#making-mods-general
1 messages · Page 121 of 1
item queries don't support color for shirts currently.
I'll see whether this is annoying to add
Okay! No rush on that, was mostly just curious.
Load doesnt support To or FromArea in the first place
True, I forgot about that.
also Digitalmarker, are you actually changing everything on the tilesheet? like literally every sprite?
I do have one more question, I am just making a personal mod so I don't plan on uploading but my manifest.json file throws up errors on the json validator website so I'm wondering if that will affect the mod
hmm seems like it should be a simple postfix on ApplyItemFields, though I wonder if I should beg bug Pathos into adding this (apply ObjectColor to clothing, not just Objects)
oh if its a personal mod feel free to ignore my question lol
No, I just merged the original tilesheet with the new one so I wouldn't have to code for each item
your manifest wont be a valid content patcher json which might be what you're seeing but you'll know if its actually broken if your mod just straight up doesnt load
you can change the dropdown thingy to "None" on the validator if it isnt already
yeah if you were releasing this mod publicly this is very not recommended haha
Hi does anyone know what is wrong with this?
````"@...$8 #$b#Como alcalde de Pueblo Pelícano, y portador regional del sello matrimonial, ¡nos declaro marido y... bueno, marido!$6",```
lest you get bug reports from ppl wondering why their item reskins aren't working
what error are you running into?
haha yeah Its just to make a mod compatible with my mac since the original file code depends on a mod that I cant use
After mentioning the player it jumps to another entry not showing the full text.
whats the other mod?
Lux's Sprite mods, it replaces some crops and cooked food
like, it goes to the next part with "Como alcalde [...]" without you having to click a button?
which requirement can't you use there?
nope, to this:
"Utility.cs.105379": "Ahora debemos besarnos...$8",
scaleup isnt working so alot of the sprites are invisible and labled incorrectly
i thought it was working?
huh. apparently a lot of mac users are indeed having trouble with it, judging by the comments. strange
yeah I'm on mac and it does not work at all lol
where are you finding this line? this isnt anywhere in my unpacked files
the latest OS update for mac apparently effed with more than one thing regarding modding
also wait, but if those sprites need Scale Up 2 and it doesnt work for you, how are you planning on getting them to look right for you? or are you only including the ones that dont need scaling up?
are there any in that mod that arent higher res?
here StringsFromCSFiles.es-ES
the sizes are 32px and 24px, right?
[Content Patcher] Data patch "ScaleUpExample > EditData Data/Crops" reported warnings when applying runtime migration 2.0.0. (For the mod author: see https://smapi.io/cp-migrate to avoid runtime migrations.)this seems to be present in the one log I saw for a ScaleUp issue on Mac.
i dont have that line in that file. i looked at just 5379 too, but its not the same dialogue, so im not sure what kind of dialogue line its supposed to be or where your game is getting it from. but, it shouldnt be possible for dialogue to jump from one to the next in the way you're describing, are you sure its not a conversation topic or something thats just overriding yours?
honestly I probably didnt do it right, i uploaded the mod png and springobjectpng to gimp and sized the mod image to the original file then cut out the duplicate sprites
well if you scaled it down to match the games original size then itll work, so long as you're fine with the lost detail on the sprites
Just override that line of text, it's a custom wedding and it's the only line of text with a problem
oh yeah thats okay, I just want it to work mostly until scale up is fixed and I also wanted to learn a bit about modding in case I actually wanted to make one in the future
iirc Lux's food mod has been pretty buggy from the start due to the scaling issues, so it's probably not just you 
if you can't get it to work you might vibe with the food in Vanilla Tweaks?
!json can you post your full content.json in this website and put the link here please?
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
(scale up 2 also hasnt been updated since december last year and last i checked the mod author is not active (or at least not updating mods atm) so, dont get your hopes up)
I haven't seen that one but I'm testing it out now and if it doesn't work I will definitely download
a tragedy
please use the website from the governor command
mac says StardewModdingAPI is malware and immediately trashes it...
i.... dont know what this is
is this a mobile thing?
The text you asked for
no i know but i mean like, the format of any of this is not anything im familiar with
nope pc
what are you using to make this mod?
Oh, i see
Anyways thxx
The usual mod loader of stardew and xnb
this is not at all usual. if you're making an xnb mod, you should use Content Patcher instead
MacOS decided to be a jerk to SMAPI, there's a fix over in #1272025932932055121 I believe
i dont think anyone in here will be able to help with this format
!cp
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
omg thank you
oh,.. wow, that is not a format ive seen before..
i think CP will be much easier
we haven't done xnb loader style since uh 2018
i know but is nintendo switch mod and i have my only personal backup for the game
ah... okay, that is a problem indeed
Why?
didnt you say it was PC, though?
switch modding in general is a problem
because switch modding is only possible with xnb mods, and switch modding is- yeah
its not easy and theres very very little documentation on it and i only know of like one person who even does it
Modding a switch is a very fragile process
Yes because I test on pc and it works the same way on switch
yep
Namely you can't even mod a switch that wasn't made in its first year(s) due to recent patching
You also run the risk of bricking the switch if you take it online at all
Iknow i make mods for hatsune miku mega mix
is the same
Replace files with new lines
modding the switch works differently enough and is a strange and unknown-to-most enough process that i dont think you'll really be able to find much help here, unfortunately. beyond that, i dont know why the dialogue would work that way,and ive no idea if its because of the way switch modding works or something weird about the xnb format or what because it is, of course, unknown to me, sorry
I used to but I lost my jig ;-;
no problem, it looks like it's just an indexing problem, I'll check it again some other time when my head is unlocked
nooo ;(
you should be able to put anything (BC included) in a catalogue since it's a shop entry, if that was your concern
Good to know. My concern was that I think HxW Bathroom Furniture already adds the sprites as furniture-type items, so I had intended to tweak them accordingly if that mod was present rather than creating a duplicate object with the same sprite.
possible with FF, I never tested it, but a machine output on a FF furniture with a slot should work properly
could be worse!
so very true
I made some changes to a location in my mod which required me to go back and update the first event I ever wrote. And I couldn't help but wonder who wrote this garbage.
Thanks everyone for helping me out!
is it possible to spawn monsters using spacecore or do i need farm type manager to do that?
Seems like you can https://gist.github.com/spacechase0/35453e1e7a0593d8d4f00246c1dd3990
Not something I've done but the readme on the github has more info
ty!
🫡 may have taken me 5 years but i finally figured out how to edit maps
nice 🙂
?what is this for
🤔
is this like, custom items/recipes/machines?
because you can do it all with content patcher
oh
hmm
Custom mechanics how exactly
I just wanted to check if you really needed custom C# for it or if there were frameworks for what you wanted, hm, can you chuck the JSON file in the JSON parser it's easier for us to check for errors with JSON formatting
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
The error you described sounds more like a formatting error, but anyways, what does the code look like for loading the data?
this trimmed version loads correctly on my end, so I'm guessing there's an issue somewhere else, despite whatever the error looks like
!software use VSCode
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
Pretty sure they're making a C# mod
Even with c# mods I used to edit the jsons with vsc if there were more than a handfuls
!embedcode btw
You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```
For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.
You could consider doing a custom asset https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Framework_Mods
Then you can let content patcher do the data loading on your behalf, and let other people make mods using your mod
Hm what do u mean?
Oh I see, there is a simple way to do it actually
If you look at how artisan goods names work u can see they are like "{0} Jelly"
I18n has a feature to make localized lists
Nvm it was extension in pathos's mod repo
I think these r problems you need to deal with regardless of whether it is a framework mod
Fun times 
I thought gift tastes already had context tag though
Or was it only category
Yeah I was thinking if you could have the item inherit context tag then it might get the gift tastes directly, but it looks like gift taste doesn't support that yet
Or it does and it's more info left on migration page 
Cake jelly 
classic dev experience
Stardew Valley Expanded's Balanced Crafting Configuration overwrites the Iridium Band Recipe fom Ring Overhaul.
I am not the mod author of Ring Overhaul but I am curious if there is a way to keep SVE's Balanced Crafting Recipes except for the Iridium Band, which should have Ring Overhaul's recipe.
Is it possible to do?
I tried to add SVE dependencies on the manifest.json of Ring Overhaul but it didn't work.
I'd like to know the possible solutions for this problem in case I make a mod that also changes item recipes.
yes if you're not afraid of manual edits
I have a question about using "RandomizedElements" in Special Orders. I am using an example from EastScarp mod as a guide and it has: "RandomizedElements": [ { "Name": "FishType", "Values": [ { "RequiredTags": "season_spring", "Value": "PICK_ITEM Sunfish, Sardine, Flounder, Largemouth Bass, Halibut" }, { "RequiredTags": "season_summer", "Value": "PICK_ITEM Rainbow Trout, Dorado, Tilapia, Tuna, Red Mullet" }, { "RequiredTags": "season_fall", "Value": "PICK_ITEM Tiger Trout, Albacore, Salmon" }, { "RequiredTags": "season_winter", "Value": "PICK_ITEM Squid, Perch, Lingcod" } ] } ],
my question is about "FishType": can I use anything there and it is just like a "handle" to reference the picked item?
The wiki said something about it being in "SpecialOrderStrings" but I couldn't find anything in the ES code that added it there so I'm a little confused.
for the name? yes, i believe they act as token of sort
as long as then later you reference them into the brackets
https://www.nexusmods.com/stardewvalley/mods/7417 this may help for some more examples of orders
vmv also has some including using various custom stuff in the same order
(usually the game needs to know the value in text/objective)
What mod is adding the item icon thing on special orders board?
the sugar? it's vanilla but not used
desty told me about how you can add direct items rewards to Special Orders
yeah that's really cool rather than dealing with mails+forgetting mails or whatever
it also is great for repeated rewards (the items)+unique reward (the mail) AND it's cool for the player to see what is one of the reward before choosing
Oh that's cute
oh good to know
I know this is a long shot but would it be possible to limit the friendship reduction from hitting NPCs with a slingshot to once per day?
it would
check for Friendship Tweaks how it changes friendship gains/bonus, makes a flag to each npc to detect if they had being hit with a slingshot that day that resets at DayStarted and makes it so the mod restore the friendship lost with a postfix harmony patch
the harder thing would be make it compatible with every mod that changes friendship rates
and of course, it is all C# doable
Good to know it's possible... probably beyond my skill level right now as the only thing I'm doing in c# so far is clearing some debris for my NPC home. Maybe I'll open a commission for it.
or just add 30 friendship points back with their hit from slingshot dialogue after the first time
that can be done in just CP
(What if they had 0 to start with?)
damn... the difference between new and veteran modders are startling
theres an If GSQ
CP can react to a slingshot event?
you can add things to other things that react to a slingshot event
in this case, the slingshot dialogue
in this case it is NPC.cs.4392 and NPC.cs.4294 in StringsFromCSFiles that you'd wanna edit
also sorry its not an If GSQ its an If action
If <query> ## <action if true> ## <action if false>
so you'd combine that with the $action dialogue command or w/e it is
funny I understand what it means and I have no idea how I would implement it at the same time
admittedly it might actually be kinda weird to check for friendship already being 0
because they will lose the points before the dialogue happens, so if it takes them down to 0, im not sure off the top of my head how to properly set up these ifs and actions to account for that, if you even really can
while being able to differentiate from just naturally being at 0 points
I know how I would do it with C# though. and maybe how it would be compatible with Friendship Tweaks at least
you might also just say "its unlikely that someone would fire a slingshot at someone before they have 30 points with someone, or if thedy do idc if they get a free 30 friendship points bc its an almost meaningless amount"
and thus not care
beaning someone with a slingshot if you've never met them just gives you 30 friendship. that's a feature, not a bug
These, I guess? "NPC.cs.4293": "Ow! I can't believe you would do that to me!$s", "NPC.cs.4294": "That hurt! What's your problem?$s" I'm not familiar with the query/action thing you describe didn't know that was possible in dialogue
I would consider it an aggressive but funny first meeting
I would be able to differentiate between the first hit of the day and the rest?
(Note that those keys are overridden by HitBySlingshot in the NPC's dialogue asset if they have that key.)
(serves me right for stopping after checking the first two NPC dialogue files and not finding it and then digging for it in stringsfromcsfiles
)
you could theoretically give each NPC that doesnt already have that line a line for it so you'd know what NPC it is, but that wouldnt account for modded ones
not something I care so much since I don't feel the urge to hit npcs with slingshots now and then
(You can also search Modding:Dialogue on the wiki, which covers the main important dialogues.)
I hardly use slingshots in the dungeons
(and edit the ones who do ofc)
its not a perfect solution but without C# or another framework that does it for you i dont think it can be done perfectly in just CP
C# wizardly seems easier to make for this instead of CP sorcery
not for someone who has absolutely no idea how to write C#, most likely
someone willing to learn could get it done though for sure, depends on if they wanna take the time to learn for this one mod though
let me know if you open that commission and I may think about tinkering with it
the harder part would be the compatibility issues and tests
Will do : ) Reason i ask is I'm thinking of a mechanic where a reward becomes alternately available at 0 hearts and full hearts, to provide a reason to give hated gifts. But the slingshot provides a way to bypass the time gating. Also it seems like the dialogue only happens if you talk to the person after hitting them so that may not be a reliable way to avoid it.
Hi, can I use i18n tokens from other mods? Do I have to add those by myself? Asking because of compatibility reasons.
you would just need a prefix on getHitByPlayer
I like the devil mentality of giving people reward for doing evil things
Hello, can anyone help me with a question?
I have a GenericTool and I want to add new methods to it.
I was using the Content Patcher to include the new tool, but I couldn't find a way that I could link my Content Patcher item with my c# tool class
you need to make two mods, one Content Patcher and one C#.
What you can do is making the C# one to check if the CP one is loaded before doing anything, adding the CP one on the C# manifest as requirement, and add the CP folder on the C# project as added item to them be packed together
if all you're doing is adding the item with CP, you can just add it with C# itself
does advancing the date with world_setday / world_setseason help with expiring a conversation topic? or do I have to go to bed X times? I may or may not have set a conversation topic to last a whole year and now I have to test a condition for the topic not being active
you have to go to bed
in general changing the date doesnt really do much at all, nothing that would normally happen overnight gets affected
guess it's time to create a new asdf farmer lol
Can you not use debug action to remoce a CT
y ou can, i just assumed they wanted to test it naturally expiring, which in hindsight is not a good assumption
I guess I should have asked that first but I searched https://stardewvalleywiki.com/Modding:Console_commands for "topic" and hit nothing
you use debug action
and use the RemoveConversationTopic trigger action action
debug action RemoveConversationTopic topicId
thank you
Will it be difficult to update a mod for SMAPI 4.1.7?
Advanced Melee Framework's last update was way back June and the person who picked it up from aedenthorn seem like they aren't planning to update it soon.
whats wrong with the one from june?
Hm how to coax this NPC to take the NPCWarp to get to town 
Mod Crash on Entry
Wait a minute. I'm fetching the log if you wanna see
if it worked before 1.6.9 but broke after it then its easier than itd usually be, depending on what exactly broke
Yep it worked before the big batch of updates of SDV and SMAPI
Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 52 C# mods and 37 content packs.
So I've made sure the path is clear, but still no go on the schedule
seems like its just trying to patch a method that eithr doesnt exist anymore or got renamed, i think
It sounds so simple by how you say it 😅
that said the unofficial update doesnt seem to provide the source code (which im pretty sure is not allowed with the GNU license... ? unless aedenthorn said in here at some point that they dont care) so... good luck
oh, its just not on the nexuspage
it should probably be on the nexus page... but regardless, that means it should be easy to fix if that is indeed the only issue
yeah 1.6.9 renamed those two protected functions (_OnDealDamage and _OnMonsterSlay) since it made them public
seems like _OnDealDamage and _OnMonsterSlay mightve been renamed to - yeah
just OnDealtDamage and OnMonsterSlay
note the Dealt versus Deal there
I wish we could use nameof for non-public stuff 😔
or something equivalent
would make reflection considerably neater
Hey guys can I get a bit of help I wanted to mod my game but my SMAPI wont work
!mh
idk what to do
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
thanks
(Publicizer)
yeah
(It's great when you can get it working)
i haven't had much luck with it
So these are the new names?
so i usually avoid it
yes. just replace them on lines 85 and 89 and recompile
I got it working on monogame no issues but the corelib eluded me
aside from the publicizer issue i had due to my own dumb issue from way back in fucking april, i am so happy with using a publicizer now lol. probably gonna refactor CMCT with it soon (+ some other general refactoring, not JUST to use a publicizer)
No one sane writes a pile of IL if they can avoid it
Honestly I love any excuse to write IL unless it is something unbearingly stupid
stupidly complex*
i prefer writing transpilers over pre/postfixes but also when do you really need to write IL just to reflect somewhere
yeah i dont like IL branching
especially if im trying to mingle with an already existing branch
Ah yes I was missing another NPCWarp 9-9
I will try. Thank you!
I write the IL branch then on second pass I decide it's dum and replace with a call to a method
yup
every time
it boils down to "Hmm maybe I don't need to write this in actual IL i can just call an external method!!"
I usually leave arithmetic in IL tho
Especially if it means I can just make 1 static method to get value instead of 3~5
supposedly the CodeInstructionExtensions can help with that sort of stuff, buuut... why bother
eh, it's very basic stuff i think
like, mostly verifications (Branches, Calls, etc)
or getting a copy with a different label or something
it can extract and move labels around, which can be helpful to reduce some repeated backward and forwards matching
not helpful enough to make me wanna do it if i can avoid it anyway though
oh, didnt use that i think
Speeeeeed
Look I'm 0.5us faster per Random ctor than vanilla
back in rimworld modding i made a lil library to use funcional programming like, "ForwardUntil", "BackwardsUntil" with comparison for sequences and shih but they were pretty badly written
i care on a philosophical and spiritual level
just not enough in the physical level to bother with it...
from what i understand before codematcher this was a rite of passage for modders in here too, to write their own codematcher
holy shit codematcher is a thing
I have a complex and beautiful ILHelper that does not work with the current version of the game yes
CodeMatcher is a thing yes! with documentation on par with the rest of Harmony
i feel stupid
wow wait they actually added actual documentation for it last month
Isn't that just the api docs
Can you please tell me what to do here?
like its still not the best id say, but its better than nothing
i swear this wanst here before
remove the _
I had to look up the api page instead
Yup
I tried and still the same error
Does anyone have any guide into making an "Event" mod?
Like heart events or rival events. I've always wanted to try it.
🙏💕 tysm
Check BaseEnchantment?
you need to match the arguments of the actual method ,which have also evidently changed
I've been doing some transpilers without my ilhelper lately
And like.
CodeMatcher is weird tbh
(Monster monster, GameLocation location, Farmer who, bool fromBomb, int amount)
(dont know the significance of the ref int in the original mod there, dont know what it was like pre-1.6.9)
CodeMatcher is weird sometimes but its better than writing my own ILHelper if i dont alreeady have one
it does what i need it to
May I ask where you guys find the changes on these?
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
So you guys really check what changed in the game code every time a mod breaks?
yes
yup!
I mean, you don't?
usually the error message will tell you exactly what you need to look at
I don't co'z I'm really new to modding and basic coding
it's like riding a bike blind. you probably won't fall over but you're going to run into a wall
😆
i'd fall over
i mean if people didnt look at the game code then there'd be literally no way to update a mod like that
with my eyes open too probably
the function could have been renamed to anything
So basically, you know the game code changed because the mod broke. And so, you decompile the newest game version to find what changed
@long jungle You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
yes
the error message in the smapi log indicates that the method being patched was null, ergo didnt exist
I only decompiled once and it was to see the names/ID of the newest monsters added
if you ever want to do more C# modding you will have ilspy at the ready and/or a decompiled version of the game saved for you to browse (saved from ilspy)
VS has some built in decompile right
You could open source for method and it'd be the whole class
if you can get it working, but you cant Ctrl F through that can you
i like using rider's decompiler while I'm coding, but I think IlSpy has some better tools for exploring the source code
Well the way vsc c# plugin decompile works is just
It does the decompile and make a temp file
So you can ctrl f if u want, since it's just file
that wont help if you dont know what you need to decompile in the first place, though
yup
like if i wanna search for a string somewhere in the entire decompile, i cant do that in ILSpy or VS/Rider
Yeah it's result of context menu open source
ilspy is better for exploration
I only use it for quick things
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
i use ILSpy 99% of the time and my saved decompile for that other 1% where i am searching for just a string or an int or some other line i know will only be IN a method and not part of the signature
I sometimes also decompile smapi
And the other day I had to look up something in harmony source so I just decompiled it
i just added SMAPI to my ilspy bc ive yet to need to search it
It's open sauce though 
stardew modding is well documented enough that I never felt like i needed to open the source code
it is, but its easier to just look in ilspy if im already there
Tbh I mostly do that to have ilsearch
dont underestimate my laziness chu
ive literally added my OWN mods to ilspy
so that i could see them quicker than opening up Rider
Tell me exactly when saving and dayending fire in comparison to _newDayAfterFade
at some point
I needed specifics
somewhere around there
Oh I regularly decompile my own code lol
(which has actually caused problems with someone using cornucopias mail flag config system before too, i recall, which is the main reason i know this off the top of my head)
Yes but then I had to go and update my fork and was lazy lol
we need a new DayEndingAfterFade event 
(That's DayStarted)
Need more stages to day starting
but then does it fire before or after the various day started events
before, though theres not many of them
both DayEnding and DayStarted are at the very top of their respective functions
which really doesnt make sense, it should be DayStart_ing_ then
Is Game1.random an instance static....
(this is why i added a MorningStarted trigger which comes after DayStarted lmao)
Yes
Does anyone else try to rewind the random like Focus does
Unplayable pathos pls fix
a necessary breaking change, if you ask me
May I ask what folder in the decompiled files this is found at?
you can see in the repo you're fixing that its trying to patch the BaseEnchantment class, so search for that in ILSpy
or in your VSC or whatever
Hey folks, can I request some advice on mailflags? (CP mod). Mine aren't working and I'm not quite sure if I've borked them up or if I'm just not doing something correct with them.
i give you permission to request some advice
Send your questions via in game mail
please allow some business days before expecting a response, too
StardewValley/Enchantments/BaseEnchantment.cs
(but also search for them, so you don't have to ask this for every class!)
given that its thanksgiving week, that means you can expect help by next monday
I have an event with a quickQuestion that uses addMailReceived to set different flags based on the choice, which then sets a dynamic token that uses HasFlag to pick the right value.
thanksgiving is american only and most of us arent american 😉
It's ok we have canadian on calls I'm sure
but at least one (1) person (me) is the one offering help so i can only offer it on MY business days. thank you for your understanding 😌
Celebrate it anyways
The mailflags are not setting according to my patch summary and the token is on its default value. I thought it might be because I have to sleep a day (I actually CJB skipped a few days and then slept) but it's still not showing in the patch summary.
Have you slept
do you have a json
Hmmmm
or wait is this a C# thing
You have slept
Did you make sure the addMailReceived part fired
(i couldnt remember if patch summary showed other things added via CP too or not)
(er, C#)
I'm not sure how to check other than patch summary, but in theory since each branch of the quickquestion has a mailflag, one of them should have fired.
Show event pls
https://smapi.io/json/content-patcher/192b46a866624b11bccf58e315975ea8 here's the json with the relevant bits (the dynamic token and the event that sets the flag, 39

no word wrap on the validator my beloathed
i think it's that last (break)
how so?
it's counting to 4 and it should continue normally without the (break) but because of that, it thinks there's 5 options instead of 4
your dynamic tokens are not looking for the right flags
does content patcher support seasonal changes? I want to add furniture to my game that changes based on the season and i dont know where to look 😦
ElliottWriterRomance instead of WriterElliottRomance
that would do it too 
(or maybe the event isnt setting the right flags)
yes, see the guide on tokens
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md
oh my
ing god
"i slept" are you sure about that
No, this is just how I am
You missed the story about how I failed loading the mod seven times because the content.json kept having bad i18n tokens
(it's okay, i've forgotten to add a # before my question null and it was breaking everything
)
I do still need to sleep for the flag to apply and the token to update, correct
correct
Sweet, I'm not a complete fool
the flag should technically apply right away i imagine but the token wont
but like if you had something else check that flag at runtime after the event itd catch it
Yeah, I put in a spacer CT on the new event specifically to make sure it applies
(Can't do much about the vanilla events since I can't change their preconditions, so hopefully no one gets Elliott to 8 hearts and then triggers all his events
you could null em and replace em, if you didnt mind the lessened compatibility
yeah, I think I'll say "don't trigger all the later events immediately after his two heart" 
it worked, thank you button and everyone
semi-related: I remember someone saying something about @ not working in i18n, is that everywhere or just non-dialogue stuff like quickQuestion?
you could also i think maybe theoretically just skip the event and make sure it doesnt get marked as seen by prepending to the beginning of the event script maybe, if you dont mind the jarring fade to black and then fade back out that players would get 
CP i18n should not affect how dialogue works whatsoever, the game just sees it as a normal string by the time it reads it
i.e. theres no difference between you writing "{{i18n: KeyHereWithAtSign}}" vs "Hello, @ person!"
that's getaroundable with globalfadetoclear 
Hm, does @ just not work in quickQuestion in general then?
i think because it's the same kind of box as message that command doesn't parse symbols like that? i don't remember specifically though
what about the uh
(speaking of which event IDs can just be any string now, right)
yeah
(someone may want to update the Event data wiki page then
)
god how did we get around it, it had something to do with like |{{PlayerName}} = {{PlayerName}} or something right?
i said i slept well but that doesn't mean all the electricity is on
oh thats just passing tokens into i18n, this is what ytou want:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md#can-i-use-content-patcher-tokens-in-i18n-files
there you go tia
Got it
Adding the event ☕ /
the token in the i18n doesnt have to match, like you dont have to use PlayerName for both
Demetrius and you just share a coffee
yeah but you immediately got the jist from me using the pipe example 
yeah just lettin tia know that its not so rigid 
that said i dont know about case sensitivity though but i imagine not since the example in the CP docs use different cases between them
Looking into Furniture, and the wiki says this: They have their data in Data/Furniture, their in-game sprites in TileSheets/furniture, translations in Strings/Furniture, and their code in StardewValley.Objects.Furniture.
But Data/Furniture already has a field for display name, so what's the purpose of Strings/Furniture?
Naw, that's the internal name field.
Aah, but if I already put i18n there, then I wouldn't need Strings/Furniture right?
Right, that's just telling you how vanilla furniture is set up
It doesn't actually describe how you have to set up your added furniture
Alright, thanks!
You can use LocalizedText instead of i18n if you want
Sure, you can also make all your keys numbers, embrace insanity
you could put the localized text token in your i18n and then use your i18n token to load that
it's like 2fa, or something
2ft
Tbh it's not that different, it's either a json that's key-> value or a json that's a EditData on Strings/whatever
localozedtext would actually make it easier for people to edit it if they wanted to
Mostly just, how hard do you want to make translating your mod I guess. How much would you like to increase the likelihood of having to constantly check for straight re-uploads of your entire mod
One of my mods use Load on the i18n files instead of using them as tokens.
I am lazy, I just removed them from the quickQuestion
I must have edited that in because I don't think the vanilla one uses the player name there (since itd have the same issue)
( 🤝 )
And then use "When": {"Language": "{{Language}}"}
I half do that for my books mod just to get the i18n into the C# component
if I'd done that nowadays I woulda just reflected into my own translation helper but oh well. baby button hours for that one even though I think that was just 1.6.9
Sometimes I trawl mods comment sections and see questions I know the answers for, but I always worry of overstepping the authors if I answered. Do you guys like it if somebody else answered questions about your mods for you?
Yes but not when they're wrong (often they are lol)
If the answer is not just "the mod author needs to fix this" then I generally don't have an issue with it
speaking personally I'm not actually gonna be like bothered by it or anything but I would personally prefer to be the one to answer questions on my page
mostly because if someone else answers it and I don't chime in after, I might just look unresponsive
Stuff that I've already answered on the mod description page? Have at repeating those answers because I'm not gonna.
and if I do chime in after, then... there was no need for someone else to
(I've also had a couple random Nexus users answer things correctly for people before but were way too snippy and overly mean about it that I didn't like so I'd just rather people didn't in general instead of risking that)
That's also really annoying
Oh yeah of course you shouldn't get snippy on someone else's place.
I'm already snippy enough in my mod comments I need nice people to balance it out 😭
the exceptions to this for me are of course if I ever say "I don't know" when someone asks my what's wrong with the error lol
I think I tend to be snippy if I already have the answer in my mod's description.
I've blocked more correct but snippy people on Nexus than I've blocked any other kind of user
Today I discovered NPCWarps and custom maps o-o
I didn't know it's rather needed for NPCs to go to places outside of vanilla maps
Or just enjoy the snippy
It's not needed
You can use it to make warps the player does not get to use
The common usage is say, for npc warp rooms
Or jumping them over the backwoods
hm but the schedule wouldn't run until I added them in
with just Warps it was a no go for the exterior maps
If you're using a TouchAction Warp that's player only
MapProperty
Map property Warp should work for NPC's
Pathing wouldn't path with just the Warp MapProperty
Was there a warp back?
Added NPCWarp Map Property and boom magic
yup
All was MapProperty Warp for warping between ze maps
If the default warp requires the NPC to move to blacklisted NPC areas (Backwoods, Farm, etc.) to path, then a NPC Warp workaround has to be made. Not sure if that was relevant here, but that's what I have learned.
Interesting, I didn't know that warp ignored blacklisting
That is not what I said
How do you get past it then?
You just npcwarp to jump the map
Oh, I see
Ie, player warps from my fun map to backwoods to mountain
^ that
Npc warps from my fun map to mountain directly
Le confusion, but at least it works...
Farmhouse NPC warps to Bus Stop or Mountain, etc.
Imma just do the NPC warps since Warps is making me confused as to why it no work in custom map for NPC...
Now if only Tiled loaded again in this potat pc
Hehehe finally the npcs are going to town :3
now I gotta adjust their schedule because they still take like 3 hours to get there T-T
Might just skip the railroad 
0 schedules are usually the best solution to long travels
Noted, lumi
Implementing zero schedules into my commute
I'll tell you how it goes on Friday
the a trick to ensure arriving right on time is also super handy!
(*any issue with using 0 and a schedules IRL must be brought to CA)
I take it you're making an NPC, Kath? You've seen the resources on that, right?
@woeful lintel i saw this on the author guide for your furniture framework. Ive been trying to find a framework mod to add in furniture (that i can understand) and yours seemed so easy to use, should I just wait until the pack gets updated? 😦
i dont mod at all and adding in furniture through CP is really confusing to me 😓
The vanilla furniture stuff is a string asset and there's a lot of silly limitations 
But still if all you want is a new chair or new table it'd be sufficient
(I'm thinking I may go ahead and do this as long as you haven't already and they let any random cheeto edit the official wiki
)
you dont even have to be a cheeto to edit the wiki, ive done it before
i just dont know enough of what im talking about with events to trust that id edit it right, so ive not touched the event page
i think the point of a community made wiki is to allow edits from the community 
tried to research editing NPC walk speed and most recent thread was from 8 years ago, is it still not really doable?
thread? where you were even looking
I was scheduling Gunther to go from the museum to the saloon and I've found him to move ridiculously slow; it takes him close to 2 hours to reach his...
Can I also implement 0 schedules in my commute 👀 my schedules are already weird /j
i dont think id recommend looking anywhere but the two wikis and this discord for stuff about that really
the Character class has a speed property but idk if its as simple as just changing that value for an NPC. probably comes with scheduling issues maybe? dunno
in my case it's not really about travel time, I'm just thinking of giving my sheriff an electric scooter and it would be nice if he moved a little faster with it : )
(it also might be that simple, i just genuinely dont know)
it might also mess with events
I recall focustense having some pathing issues when speeding up NPCs for A Fishing Sea
i think focustense was speeding up NPCs recently?
yeah
looks like its not implemented with multiplayer support though, which makes sense, so if you care about that, it will likely be a lot of work
(multiplayer support for the speeding up specifically i mean)
well speed is a netint so I think just setting it is fine
Yesish
i imagine if it was that simple that focus woulda done it
isnt the speeding up the clock also like, the only reason it doesnt fuck up their schedules
the issue fishing sea ran into wasn't MP-related, it was pathing, which I don't know had anything to do with clock speed
(i only brought it up bc its documentation specifically said time scaling isnt implemented in MP due to it being impractical with the multiplayer code)
No, speeding them up was so the clock changes wouldn't duck up their schedules
You can speed them up
Gima did
(not sure if relevant, Extra Animal Config also has custom farm animal speed, and so far I haven't heard any MP or pathing complaints)
so my brain was putting the cart before the horse then
okay, event edit made, I have contributed 
I am helping out with BH :3 also yesh, Mike NPC was my first look into NPC resources 👀
(Sorry for late reply, my weird scheduling kicked in and suddenly I was driving)
Since you're converting old NPCs, I do have a section on the tutorial about the 1.5->1.6 changes, if you find anything I'm missing let me know! 
I also only went a little faster, 4x iirc
Hello, I'm here to ask if you guys know for a solution for a problem I'm having with translation on items.
The problem I'm having is that item names or descriptions do not translate.
is it a problem with a mod you're making or someone elses mod
Is my mod, and everything except items DisplayNames or Descriptions is translated correctly. (I'm using SMAPI Translation API)
Yes. And how are you using it
Oooh! I'll check once I get back home :3
like this : DisplayName = I18n.LuxuryCollarDisplayName(),
Description = I18n.LuxuryCollarDescription() //this is Pathoschild.ModTranslationClassBuilder addon but gives the same results as Helper.Translation.Get()
Is like the translation for the item name is always the default one
did you test with new instances of the item
what I like to do when using c# is just get all the translation key/value pairs and dump them in a game asset so I can use tokenized text
no idea if that's smart or stupid, but it is convenient
So it's not that easy in c#
In that if you do it directly you absolutely need to invalidate the relevant assets when the locale changes
Or use tokenized text
(CP will automatically handle invalidating)
Hi bluebs
if i were you i'd load the items through CP json files as far as you can
Don't scare me today
Everything works fine but the Display and Description cuz they always default to english.
you can also write out your items in json with c#, you just read your own local assets and glue them directly into the object data with an asset editor
as atra says, you need to invalidate the Data/Objects (presumably thats where these are) asset when the locale changes with the smapi LocaleChanged event
when the game launches it starts in english and then changes to what the user had selected last time they were playing
(or use tokenized text)
(well now my echo message just looks silly!)
Alright, finally got all my turkey day prep done for tomorrow, so time to reinstall SVE and CC Reimagined to verify compatibility for the Vault Room changes and EMA features!
ema?
I can still get this Useable Community Center update out before tomorrow xD
extra machine aconfig
I forgot turkey day 
(/j idk what the acronym is either)
I used EMA (Extra Map Actions) to use the LedgerBook and DivorceBook tiles in the community center.
I could try that! Thanks I'll check it out.
They're locked to the mayor's house otherwise.
It's going to be in this update, yep!
The desk is gonna have a book for sending money, and I'm gonna have a stand next to the vault (on the left side) for the divorcebook
Just need to verify that the placements don't mess with SVE or CC Reimagined first, so I maintain compatibility.
My multiplayer group's been the guinea pig for the vanilla CC version and it works great!
huh, good thing I checked. SVE apparently caused my patches to stop loading somehow for both features from the last update and this one.
They just had to break DyePots again. -_-
Imma bout to scope creep myself, time to edit some art and conditions >:3
lines of kode?
ah, you know, could be worse - getting older, getting more and more medical issues
semi-joking
I'm so so sorry 🫂
I've got to fix my sleep cycle but have no clue how anymore lol
Like, I go to bed at midnight, and if I'm lucky I wake up at 6am and if I'm not I wake up between 2 and 3am
And I have no clue how long I can keep that up lol
kinda same, except if i do wake up in the middle of the night, it's because i'm having a problem catching my breath due to my sinusal problems
this week it has been a 50:50
sleep apnea?
i'm pretty much done with WoW stuff for this season, may come back to play some 1.6 soon
nah, it's not that
still not coming back to making mods though, i guess
the last person i saw saying something like that ended helping with porting aquarium, so i hope you like fishes /j
okay, got everything fixed, plus a snazzy message on the new feature locations if someone didn't download the new dependency (EMA) to tell them that they need EMA to use those features.
Hey
i'm just saying!!
i gotta give VMV a go too
Does anyone know if there's any purpose to the phone SVE adds to the Vault Room in the Community Center?
Because my divorce book goes right there and I don't know if it's worth trying to find another free spot for it
eh, I'll ask in modded farmers, they might have a better idea
Vmv is great
(I know y'all keep on making jokes about it but I'm like. Not going to start maintaining mods under my own name again. Not for a long time.)
I'm really sorry but
im just having trouble finding support that i can understand, i want to make seasonal furniture and i know I can do that with CP tokens(?) but I dont really understand the github guide
ah, see, you only said maintaining, not creating /j
(people have open permission to just update any of your mods right)
Yes
i wonder how long it'd take to just go down your mod list and make updates for all of them
not you i mean just someone else
then you'd have even less to worry about (even though its already 0)
i know chu already snagged one of em
Have you managed to add regular furniture? Without seasonal tokens
i do joke because i found the timing funny BUT i don't want to put pressure on you, i'm just grateful you were at the right moment to help gervig, and if you do nothing more modding related, it's ok 🙂 you aren't here to be productive about mods!
!unpack Helps to look at vanilla furniture data and sprites
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
(You don't have to!)
I don't really feel any pressure to lol
i wouldnt feel obligated! it might be fun though
besides. the people yearn for the giant crop fertilizer i hear
If u update them then I can't jokingly suggest "update shovel" to new modders 
I thought about doing a rewrite of shovel but i just don't have the time sadly
god i wish GMCM would let you rightclick/esc/e/anything to quit the menu rather than having to click the Close button
? escape works for me
at the main menu? does absolutely nothing
It's a Title Screen specific issue.
Yeah, and TitleMenu submenus are whack, it doesn't use child menus like normal menus, it has a special TitleMenu.SubMenu static.
It's a fixable problem (I fixed it in AFS) but it does require the menu to do extra special stuff when invoked from the title menu.
huh, I think that's the first time I've gotten the "internally verified" checkmark on one of my mods
I've had that a couple times. sometimes their scanner just breaks for no apparent reason
yeah, I was confused because it was blue
what's the method to resolve localizedtext again 
I thought atra has half-updates in for a lot of them on the repo, so legit it might not be that bad?
gotta pass it through the token parser
You'd have to ask atra about things like whether it's better to re-upload as redux or if atra wants to also offload the nexus page or w/e
i wouldnt have to its MIT licensed /j
i dont know about the half updates thing though
yeah but like. what's the token parser and method
TokenParser.ParseText
thanks, that's perfect 
Tbh I don't think most of them are worth further time investment lol
Honest opinion
i was looking at giant crop fertilizer just now too and tbh i think it'd actually be easier for me to just remake it from scratch
not bc the code is the worst code ive ever seen or anything but because im realizing im even worse than i previously thought at parsing someone elses codebase, especially when it is so entangled with json assets which ive no idea how it ever worked lol
1.6 has also changed a lot of how it makes sense to structure a mod
that was by far the biggest hurdle when porting my own mods
I am dis close 🤏 to venture into C# territory, but then I get overwhelmed and confused 👀 one day
they all required significant rewrites not because making them work was hard but because maintaining a bare-minimum port would be horrible
Look at the alpha branch
I've already removed the JA dependence
oh neat
i forgot to check for other branches whoops
I strongly disagree 😛
(speaking of, I meant to ask: I think you said it did, but your mod letting the farmer have juice at Elliott's 4 heart event still works, yeah?)
Nope, that was bundled in Interaction Tweaks and thus is drad
im having trouble with the source rect command in furniture framework.. it displays the barrel but i want it to display the bench and these are the dimensions for the source rect
😓
your barrel's 32x32 rect contains 1 line of pixel from the barrel to the right
yep
did you put the right coords
Hey so I wanna make a mod with multiple NPCS, I know how to make a single NPC but is there any like wiki page to help create multiple NPCS?
i thought the x and y are when the rectangle is taking from on the png
X and Y starts from the top left
counting hard but at a glance the bench's Y is less than 16
yeah
"Elliott Learns Politeness" letsyou ask for a non-alcoholic drink if you want something that does that
okay ill change and check it out!
like how SVE has mutiple NPCS
(i'm not sure where on this image the bench is though)
yeah its all the way in the top left corner
im trying to grab the bench not the barrel
but its taking the barrel
😦
what are you confused about? you can just bundle all your NPCs into one mod, no?
no
as mentioned, x and y starts from the top left corner
okay so it SHOULD be x: 0 and y: 192
in gimp and similar software you can select
where did you get 192 from?
Position is X and Y, while Size is Width and Height
if you're talking about making a more substantial expansion-like mod, then the wiki has more info on stuff like locations/events/mapping/etc.
its 192x192 pixels (the whole tile) sorry its hard to see on the image
try selecting the bench in your own image 
put you all the way at the bottom
okay!!!
let me clarify, x = 0 and y = 0 refers to the top left pixel of your sprite sheet
Well do I create like seperate folders for each NPC in assets? Or something else?
OHHHHH
your bench should be at 0, 0. it is all the way at the top left corner
I should have been clearer lol
I just dont wanna mess things up
ty tho!!
🤔 on an actual graph, 0, 0 is at the bottom left, so i can get how it's confusing
yeahhh i thought it was like a normal math graph 😭
well, as long as it doesn't go into the negatives
the coords atleast so i just assumed
sure you can, but it doesn't really matter as long as your mod's content.json includes all of the NPC's files
which guide have you been using?
Like all of their coding?
yes
if you really wanted to, you could stick it all into one, massive, ugly file.
okay im confused do i put all NPC coding in content.json or do i create sperate coding for each npcp and just refrence them in content.json
and organize jsons however you want
so I assume you added one entry to Data/Characters for one NPC. To add another, just add another entry
you can do either
okay uh how would i refrence them?
personally i prefer putting them in their separate jsons and using include in content json
"AcceptGift_(O)74": "{{i18n:Aos.QiGift.pris}}",
Is there a reason why this wouldn't work/prompt the specific gift reaction when giving a Prismatic shard?
i see
for context it just pulls the default hated dialogue
Oh, I didn't know about this. I see you're editing the vanilla event with CP; so am I. Would you like me to add some compat on my end?
ty guys it worked!!
yay
now i want a npc thats like kent, with the NPC appearing late into the game, Would I just do, say, on a spefific day of the year include the script?
Is this in Characters/Dialogue/YourNpcNameHere
(i don't know if this bothers you as much, but the shadows from the other chair beside it are continuing onto the bottom right pixel of your chair...)
You can look at Jorts and Jean as an example of two NPCs in the same mod, but generally they're just going to look like two single NPCs within the same mod. They both need separate dispositions, dialogue, schedules, etc., though they can share things like a custom map or events.
It is!
i see
Jorts and Jean also has an example of "spawning in late" (though it's just day 6, not year two) so you could reference that.
hmm your entry looks fine to me. Maybe you didnt include it? you can post your code if you want
yes i just realized and i fixed it 😭 it bothers me too LOLL
Oh, sure! I hope it's not too much of a compatibility mess. Was my first code mod for Stardew and I wasn't sure if there was any other way to do it
if it's in the default 'content' folder do I have to write an include for it? - and if so how is the other default dialogue working.. that's kinda magical (it's in the same section)
I think I could just take your snippet of code for that quickQuestion and conditionally insert it in locked behind a HasMod.
like in theory that'd work right?
OH
i didnt read that sorry
yea uh just link the mod and i'll study the code
every file must be referenced in content.json
As long as you're fine with me doing that. I do tweak the event to make Elliott a little less rude (and I was kind of debating a quickQuestion to have him give you options since I don't like the forced choice either
)
like alternatively you could just open the vanilla Data/Characters file and see that Kent's entry includes this line:
"UnlockConditions": "YEAR 2",
where the value is a GSQ (game state query)
That's totally fine with me!
No I mean the dialogue im currently writing is written in the content.json file
Not a separate dialogue file
Thats fine, honestly when i was using block bench and was trying to add sliced bread to minecraft I make a copper toolset and armor set everytime just for convenience
!npc @fair kernel Here's the link but also here's the NPC resources, since multi-NPC mods are largely going to be the same as a single NPC. https://www.nexusmods.com/stardewvalley/mods/10950
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
oh cool thank you, also i did not expect them to be cats, but its a delightful surprise
Can anyone explain to me what the issue is here?
ah I see, in which case pls post your json
(though I'm about to disappear for 3 hours to watch Wicked so I can't help. someone maybe can)
can you show the method signature for your prefix?
the argument used to be Monster m and now it's Monster monster
you really want to look at the source code when you patch 
its all gotta match
This is actually not my mod. This is an unofficial update for Aedenthorn's Advanced Melee Framework that was picked up by MindBlownMax
did the thai translation break in sdv1.6? item display names don't seem to be translated.
Although it's been almost a month and still no update after SDV 1.6.9 and the related SMAPI Version apparently broke the mod
(A month, especially around this time of year, is not much time at all)
I agree. Although MindMeltMax hasn't even responded to any of the bug reports and feedbacks.
If only he/she/they would at least say that they have plans to update it, I'd be more than willing to wait.
Do they normally? Some mod authors don't ever communicate but still update
(you could just say 'they' yknow)
how do you post your json file here again
I'm sorry. I am apparently too old school. I will do that next time.
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
thank you very much
i support updating mods just for personal use
Lol, they is as old as English
but i think you are approaching this inefficiently
pls take gander at the decompiles they reveal secrets
(singular they is older than plural you)
I hope you enjoy the movie by the way!
Yup, I 199% support updating mods for personal use but if you're gonna post every error to this chat this will be a long and painful experience for you
Or he'll, is gpl you could post it
https://smapi.io/json/content-patcher/21fc1b230a744cdba427ad97a26ef3ee -> for help with the dialogue/gifting issue
im sure im doing something wrong (i only barely know how to do this stuff, I'm just winging it)
Yes. You all are right. I am not experienced enough to actually fix other's mods and I am crawling through it with not enough knowledge. I will just wait for the current updater to work on it or for somebody else to do it. I'm sorry for the trouble. Thank you for the people who have replied thus far.
did you combine your includes into your file here or do you actually have it in two separate files?
Oh I don't know why I
One of those is for NPC gift tastes for new items and the other is actually his gift tastes
ahhh
tiakall your tutorial is so good and nice to follow 
okay so when you say it's giving the hated dialogue, is it giving the line you have in your i18n for his hates or is it a default vanilla string it's throwing up? 
Do you have to add a property / something in CP to identify a location as indoors? Or is it just you dont add the Outdoors map properties
Should just be that
It's pulling from his general dialogue (so if i were to give him any other gift - i.e the celery mentioned - it would pull from his liked, loved, neutral, dislike or hated)
Not just with prismatic shards but with all gifts
example: I gave him celery but he pulled this response (liked) instead of the specific celery dialogue response
same with the shard (hated)
strange, as far as I'm aware accept_gift should take predecence over gift taste dialogue.
It should yes

what's that data/dialogue include?
Isn't Stardrop Tea hardcoded?
It looks correct to me. I went and checked the wiki to make sure they require (O)
stardrop tea is hardcoded to a certain gift taste but the reaction text shouldnt be
Malr sure the npc's dialogue asset is right
Oh ok, so he'll still get the friendship but say he hates it lol
Just in case
(iirc reject fires before the gift taste stuff)
I wonder of there is a mrqi issue
i dont think you can reject stardrop tea
(so it wouldn't activate the friendship)
But your internal name OS differnet
Let's test that
maybe you can. idk trying to remember the exact order of trytoReceiveActiveObject is difficult
Might be worth moving the dialogue temp to say pierre
And see like
If there is a mr qi issue
yeah probably i was just testing to see if it worked
yeah no i purposefully changed it so that it was a "different" mrqi
as you can see there are two of them
are you sure its supposed to be AcceptGift and not Accept
Question, is your dialogue include like your gift taste include in that it's not your NPC's dialogue but other characters?
or is Accept for quests
Are we sure it is an O not an 0
yes
I think the validator puts dots on 0
Could you rephrase that please
according to my scientific analysis (I copypasted it into Discord) it's an O, not a zero
What's in Dialogue.json?
What;s in your dialogue include?
(also i did test the 0/O thing already)
Nothing yet
empty files - the json thing didnt include the //notes
mmm if they're empty you might want to comment out the include until you're ready for it, just in case
the other "it's dumb but also I would make this mistake" idea I have is just double-check to make sure your i18n keys are pointing at the right lines and haven't gotten switched or overwritten somehow
if the translation keys were broken/referenced wrong wouldn't it just pull up the 'no translation' text?
it would but if you swapped them they'd just have the wrong line
The only other thing I can think to try would be like what Atra suggested where you grab an NPC you know works and try adding the gift taste to them and see what it does
If one character has 2 dialogue mods and one is i18n, and one doesn't... do I have to make them both the same?
no, each mod handles how it does dialogue and translations separately. also, unless you're making a mod yourself, this is the wrong channel
I wasn't sure if modded farmers or here was the right place lol
Have we seen a log yet
here is for people who make mods. modded farmers is for people who play with mods
and #1272025932932055121 is if you are having errors with mods you installed
I play with mods, but also edit mods that aren't moddy enough 🤔 I guess this was just a compatibility/merging issue...
Also I saw there was a tool to convert regular dialogue mods to i18n tags but the guide was really confusing
But yeah, a mod that has some lines in i18n and some that aren't shouldn't generally have an issue, unless the keys themselves overlap.
(Ask me how I know....)
Have you used nomori's? I find it very easy to use. https://nom0ri.github.io/sdv-i18nifier-app
I haven't seen that yet I'll check it out
I have no idea why it worked but I just moved it to its own separate json
thank you for everyone for helping by the way - much appreciated
nomori's i18n-ifier is a lifesaver 😔
How strange! Both the dialogue and the gift tastes, or just one of them?
Is there a practical reason for i18n if you're not translating to a different language?
Makes it easier to do some special random stuff
yes. other people may trranslate it for you
and like roku says you can use it for other fun things
Any i18n you do in the moment is less i18n you have to do later in case you do end up deciding to do it
I have thus realized that it still does not, in fact, work
It worked when I set it to Pierre though so I'm guessing I did something wrong when making the NPC (I will return when I fix it - I took a break to fix his sprites too)
Did you ever load a blank json for his dialogue
Considering I don't know what you mean by that... I'll go with no
😔
you basically load in a blank json for your dialogue so you can edit it and add in your includes(?)
i think
i completely forgot that gift reaction dialogue was stored separately and didnt bring it up bc i thought "well he has some dialogue already working so the dialogue load must be there" lol
(the generic gift reaction dialogue i mean)
honestly i've spent way too much time staring at gift tastes
Lily, did loading the blanks help?
HI sorry I was testing some stuff out - YES it did! delightfully so
He even rejects the stardrop tea >:]
heyooo 
just gotta make sure it doesn't show up when your mod's not installed, but it shouldn't
(also, I notice you have $9 on the last two options, but that would be the tenth portrait, which vanilla doesn't have. Did you mean $8, his surprised portrait?)
heck, yes, I did
I mistook how they were numbered starting at 0
Thanks for the shout, I'll fix that after I figure out where the mailman thinks my front door is
package was found in the middle of the road, not terribly pleased but nobody's hit it anyway
Now to knock it into my head that the portrait numbering starts at 0
I think all indexes start at 0
Makes sense
Though some mods use 0 as a placeholder or nothing entry
The scars of personal experience
yeah, you have to consider the fact that the game doesn't ahve acces to span and friends lol
like, my personal parsers, will pass on a Span<str>
tbh i dont know what a span is all i know is that i constantly forget that the first argument i want when making something for BETAS is index 1 and it annoys me
aha, it looks like I fixed one of them to be 8 but not all of them
Oh yeah, ArgUtility.TryGet the first arg is the thing itself right?
it sure is
this is like when argv[0] is the name of the program
well not so much just for TryGet, its just that the arg list you get always includes the thing itselfd
Can't imagine what you would need the 0 index for lmao
see at least that kinda makes sense to me in the same way that the 0th argument for an instance method is this
but like. if my function that parses, say, the ChangeMusic command is running... why do i need the 0th argument to be "ChangeMusic". i know this already
also, since I don't think I mentioned it, the mod I'm adding compat for yours with is Realistic Writer Elliott
I'm overwriting all the vanilla events, so I'm trying to be proactive in what I might break
i figured it was for the elliott mod
rest assured the major point of CMCT is to grab things regardless of what another mod author does. so like, if you somehow did break it, id be very interested to know how
that would be very good for me to know how to work around
Yeah, I mean more that since I'm editing all the events, anything else that tries to edit them is either gonna pick a fight or I need to handle it.
warning things that may break are your mind and your will to continue making said mod
i just meant that i wouldnt say its your job to handle! it'd be someone elses if they wanted to make it compatible with yours, id say. ideally someone shouldnt need to go out of their way to support CMCT, it should be an out of the box thing
I'm back with another question -
For maps that usually don't have (or allow) NPC pathing between them - how do I... make it happen? I guess is how I'll put that. Main thing I'm referencing: I want to be able to have my NPC path through the Casino -> Oasis (Club -> SandyHouse). As far as I can tell that does not work. Would I use content patcher to change something similar to the 'ExcludeFromNpcPathfinding' data?
Oh yeah, to be clear I was talking about the compat with Elliott Learns Politeness 
Typically, you have to create a NPC Warp to skip the blacklisted map and put the NPC in the next allowed location.
then in that case please let me know if you run into any issues or weirdness with it so i can either explain or fix 
You can fake them moving through an area with an event (like Abigail's monster shrine event), but the NPCs will not be able to regularly pass through a blacklisted map.
I was thinking that too (I got up to get a snack and realized that those exist)
Would that be done by editing the tiledata ? (Considering i already intend on patching the map anyways it wouldn't be too much trouble)
You can add a TileData object for an NPC warp in Tiled, or you can add the property to an existing tile with CP and not actually open Tiled
Both methods work
Are those two locations even blacklisted?
All I'm finding are Farm, Cellar and Backwoods
(huh, not the sewers?)
(nope_
guess how zuzu got everyone to go through the sewers
the sewers in vanilla just don't have an in warp that npcs us

