eyes open, I would have 4 nickels.
Enough to grab a joja cola from a vending machine
Ignore the fact that I was confusing nickels with quarters when I typed that
okay movie theater is really confusing holy shit
what going on
What would be the syntax to load a certain mod after "low" or "late" priorities?
Basically making it last.
what r u doing that is confusing
just looking atm
it's not too bad just lots of stuff to edit
trying to replicate a script
r u changing the event script?
cause the dialogue is pretty straightforward just annoying
yeah editdata
hmm i dont know if anybody's edited the event script before
I wonder if we could actually make the NPC run around the theater or something.
LOL
response is the reaction of the npc during the movie right?
yes
BTW - I fixed the bug in vanilla SV regarding ice rods
(realistically Manny would only care about the food)
lol
it would be funny if all of his reactions are "Manny is too busy eating to notice the movie."
or just
NYAMNYAMNYAMNYAM
actually yeah
i forgot how much dialogue is actually involved for movies
i cant remember if there's a line before
before, during, and after?
"Tag": "spring_movie_0",
"Response": "like",
"Whitelist": [],
"SpecialResponses": {
"BeforeMovie": {
"ResponsePoint": null,
"Script": null,
"Text": "What movie are we watching?#$b#Is the food any good?"
},
"DuringMovie": {
"ResponsePoint": null,
"Script": null,
"Text": "Aww, they look so tiny!$1"
},
"AfterMovie": {
"ResponsePoint": null,
"Script": null,
"Text": "That sapling was adorable!$1#b#Thank you for inviting me."
}
},
"Id": "reaction_1"
},```
this should be it
what is the ID at the bottom used for though?
Per the wiki: A unique identifier in the form of reaction_<index>, where <index> is, counting from 0, what number block this is within the Reactions list.
so reaction_1 means it's the first reaction block in their list of all possible responses to any movie.
an NPC can have multiple responses to the same movie?
The movie you respond to is inside the data model, so the reaction ID/identifier is technically read before that.
It's just how the game knows that each block is different
So reaction_1 might be for Brave Little Sapling, and reaction_2 might be for a liked movie, etc.
I was trying to think of a better way to explain it, LOL
You could technically make multiple responses for the same movie as well if you wanted, but the reaction ID isn't relevant to that.
(Like how Penny has a special response if Pam is there too)
are npc schedules are already set before DayStarted? figuring out when to remove a mail flag
Fast mods today, I didn't even have time to ping!
@torpid sparrow so setting a mod's priority to "Late + 100000" did not make it load after another mod that was set to "Late", would I have to set that other mod to "Late + 10" to make it load before the 100000 one?
you could also use a false dependency
Would the dependency have to be for SVE then? Or the other mod?
A false dependency will make the mod load first but it will not alter the order of patches if the other mod is using priority
But in the absence of any and all priorities set specifically, a false dependency does determine the order in which patches apply
If you set a dependency on another mod (false or otherwise), your mod will always load after the dependency
So it'll load SVE first if I set the dependency in the mod I'm editing
Also, in case you might be confusing them, Load patches use a different priority system than EditData patches
Ahah, that might be the case then
It will load SVE first, yes. But if SVE has any patches that specifically set their priority to "Late" then they will still apply after your mod if you are just using default priorities
From a quick search, SVE doesn't have anything set to Late except for portraits
I actually didn't know load and editdata had different priority lists, this helps
Load: Low, Medium, High
EditData/EditImage/EditMap: Early, Default, Late
All of them can have numbers added on like Wem showed
Any way to just fully override, or is it just priority lists? I can't get the SVE portrait to be overwritten
If SVE's Load doesn't have priority, then you can't override it with your Load. You'd need to Edit instead.
Is the string where Jas and Vincent win the egg hunt by combining their eggs unused in the base game? (Event.cs.1862)
(want to double check before I go and make a personal mod to let the kids win, LOL)
(I did forget to mention the Exclusive priority thats on the Load docs, so thats my bad a bit there. Dolphin is correct here)
Would this be specific per-character then for the portraits? They're set to Load and Low for portraits and sprites.
In SVE
So I'm assuming the EditData would be executed after the Load actions? Or is that irrelevant?
If they have a priority of Low then you can override them with a higher priority
All Load patches are applied before any EditWhatever patches
Ah, so set the SVE Low priorities to High and then the EditData patches would overwrite those?
Any EditData patch is already applied on top of any Load
Oh, I misread it then
Only a single Load for any asset is ever chosen to be used. All edits are then applied to whatever the chosen Load is
Hey, anyone willing to look over some code for me? Making my first mod…
Hmmm, then something must be off with the EditImage stuff
So for example, first you Load an image, right. When two different mods tries to Load to the same asset, the game would basically choose only one of them, the one with the highest priority. And then if there's an EditImage for that asset, the game would put it on top of the loaded asset. If there's multiple EditImage for that asset, the game would apply them all in order or priority, Early to Late.
Can EditImage not have a priority?
Yes
That would then make it default?
It can not have a Priority field, but the game would still order-priority them based on various factor.
Yeah.
(to be clear: you CAN omit the priority for editimage, not "it is unable to have one at all")
So I can still include a priority then even if it has none.
Correct, you can add a Priority line to any patch
Well, you can add it to your own patches. Can't give a different mod a different priority for one of its patches unless you edit their mod yourself
An Edit__ action with no priority field defaults to Default. A Load action with no priority field defaults to Exclusive.
(If you want to check if your patch apply, you can try putting it into SMAPI log.)
Does Update matter then if it's set to OnLocationChange? The mod I'm changing has Load priority set to Early at the bottom, with the update under it
(I'm sorry if I'm getting a bit annoying here, SVD modding is fresh to me)
I'm almost done the modified anvil logic for the vanilla trinkets (minus the basilisk paw)! I just need to handle the frog egg.
Currently, the stats of trinkets are rerolled a certain number of times, and whichever trinket is best is the anvil output!
I was originally going to add a config option to set that number, but very quickly realized that certain trinkets would need more rerolls than others (the fairy box and quiver being prime examples).
So, I instead plan on adding a checkbox to (almost) guarantee perfect trinkets (it'll multiply the number of rerolls by 100)
Hello, I'm hoping someone could help me!
Im looking to convert a custom animal mod that was made before the 1.6 overhaul. The mod uses BFAV, JA, and PFM. Are there any guides or tutorials on how to migrate from these?
Thanks!
!converters
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
Thank you!
After I have some dinner, I'm going to finish adding some config options related to the anvil, then I want to tackle the mannequin logic
I asked this earlier, but I don't think I ever got a response. How does the game determine the color of dyeable clothes dropped from monsters?
just realized i will eventually have to make a minimap and tooltips and stuff for expansion map
problem for future wem but she's going to be soooo upset about it
Pretend this response is the scope creep gif
Yeah, that one!
It doesn't look like it dyes them if I follow the code in Utility.trySpawnRareObject within GameLocation.monsterDrop. That eventually just calls ItemRegistry.Create to get the relevant cosmetic item
Huh
I could've sworn they were dyed.
Whelp, less work for me then!
I play my uno reverse card on you, scope creep!
Scope creep retaliated with "New Trinket and lore idea"
It was super effective
I feel like with every new thing I add, I both stray further and further away from an add-on mod that "just adds more books", as well as stretch what constitutes a book a little further.
It's also ironic, bc this add on is way bigger than the original mod at this point
Hello, I'm trying to make a mod that adds 3 skins to birdb's alpacas. I basically followed the format of another mod, and it seems to match other things here people are posting, but SMAPI keeps giving me this message:
[Content Patcher] Can't apply data patch "Alpaca Facelift - Skins > Alpaca Skin - cream" to Data/FarmAnimals: the field 'Alpaca' doesn't match an existing target
The seemingly offending section:
"LogName": "Alpaca Skin - cream",
"Action": "EditData",
"Target": "Data/FarmAnimals",
"TargetField": ["Alpaca", "Skins"],
"Entries": {
"emjess.AlpacaFacelift_alpaca_cream": {
"Id": "emjess.AlpacaFacelift_alpaca_cream",
"Texture": "Mods\\emjess.AlpacaFacelift\\alpaca\\cream",
"BabyTexture": "Mods\\emjess.AlpacaFacelift\\alpaca\\cream_baby",
"HarvestedTexture": "Mods\\emjess.AlpacaFacelift\\alpaca\\cream_sheared",
"Weight": "1.0",
},
},
"When": {"Alpaca Skins": "cream"},
},```
This happens even when I change the TargetField to birdb.CP.Alpaca_Alpaca
Have you done an export of Data/FarmAnimals to check the entry?
Alpaca is the correct ID (just checked)
did you add a false dependency to the Alpacas mod?
(And are you testing with the alpaca mod installed)
I don't think so? At least I don't know how I would have since I don't know what this is
yes i have it installed
a dependency makes it so that your edits apply after theirs
(Just checking)
currently SMAPI is likely loading your mod before Alpacas, so the Alpaca farm animal doesn't exist when your mod loads
a "false" dependency means your mod doesn't strictly require Alpacas to function; if this mod just retextures the alpaca feel free to make it a "true" dependency
yes
That worked! Thank you so much
I've got the pants and shirt logic working!
The boot logic was throwing an error, so I disabled it. Depending on what happens with work, I plan on fixing it tomorrow
This means that the brunt of my remaining TODO list before I'm allowing myself to add more books is going to be monster logic and figuring out the spike shooting class. Of those, the spike shooting class is almost certainly going to be the more difficult one to figure out
How do I set the minimum required fishing level in order for a fish to be caught?
that's a field in fish data: https://stardewvalleywiki.com/Modding:Fish_data
Hey just wanted to check if you saw Esca's response to this in the support thread? I'm not sure if you're in there and pings don't work if you aren't already there
Does anyone have a written tutorial for making a mod page? I think I will publish the eel mod I made. I see there is a video tutorial but I learn better when it's written.
hmm i should probably update the mod page section in modder's pie
most of what's in there should be the same other than what buttons/tabs you click on tho
Oh great! I'll follow that then.
I think I finally get Trello now
It’s great for keeping track of all the things I plan to update my mod with
It was harder for me to get into before I had a finished mod. I think I better understand now how I want to describe my goals in each card. I didn’t really get into it when I was adding a ton of basic first steps to accomplish, but the more niche, fix this issue and add this mechanic when the mod’s foundation was already there helped me get into it.
I’m actually going to remember what to add and what to put in my update notes
hey guys, i want to learn how to mod for some things in SV
but I wanted to know, what would be more difficult? character portraits (for an already existing mod, I just want to offer and alternative portrait) or a customizable scarecrow?
with customizable I mean, I create a new type of scarecrow for the game, not that is like a character customization mod
new portraits are definitely simpler; the first example in Content Patcher's guide shows how to replace Abigail's, which just requires an image, the example text here, and a manifest file (containing the mod's ID, author name, etc)
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#what-does-a-content-pack-look-like
adding an extra scarecrow can be done too (iirc), it just also involves creating new item data & adding it to a shop or some such
Adding a new scarecrow is as easy as adding any other item plus adding the context tag crow_scare
https://stardewvalleywiki.com/Modding:Context_tags#Item_behavior
cool, I couldn't remember if anything was still hardcoded with those
yeah, much simpler now. You can even customize the radius with the context tag crow_scare_radius_<radius>
(else it just uses the default)
this works with that other mod that let you switch between portraits right? like the player has to get the other mod for this one to work
omg thank u
you can set requirements for your mod to load, plus nexus requirement lists etc; I'm not really familiar with the mod you mean, but (almost) any images loaded into the game can be edited by other mods
e.g. custom NPCs added by other mods just have image targets like Portraits/Author.ModName_MyCharacter instead of Portraits/Abigail
(the portrait-swapping mod would probably have a guide in its description, if needed, but somebody else here will probably know about it too)
yes, this is what i was looking for, thank u
you can open up the custom NPC mod's own content.json and look for the right target, once you've got things set up