#making-mods-general

1 messages · Page 479 of 1

rocky anchor
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Ah sorry! In the image with the resolved tokens, I mean the 'Seasonal_Hats' reference in the target

vernal crest
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That's what Pathos has decided that texture asset should be called. It doesn't have to match the file name.

rocky anchor
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OH

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Yes, I forgot CP could do that

vernal crest
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It only ever needs to match a file name if you use the {{Target}} or {{TargetWithoutPath}} tokens.

rocky anchor
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Wow sorry, I am rusty

vernal crest
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That's okay! The fact that Targets aren't actually files catches a lot of people out.

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They're just basically arbitrary names that the game uses as a way to find the actual file. Kind of like an index number in a library gets you a specific book, but the index number isn't the name of the book.

merry river
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helloooo, i'm trying to add some sort of effect to a custom object when gifted (via BETAS), but I'm kind of lost. The custom object is supposed to have a similar functionality to the stardrop tea but a little better. in "conditions" and "actions", is there a way to target any possible NPC through a token? do I need to set up a dynamic token? am I doing it entirely wrong? SDVpufferwaaah

vernal crest
lucid iron
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What is the characters token

merry river
lucid iron
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Well it's helpful to elaborate on what the goal is

vernal crest
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You would want the vanilla AddFriendshipPoints trigger action to add points.

That being said, you'd need one trigger action per NPC and have each of them hardcoded into the condition and action for this to work and it wouldn't affect any NPCs you haven't specified.

merry river
lucid iron
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I think you might as well use the recieveitem_youritem key at that point

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If u gotta make a trigger action for every single npc

merry river
lucid iron
vernal crest
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I think you may be yearning for the foreach

merry river
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how does the stardrop tea even work then SDVpufferpain

vernal crest
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Hardcoding

lucid iron
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Yeah i should clarify, not possible in a sane way in content patcher rn

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A C# mod can just go and add stuff if it wants

merry river
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i can't do C# SDVpufferchickcry

vernal crest
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Content modders yearn for the foreach

merry river
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i be yearning fr

vernal crest
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I am making a mod that iterates through all members of a list and I do have to do it manually, including mod compat.

opaque field
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My one C# implementation that I'm kind of proud of is an egg that buffs friendship when you talk to an npc

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but then I forgot to attatch it to anything else so it's just sat in my 'wip' folder colecting dust

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Today I am overhauling config

vernal crest
opaque field
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I did indeed

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It’s undergoing a lot of clean up now that I know more haha

vernal crest
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Do you happen to have any blank loads to vanilla assets still in there?

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Another modmaker had their mod clash with yours because you were both doing exclusive priority blank loads to JojaMart.

opaque field
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Uhm like to jojamart and stuff? In the active version yes but they’ll be gone in next weeks update

vernal crest
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Removed entirely? Are you no longer putting events there? /curious

opaque field
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I want to leave at least one or two there. Would changing the priority to low fix it?

vernal crest
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(I helped the other modmaker change their blank load priority to low so it won't be incompatible with other mods' blank loads anymore so it's no longer an issue for them, but since you are coincidentally here on the same day I thought I'd mention it to you so you can switch yours to low as well.)

opaque field
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Oooh ty 😄

vernal crest
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Yep, as long as the priority isn't exclusive it won't cause issues with any other mod anymore.

opaque field
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Heck yeah! It would be nice to leave the events. I’m really fond of Sam’s line about working in a cold warehouse of sad cornflakes

vernal crest
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Yeah, definitely don't get rid of your events!

opaque field
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I counted yesterday and I have 54 of them XD

vernal crest
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Woooooooooow

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It takes me hours and hours and hours to do events

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Testing them takes forever

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I am incredibly picky about every single action in an event being timed perfectly so that probably contributes most of the time I spend working on them lol

opaque field
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It's SUCH a process. I usually write them down on paper first to help with pacing and such. Also at least 5 were added later as dating events. I feel way more confident about using some of the more 'advanced' event commands now too

vernal crest
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That's awesome!

opaque field
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I feel so powerful tbh - and after all the work of point tracking and mail I've ultimately decided to change the 'path' options to a config toggle

vernal crest
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I always plan mine out in my Obsidian planning doc before I start writing the json, so once I am writing actual event commands it's mostly just translating what I already know should happen into the game, plus tweaking as I see how it feels as I go.

opaque field
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Researching Obsidian rn because it sounds very helpful

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I have 'Novelist' on my phone which I sometimes use to plot stuff out while I'm in transit but I hate trying to write events on my phone

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ooh and there's a linux version

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joy

vernal crest
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It's a very customisable note taking app

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I use it to plan my mods but also to track stuff IRL and as a weekly to-do list where unfinished tasks rollover to the next week

inland rain
vernal crest
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It uses markdown files so you're never stuck unable to switch to other programs

opaque field
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It just finished downloading - I'm so excited

vernal crest
obtuse wigeon
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I second obsidian! So so useful

vernal crest
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So exciting we must see it twice!

inland rain
opaque field
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I have multiple projects of multiple types (gamedev, 3 character expansions, cream cheese machines) and I desparately need the organization

vernal crest
inland rain
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I was building hype 😛

vernal crest
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Saviour of the people

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Ooh I bet Bog's server would love that, I'm going to share the mod there

obtuse wigeon
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I love being able to centre buildings perfectly, this is a great addition to it my game

inland rain
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It could be a bit buggy, I'm not sure I caught every possible interaction buildings might have

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but clicking on doors works

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and bounding box is adjusted

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actually bounding box seems a bit wonky on the left side, idk

stray hemlock
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ReplaceDelimited does not replace substrings. What would be the recommended method to replace a certain substring? Just copy-paste the full string and edit the part you want to change?

obtuse wigeon
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I shall have to test mine, not sure how it would fare but I imagine the same as a mill

vernal crest
stray hemlock
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Lewis' text for the Festival of Ice. I want to edit one line. The string is delimited by / into different animation values and such.

vernal crest
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So to pick a random example, in the text speak Lewis \"Contestants, your goal is to catch as many fish as you possibly can in two minutes using the provided fishing rods.#$b#You must catch your fish here, from these holes in the ice.\" you would just want to replace the You must catch your fish here, from these holes in the ice. line?

stray hemlock
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Yeah, exactly. Sorry, I should have clarified that.

vernal crest
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That's all good. Yeah, I think replacing the whole string would work best. If there's a better option, I can't think of it right now. Editing the event by field index without TextOperations would also require replacing the whole string and would be vulnerable to other mods changing the event.

stray hemlock
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Then I do it like that. I guess making a SMAPI mod would be overkill. Maybe I'll make a pull-request ReplaceSubstring.

vernal crest
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(I mention it because it's the only other method for editing part of an event that I can remember, not because I think you suggested it.)

stray hemlock
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Thank you very much.

vernal crest
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The only other thought I had is if you set the delimiter to . instead and then search for #$b#You must catch your fish here, from these holes in the ice

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(And now that I have had that thought I am consumed with curiosity about whether it would work haha)

stray hemlock
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I feel like that might be too unstable and not precise. Or, maybe it would work flawlessly, but it's still more of a dirty workaround.

vernal crest
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Why is it dirty?

stray hemlock
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Because it's not really intended to be a delimiter. I guess me working in software engineering makes me kinda anxious about everything that doesn't seem fully intentional. Had too much stuff break.

vernal crest
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Nothing about ReplaceDelimited says you have to stick with only certain delimiters.

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If it doesn't find that exact string, it doesn't replace anything. No breaking, no errors. So if someone has a mod that already edits that line, yours won't do anything. (Assuming my idea works at all, of course.)

obtuse wigeon
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Anything can be a deliminator depending on your usage and requirements, I have seen some wild things that work well outside of stardew mods

stray hemlock
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I guess. I will try it. Thank you.

vernal crest
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Also not trying to pressure you into doing it that way! I am just trying to think it through regardless so if I think it's any good I can add it to my own repertoire lol

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But alas I have already committed to going to bed so I cannot know if it works until tomorrow regardless of whether it's you or me testing it xD

stray hemlock
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I will test it now and tell you the results. Have a good night.

vernal crest
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Yeeeeees SDVkrobusnaughty

near pelican
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Does anyone know if there's any tutorials (preferably video, but written is fine) for turning an existing NPC (non-marriage candidate) into a roommate?

cedar turtle
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Quick question: Which entry would I need to edit how to turn a -792 energy (cooked) food into something actually giving energy/health?

hard fern
stray hemlock
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To be precise, energy is Edibility × 2.5, health Edibility × 1.125. There is probably a framework to customize that.

cedar turtle
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hm.. no edibility entry

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Do I just add it in?

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And what would be the sell price entry called?

hard fern
cedar turtle
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Just like this?

stray hemlock
fading walrus
cedar turtle
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I'm not too fussed about fixing it that very moment so I'll just see if it works properly once I'm back after dinner in a few hours lol

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Thanks!

stray hemlock
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Have a nice meal!

cedar turtle
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Thanks! (I won't eat within the next hour or so)

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I also want to see which numbers would be most feasible.
Given some ingredients a sale price of 150 are kinda low lol

fading walrus
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When deciding the prices for the thing I'm working on today, I used a formula of 2.5 x {{price of fruit}} + 50, since they rely on fruit to produce and take a few days to make

I guess you could look at vanilla pricing for stuff and then decide?

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Some vanilla artisan goods, like wine etc, use similar formulae to decide the prices, so you could try a similar approach!

dusk terrace
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I'm a bit confused how this works... is the location context id how you identify a location? what would that string look like?

cedar turtle
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It's cooking dishes. I might look at the ingredient prices and balance it around them

fading walrus
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Oh yeah, check the ingredients for sure

lucid iron
cedar turtle
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Like the demiboy needs a frozen tear and wheat flour, so 125 when selling both.
So I guess then 150 are decent enough

orchid venture
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Hi everyone ! My names Dakota (or Koda ) I'm currently going to college for advanced software design and decided I want to practice what I learn (c#) by making a Stardew valley content expansion mod , any good starter vids or help tips anyone can offer for a first time mod developer starting out with Stardew ?

lucid iron
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For location you need GameLocation.NameOrUniqueName

ocean sailBOT
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Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

fading walrus
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Check the C# section

cedar turtle
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-# where as demigirls melon is 260 lol

fading walrus
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And also the content mod section

lucid iron
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Location context is like Default Desert Island

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They r what's in Data/LocationContext

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Controls some stuff shared cross maps

dusk terrace
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is that something that would be interesting to have in conditions for ddfc?

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I was so focused on Id I missed the name one SDVpufferthumbsup thanks

lucid iron
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Maybe, though there are vanilla gsq for this so it's ok to slacc

fading walrus
orchid venture
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Thanks !

fading walrus
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Just expanding on my initial two messages lol

lucid iron
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Oh yeah for name or unique name they get the guid if instanced

fading walrus
lucid iron
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You may want just Name for that case

fading walrus
dusk terrace
lucid iron
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Ig there's the niche case where u actually want to check the speaker's location for some reason

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I consider that niche enough to be a "I'll add it when someone asks" case

dusk terrace
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I'd love to see a mod that changes the dialogue's appearance based on location (e.g. desert, sewer, town, etc.)

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maybe one day

lucid iron
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Another thing is that you can do it now already

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With appearances

exotic token
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Okay, I have a map for an upgraded pelican town, but I want it to be triggered upon a community upgrade, how do I do it.

dusk terrace
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maybe I should use ddfc DP to commission somebody to make a ddfc mod showcasing what it can do 🧐

orchid venture
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hi everyone , im looking to make a new island area for a expansion mod idea that uses the boat/ship to travel to , what do people use to create new areas ? ive had tiled suggested to me but am looking to chat with anyone with experience ? thanks !

orchid venture
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thanks

latent mauve
heavy pewter
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I understand now why making a ButtonPressed trigger is a bad idea lmaoo

orchid venture
latent mauve
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If you wanted to jump ahead to making your NPC exist because of time constraints, you can also use my Pelican Valley Loft (NPC Apartment) mod as a staging area for your NPC so they have a ready made room in the world until your map is ready

frosty dragon
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Does anyone know the "flag" conditions for the Movie Theater for both the Joja Mart route and the Community Center route?

latent mauve
frosty dragon
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Appreciated!

iron ridge
frosty dragon
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lol it's okay. I just needed the ccMovieTheater and ccMovieTheaterJoja because I'm trying to make schedules based on if the movie theater is there or not.

weak mesa
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Hello!! I'm new to mod-making (I'm just starting to plan out my first mod, a small dialog expansion) and just want to ask two questions I havent found answers for. Hope that's cool, and if I missed a directory or FAQ or whatever, I apologize for the redundancy! I'm really excited but admittedly pretty nervous wuahhhhhh SDVpufferweary

  • Are there any particular recommended ways to test my mod? I'm mainly worried about issues with my base game files, or potentially messing with other mods (tho I'd prob move them to another folder anyways to be safe, so that's a much smaller concern)
  • how ambitious are dialog expansions considered? i want to know so i can manage my expectations
brittle pasture
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if you're not doing xnb replacements your game files are fine

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your existing saves are only affected if you actively load that save and go to sleep

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basically don't worry about it

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I recommend loading your test saves with mods like CJB Cheats/Item Spawner/Lookup Anything to help speed up testing

weak mesa
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Oooo thank you for the recommendation! i was going to look up stuff like that, so having a specific list to look at is such a big help. tysm!! especially since its dialog so i'll probably have to tinker with time/date and heart levels

royal stump
# heavy pewter I understand now why making a ButtonPressed trigger is a bad idea lmaoo

fwiw, that'll probably be an issue with the UpdateTicked you mentioned earlier too; I decided not to release that in one of my frameworks, and I still warn people not to use OneSecondUpdateTicked unnecessarily SDVpufferdizzy
if any mods actually use a trigger, there's some overhead involved every time it's raised, e.g. creating context objects & checking conditions
and any delay is more noticeable if it's not happening during warp/sleep/etc

latent mauve
iron ridge
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i thought it was broken tbh

heavy pewter
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Sad that I won't be able to publish this cuz of the problems it's going to cause, but that's fine, I'm still learning c# afterall

lucid iron
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it's probably a lot easier for you to just make a custom asset than to go through vanilla trigger stuff

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that is, if you actually think you want to expose this to content at all

elfin kindle
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Heyyy, does anyone know how you can use "ReplaceDelimited" to change a characters schedule position? I've been fighting it for a bit but can't seem to get it to work. My NPC keeps getting stuck in the door as soon as they enter Pierre's shop.

`{
"LogName": "Mirren's Schedule with SKE Patch",
"Action": "EditData",
"Target": "Characters/schedules/{{Mirren}}",
"TextOperations": [
{
"Operation": "ReplaceDelimited",
"Target": ["Entries", "spring", "Tue"],
"Search": "640 SeedShop 23 30 3",
"Value": "640 SeedShop 19 30 3",
"Delimiter": "/"
},
{
"Operation": "ReplaceDelimited",
"Target": ["Entries", "NightMarket_1", "NightMarket_2"],
"Search": "700 SeedShop 23 30 3",
"Value": "700 SeedShop 19 30 3",
"Delimiter": "/"
},
{
"Operation": "ReplaceDelimited",
"Target": ["Entries", "marriage_Tue", "marriage_Fri"],
"Search": "730 SeedShop 23 30 3",
"Value": "730 SeedShop 19 30 3",
"Delimiter": "/"
}
]

    }`
gentle rose
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you’re replacing your own npc’s schedule?

elfin kindle
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Part of it, as a way to make it more compatible with another mod ^^" I wanna see if i can figure it out or if its better to just use the new stuff since it works fine on its own too

tiny zealot
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fairly sure your Target values are wrong here and you can't target multiple entries at the same level with one textoperation like this

elfin kindle
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I see, I see, okay makes sense

uncut viper
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each target is a breadcrumb trail, same as targetfield

gentle rose
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tbh if I wanted to have variable schedules like this I would probably just have tokens on the initial schedule patch like …/{{PierreShop}}/… and dynamic token PierreShop

tiny zealot
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that's usually my approach too

elfin kindle
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That is... so smart, okay yeah

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Thats so much easier LMAO thank ya'll

uncut viper
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can also just conditionally patch that one entry entirely

tiny zealot
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although it gets annoying that dynamic tokens must be in content.json and can't be anywhere else in your data structure

elfin kindle
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Yeah but that's life, I don't have too many yet anyways so we'll see where we end up lol

urban patrol
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it's a little bit clearer to me when reading my own json

gentle rose
uncut viper
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if it's their schedule in the first place then it don't matter

elfin kindle
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Cus of other stuff, i can't just patch certain days because they have other conditional things on themselves (aka there two versions of the same day, just depends on if you saw an event or not) so they have the same key but different schedules

uncut viper
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unless they have multiple sections of the schedule that each need their own compat changes

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i mean you could still do that, though

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just have the compat patch also have two versions, one for no event seen and one for event seen

elfin kindle
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True true, but i'll try the dynamictoken first and see where that takes me. I'll remember this too though and keep that in my backpocket!

merry river
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is it possible to add a custom npc shop to the desert festival or is that yet another mega hardcoded thing SDVitemblobfish

lucid iron
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you can add it yea

gentle rose
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like to the random stalls or its own shop?

merry river
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to the random stalls

lucid iron
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"DesertFestival_Abigail"

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u can look at these in the unpack

merry river
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Yeah, that's what I did, but will it be enough for CP to add my NPC there or is there anything else I need to do?

lucid iron
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nothing else to do Bolb

prisma olive
#

i am BRAND new to the modding community and just wanted to say hello!!! i have been playing with mods forever, finally decided to make some myself! i wanted to ask a general question, are any of you really in to the art piece of it and not so much the coding/writing text files part of it? i love the code writing but unfortunately lack artistic talent so i have such big ideas but cant make them pretty 😭 not sure if people ever collab on stuff like this!

urban patrol
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people collab sometimes, but it's pretty rare. usually they'll post examples of their work and describe what their idea is/what they're interested in, although being more specific about your idea will narrow the pool of interested people. if you know exactly what you want, another option is to c*mission an artist (careful about that word, we have scammers sometimes) or offer an exchange

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however i also believe that you'll never get good at pixel art if you don't try SDVpufferthumbsup plenty of us start from zero and you can get encouragement and feedback in #making-mods-art

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also a belated welcome to the community!

prisma olive
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thankyou so much for the thorough response!!! 💜 and the welcome

blissful panther
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Commissions (spelling it out because I want one of the scammers to DM me SDVkrobusnaughty) definitely do happen! Though they're obviously significantly more likely to happen once you're... well, established and people know you.

Hang around, make some cool stuff, make friends!

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And welcome to the mod making side!

iron ridge
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(if you're looking for people to commission, check the wiki instead of asking here, or just ignore the eventual dms SDVpuffersquee )

blissful panther
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(But yes, if you say the word commission and someone DMs you with the messages you said it in forwarded to the DM or screenshotted... it's probably a scam, and you should let us know.)

iron ridge
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I haven't actually seen forwarding yet surprisingly

prisma olive
#

any favorite pixel art software/websites to check out? i’ve tried a few but haven’t gotten too in to it yet

gentle rose
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I've seen screenshots of it but they never do that to me

gentle rose
#

what kind of coding do you have experience in btw?

blissful panther
exotic token
#

it was 500k for pams house right?

autumn tide
gentle rose
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yup, I've done code for art trades in the past too

autumn tide
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Or art for art if i get stuck on something!

gentle rose
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but not everybody will take you up on that, you kind of need to know someone to ask them, and never assume that someone who has commissions open will accept code instead of payment obviously

autumn tide
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Yeah, you’d generally only do that sorta thing if you’ve already established some sort of friendship, or if you’re genuinely interested in each other’s projects and want to contribute

prisma olive
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that makes a lot of sense, i appreciate all of the insight! i am starting off building with content patcher while i refresh my memory on c++. i am a software engineer actually but that is not the language i use at work so i have to relearn it lol

blissful panther
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Well fortunately, you won't be using C++ here!

gentle rose
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c++ CB_no_angry

prisma olive
autumn tide
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It is haha

blissful panther
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It's all C# for the code side.

ornate locust
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It's C#. or content patcher

autumn tide
#

Cp is its own language of sorts

orchid venture
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shoot im down to contribute to helping code things , i joined the discord today to praatice my c# here since im going to college for it and want something fun to make

gentle rose
#

the only thing that uses c++ is tiled plugins, but you can also do a fair amount with javascript for those

blissful panther
#

I mean granted you can use C++ in mods you make... but you would want a very, very good reason to bother. SDVkrobusgiggle

gentle rose
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but for both of you, I recommend just making stuff! a lot of c# stuff doesn't require art assets at all

prisma olive
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also this is the nicest most supportive discord i’ve ever joined i was so embarrassed to start asking questions. thank you all for your responses and warm welcomes it means a lot 😭

gentle rose
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we love polite new people here SCyes

autumn tide
orchid venture
#

lol seems like it , @prisma olive what ya interested in making ?

gentle rose
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oh and btw for both of you

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!modideas

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

prisma olive
orchid venture
#

mines a content expansion where the player goes to some islands where the jumino come from to re-establish harmony/rebuild a small town there , that way people have a good dlc for end game (especially when you reach the 1m dollar and up in farm incomes as there isnt much to do as a millionaire by then )

exotic token
#

thats an expansive idea

orchid venture
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thats dope id had the itch to make a machine/automation mod but couldnt come up with much of a usecase aside from furthering artisain goods

exotic token
#

I only know how to make maps so far. So I am working on making town upgrades.

orchid venture
#

ooohh yeah , id always wanted there to be more building customization/upgrades !!!

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to me that would also bring a lot more game time to playthroughs and end game content (i always speed run community center )

orchid venture
exotic token
#

its nothing with farm buildings

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I would make sure to check each layer individually, and make sure edits to layers correspond to the right layer

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if you accidentally change a tile in a wrong layer, like adding a cushion to buildings etc, it will make the player unable to travel over that spot.

orchid venture
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id like to see the town actually progress a bit, like why wouldnt it if your there literally fixing up so many parts of the cummunity

blissful panther
exotic token
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Sadly I dont know how to actually add upgrades

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So when I play I use add them as content packs at the appropriate points, and then remove the amount of money I would have it cost.

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tfw you buy 5000 stone for roleplay purposes.

orchid venture
exotic token
#

that is indeed, its better than what I was doing

gentle rose
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regardless, as long as no ai code or art is used generally we’re very happy to help with any questions so don’t hesitate!

orchid venture
orchid venture
gentle rose
#

listen. personally I can tell ai code just from the vibe it gives when reading it a lot of the time, and I promise you your lecturers can too. you aren’t doing yourself any favours.

orchid venture
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id be wasting 12,000 dollars if i went the ai gen route so i certainly frown at the idea in my own perspective

gentle rose
#

ah, you’re on the same page then

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half the time the ai code either doesn’t run or doesn’t do what was prompted, so a lot of the time, running it is enough

prisma olive
#

so glad yall are anti AI code / art omg what a solid group

orchid venture
#

lmao

gentle rose
#

and then there’s the fact that at least once someone left some chatgpt stuff embedded in the dll

orchid venture
#

clankers be clanking

gentle rose
gentle rose
# orchid venture clankers be clanking

(I recommend against using “AI slurs”. It humanises AI in a way that’s unproductive and gets us used to communicating in a way that isn’t exactly great. I’ll try to find the explanation an actual linguist gave for why it’s less than ideal)

orchid venture
#

ive seen people are getting refunds for cod 7 bc of them using ai to make the game and found it hilarious

gentle rose
#

I’m glad your uni is teaching useful languages though, the only ones mine did were scala and haskell SDVpuffersquee

gentle rose
#

“clankers”, that’s where it started! I’ll try to send the video in #programmers-off-topic later if I remember

#

it was initially a fictional slur from a scifi book iirc

orchid venture
#

im confused on how it humanizes them , are you saying that anti ai collectives will be more likely to find symapthy for them ? i dont think even in star wars did that happen .... so im sorta sure im misinterpreting your message

gentle rose
#

as in, you generally only insult things that can think. I don’t usually call my calculator names haha

uncut viper
#

(i think insulting inanimate objects is pretty common...)

gentle rose
#

(I might swear at my calculator, but I wouldn’t necessarily call it names SDVpuffersquee idk if that makes sense though. anyway it’s just personal opinion, at the end of the day you aren’t actually calling a human anything so nobody is directly getting hurt)

ornate locust
#

I absolutely call my computer names

dusk terrace
#

my laptop sometimes becomes my nemesis

autumn tide
#

although i insult the shit out of inanimate objects constantly

#

..and sometimes praise them too-

#

like 'yay good job object'

exotic token
#

So to make a new community upgrade, I would need Harmony correct?

uncut viper
#

like the shortcuts?

exotic token
#

like pam's house

uncut viper
#

it mostly depends on how you wanted to sell it, otherwise its just map patches

exotic token
#

I would have it cost money

uncut viper
#

i figured, i meant more a matter of where/how you wanted to sell it

#

you wont be able to add a dialogue option to robin's choices of things to buy but you've got options otherwise

exotic token
#

what other options

uncut viper
#

you can just set a mail flag when purchasing an item, though i think its chu's PeliQ? that lets you sell insta-disappearing items whose main use is for setting flags

#

could do Unlockable Bundles

#

MMAP has some question dialogue stuff i believe

#

pick your most preferred way of setting a mail flag, basically

exotic token
#

mail flags are for mail though

uncut viper
#

theres undoubtedly other options out there too

#

no, mail flags are for setting flags

#

most of the mail flags in the game are things the player never sees

#

some of them just also happen to have mail in the mailbox

exotic token
#

ah

uncut viper
#

if it doesnt exist in Data/mail, then adding a certain mail flag will just set a flag on the farmer that can be read with GSqs or CP's HasFlag or whatever

#

if it does exist in Data/mail, then it'll still do that, and also show the letter in the mailbox

#

(if applicable)

#

if it doesnt exist in Data/mail then just make sure you send the flag directly to the received inbox

exotic token
#

I might try the unlockable bundles. It seems the easiest codewise

#

can it perform multiple patches at once?

elfin kindle
#

Quick question, how do you make the game check if you don't have a mod? I don't mean like check cus it's a dependency but If you have X mod then you get X map but if you dont have X mod you get Y map?

#

I could just make two downloads but i wanna make it a smooth experience and actually learn lolol

lucid mulch
#

"when": { "hasmod |contains="y": false}

#

But in general cp prefers positive conditions not negative

#

So patch y map by default and if mod X exists then patch X map

royal stump
elfin kindle
# lucid mulch "when": { "hasmod |contains="y": false}

Thank you! I was looking for how that command worked cus i've seen it elsewhere. And yeah i figured it's better to use positives but it's about moving around a shop on the same map, I'm worried i'd just end up with two shops?

elfin kindle
lucid mulch
#

Without touching priority, your patches for a given target will run top down in your content file, so last patch will do it's change last

elfin kindle
#

Okok so i'll just have to put the changes on the same .json file, I'll try that cus i think it's the cleanest fix ^^

royal stump
#

yeah, generally speaking it's cleaner to have your "base edits" that always apply, then follow up with additional changes if a particular map is installed

#

though negative hasmod seems fairly common in my not-really-a-CP-user exp

uncut viper
#

if the base edit is adding a shop then it sounds like thatd lead to the two shops issue they want to avoid, without a negative condition?

lucid mulch
#

You can't have two shops with the same id, if it's adding the shop via entries the second patch will just replace the first

uncut viper
#

not Data/Shops entry

#

a physical shop location

rocky anchor
#

Does anyone know why my new shirt is rendering like this? 😭 I have an 8x32 sprite sheet and I'm using Load to bring the texture in

uncut viper
#

it's about moving around a shop on the same map

elfin kindle
lucid mulch
#

If you truly need them mutually exclusive then yeah the negative test is needed

elfin kindle
#

I do ^^" But I'll see if this is a continual issue with mod compat, in that case i'll just stick to the new version (the one made for compatibility) cus it's fine, just not what i originally made lol I also wanted to challenge myself with an easier compatibility fix before moving onto more difficult ones

lucid mulch
#

Once the conditions are mutually exclusive they don't have to be order specific anymore

elfin kindle
#

Right right!

royal stump
elfin kindle
#

They're switching back and forth perfectly now, thank you guysssss!! <3

royal stump
#

(well it's hard to tell with how they upload here, but it's 256x32 SDVkrobusgiggle)

latent mauve
#

Yep, I am pretty sure you have to leave space for the dye mask even if it's not dyeable

rocky anchor
#

May as well try it!

#

Thank youuuuuu

royal stump
#

SDVpufferthumbsup some of the game's textures are picky like that, especially ones that have been around a while

rocky anchor
#

Confirmed fix! Thank you so much!

stray hemlock
rocky anchor
stray hemlock
stark mason
#

I’m making some new machines and need some help with flavored items. I want the product to inherit the flavor of the input item but whenever I use DROP_IN or DROP_IN_PRESERVE it’s not working how I thought it would? I’ve also tried selphs Extra Machine Configs with no luck and so many combinations of things at this point that I’m just lost.

Basically I want a machine that makes cheap wine/juice/jelly/pickles/roe fast but the output is either my cheap item but no flavor or it’s vanilla flavored item with a cheap price. I also got it to display my cheap item with flavor using

ObjectDisplayName: %PRESERVED_DISPLAY_NAME Joja Wine

But the problem is when you combine vanilla and modded items in your bag the prices change to match. They don’t stay as two unique items. Here’s my content.json and the Machines Data starts at line 329 towards the bottom. It’s a problem with both the jar and keg but the non flavored items like beer/caviar/coffee etc all seem to work.

https://smapi.io/json/content-patcher/ee3f34773b1948f79264b8171c28fc16

rocky anchor
#

Should I expect some entries to be cleared if I don't specify them in EditData? I only wanted to update the price of a vanilla shirt, so I just wrote

  "1260": {
    "Price": 15,
    }
}```

but it defaulted (?) the name to 'Shirt' and a couple of others
wheat sky
#

Horrible question for yall

#

How do I start making mods

rocky anchor
#

Like, from scratch-scratch?

wheat sky
#

I know I want to make a content pack because I wanna make my own npc but no clue where else

wheat sky
rocky anchor
rocky anchor
royal stump
#

yeah, "fields" (or if that's not working, the TargetField system) should let you edit values without resetting everything else

#

"entries" overwrites the whole thing and uses default values for anything not specified

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

ocean sailBOT
#
Creating a Custom NPC

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:

autumn tide
#

hmmmm do GSQs work in event dialog?

#

eh, i might test it myslef

#

self

rocky anchor
#

The wiki entry makes me think CP can affect FS (like locking an item until getting an achievement), but not the other way around (which I want, so my CP hat changes appearance based on being indoors/outdoors)

autumn tide
#

now to add this to the wiki

rocky anchor
#

This feels like it should be so simple, but I'm trying to get it to do a lot of little things I guess 😭

autumn tide
#

okay i wanna add the whole 'GSQs work' thing to the wiki entry for the speak event command, does this make sense? how could i phrase it better? highlighted what i added

lucid iron
#

i dont think there's any dialogue commands that don't work are there?

autumn tide
#

uhh could you clairfy?

lucid iron
#

the logic of speak is to construct a new Dialogue and push it onto the speaker's dialogue stack

autumn tide
#

mhm

lucid iron
#

if a syntax works in regular dialogue, it should work in speak

autumn tide
#

Okay, soo maybe something like (but with the proper formatting ofc)

Dialogue commands still apply when using speak.
lucid iron
#

i would update that link to the separate page instead of redirect probably

autumn tide
#

true true, but i didn't know that stuffs like GSQs work

lucid iron
#

well they kinda fall under the bucket of "is a kind of dialogue syntax"

autumn tide
#

okay

lucid iron
#

Show dialogue text from a named NPC~~; see dialogue format~~ with dialogue commands parsed and applied just like in standard dialogue. The quote marks need to be escaped (") when events are written in JSON as with Content Patcher. For example speak Leah " My dialogue has been escaped! ".

#

i would prob change it to this

autumn tide
#

oooh yes!

#

maybe change leahs quote to something complex that uses several dialogue commands?

lucid iron
#

the example is about quoting the dialogue string

autumn tide
#

yeah, that is true

lucid iron
#

not about advanced usecases

autumn tide
#

yayy new wiki thing is now live

#

is there a way to make an event trigger on a certain level of the mines?

#

asking cause I'm looking for location entries for specific mine floors and can't find any :(

#

oh i could just use spacecore

#

...hmmmm if i find out how to determine the specific level in the conditions

#

i mean, there's MINE_LOWEST_LEVEL_REACHED and LOCATION_IS_MINES but none of those are what I'm looking for...

vernal crest
# orchid venture Thanks a ton ! I was planning to focus on the map creation first then go about l...

I'm backreading very far back so I'm sorry if this was already mentioned or you've already changed your plans, but I really strongly recommend that you work on getting the map in game as soon as possible. Before you've even done any more than copy a vanilla map and rename it. It's extremely easy to put a lot of work into a map that's all wrong and not find out until you're trying to put it in game, where you then have to do a lot of tedious fixing and rework. Much better to get it in game asap so you can test as you go.

dire kestrel
#

could adding trees that can produce moss be done with cp?

autumn tide
lucid iron
#

I don't think you can make custom moss atm?

#

There was c# mod but it may have broke with 1.6.9

dire kestrel
lucid iron
#

I could probably make custom moss happen if u need it PecoWant

loud sandal
autumn tide
lucid iron
#

I think the problem with this has less to do with checking mine floor but more the random layouts

#

I also don't know if event warp out is well defined

autumn tide
#

hmmm okay

lucid iron
#

My recommendation is to simply have event fire on the top floor

#

It'll be less of a hassle and you can imply the player went down there

autumn tide
#

and then switch maps

#

hmmmm, what about constant/unchanging floors of the mines, like floors 10, 20, etc

brittle pasture
#

I see chu mentioned it already

lucid iron
#

mod compat says borked SDVpufferpensive

#

mtf

loud sandal
autumn tide
loud sandal
autumn tide
loud sandal
#

No worries! 🙂

stray hemlock
#

Theoretically, mineLevel could be something ContentPatcher could expose, right? Or would that not fit for some reason? Like, if currentLocation isn't a MineShaft, it's null. That would be my idea. Any reason for why it shouldn't be implemented?

stray hemlock
# autumn tide ooh?

Sorry, please don't get your hopes up. I was suggesting that theoretically that feature could be added to Content Patcher and asking whether there's a reason not to add it.

loud sandal
autumn tide
stray hemlock
stray hemlock
loud sandal
stray hemlock
#

Yay. Though it's almost 3 after midnight here, I should go to bed.

loud sandal
autumn tide
stray hemlock
#

Thank you SDVpufferheart

uncut viper
wheat sky
#

Okay so im in the middle of creating my own npc and im in a pickle that the tutorials dont seem to explain (Im probably just being slow) but I have my base content json and minifest json but im super lost about how to start off making her with what to put in between the brackets

#

of the content json

urban patrol
# wheat sky of the content json

have you been following tia's npc tutorial? it explains all the basic patches you'll need (a Data/Characters entry aka a disposition, dialogue, gift tastes, schedule, portait and sprites, etc)

#

!npc

ocean sailBOT
#
Creating a Custom NPC

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:

wheat sky
#

Yeah that one

#

It confused me

urban patrol
#

if you have more specific questions we can help

#

i can't summarize it better than that wiki page though

wheat sky
#

{
"LogName": "Blank JSON load", //The logline is not required, but it's useful down the road for labeling your patches so you can tell your problem is, say "NPC Dialogue Patch" and not "NPC Patch #14"
"Action": "Load",
"Target": "Characters/Dialogue/{{ModId}}_NPCName, Characters/schedules/{{ModId}}_NPCName, Strings/schedules/{{ModId}}_NPCName",
"FromFile": "assets/data/blank.json", //this should be wherever you put it in your assets folder - put it in a subfolder if you want.
},

#

Thats confusing

urban patrol
#

that's loading a blank json, which is necessary for if you want to use tokens when you write your patches in the next steps

#

the blank json is a .json file that only contains {}

wheat sky
#

im too slow for ths

#

I just want my girlfriend as a marryable npc man

urban patrol
#

you're not too slow, it just takes some time to understand. making an NPC is one of the most involved parts of modding, but if you have perseverance you can do it

wheat sky
#

do I need things in my asset folder for this first part

urban patrol
#

your folder structure is entirely up to you! usually people put images and maps in their assets folder

uncut viper
#

the tutorial does instruct you to put a blank.json in your assets folder

urban patrol
#

as long as you tell the game where to find the files with FromFile, you can organize it how you want

uncut viper
#

the folder structure is entirely up to you however if you plan on following the tutorial you should endeavour to match its form exactly as it says

#

making an NPC is not a quick process btw, just keep that in mind

wheat sky
#

Sigh

#

I hate when I have to do things that require effort I typically give up way before halfway

uncut viper
#

well a mod isnt going to appear out of thin air unfortunately

urban patrol
#

the only way to improve at things is to practice

uncut viper
#

but the tutorial will at least guide through every necessary step

wheat sky
#

Neither is art thats why I quit it SDVpufferwaaah

shrewd topaz
#

New update out for Sydney, she has a new custom location for her house. This should fix any conflicts with Zoro or any weird Luau/Moonlight Jellies issues.

wheat sky
#

is there way to test run to check progress or am I sol until I have to upload

urban patrol
#

as long as your mod folder is inside the Mods folder, SMAPI will try to load it each time you start the game

uncut viper
#

you could and should really test at every step of the way to make sure its working

vernal crest
#

NPCs are a huge amount of effort

#

Weeks, months, years of effort :D

wheat sky
#

Also

#

in the content folder at format do i unput the current version of stardew or what

urban patrol
urban patrol
uncut viper
#

(aka no, its the current version of content patcher, not stardew)

urban patrol
#

oop yes that's what i meant

shrewd topaz
urban patrol
#

oh yikes okay that makes it worse lol

#

that's where my location is, but we could probably chain ours together like leah's house > sydney > my place (lighthouse) > beach?

#

or we could simply not be compatible lol i don't mean to force you into anything

shrewd topaz
#

Yeah I’d be willing to write a separate compatibility patch as a separate download. Because at this point trying to make maps compatible has been a multi-year issue and frankly there’s not enough space in the game anyways

urban patrol
#

yeah it's rough out here

shrewd topaz
#

It shouldn’t be a hard fix, just changing the warp properties for people who use both and yeah we’ll just chain it like you said.

#

I don’t see why that wouldn’t work

urban patrol
wheat sky
urban patrol
#

i can send you what my map looks like if you need? and i can indicate where i warp to blue moon vineyard if SVE is installed

shrewd topaz
#

Just DM me on discord when you’re finished with working on it, and we’ll hash it out for a compatibility patch

urban patrol
urban patrol
tiny zealot
shrewd topaz
#

Oh sick

wheat sky
#

Help yall [SMAPI] Skipped mods
[SMAPI] --------------------------------------------------
[SMAPI] These mods could not be added to your game.

[SMAPI] - [CP] Renee because its manifest is invalid.

#

Im confused

pine elbow
#

!json

ocean sailBOT
#

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.

urban patrol
#

!json this tool will be very helpful going forward. if you set it to manifest it will check the format of your manifest, and if you set it to content patcher it will check your content.json (or other included files)

ocean sailBOT
#

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.

pine elbow
#

Oops mb Nic

urban patrol
#

lol jinx

sleek igloo
#

@brave fable question, I could have sworn LoC had the ability to sort recipies by not yet cooked and ready to cook at the same time, or at least had a "not yet cooked" icon, did I imagine that SDVpuffersweats

wheat sky
#

I put it there and it says no errors found?

urban patrol
#

in that case can you share the link with us

wheat sky
#

which one

urban patrol
#

the link to smapi.io in which you've uploaded your manifest

#

the green box at the top has the link

urban patrol
#

is your mod CP renee or HRB?

wheat sky
#

CP Renee

urban patrol
#

did you change your manifest in between getting that error in your log and uploading your manifest to the site?

wheat sky
#

No should I try to rerun stardew valley?

urban patrol
#

!log yes, restart it, and if you get an error in your log, upload your log to the site and share it here

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

urban patrol
#

(it's much much easier for us to diagnose things ourselves when we see the log)

wheat sky
#

okie dokie

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.19045.0, with 7 C# mods and 15 content packs.

wheat sky
#

Is this what you need

shrewd topaz
#

I forget, what’s the command to send your post to mod showcase?

obtuse wigeon
#

you right click on the post > Apps > publish

shrewd topaz
#

Thank you, thank you

urban patrol
#

i'm confused how it's looking for [CP] Renee when your manifest has no mention of that

shrewd topaz
#

Sydney has been updated to include a new location for her and her house! https://www.nexusmods.com/stardewvalley/mods/14158

Nexus Mods :: Stardew Valley

This mod adds a new, fully-custom and dateable NPC named Sydney. This mod also adds a new home to Pelican Town's beach for her to live in; as well as brand new heart events, dialogue and more!

wheat sky
#

Uh idk how to clip on my pc without medal and it only clips games

urban patrol
#

windows+shift+s

wheat sky
urban patrol
#

no, i meant the inside of the folder for the mod you are making

wheat sky
urban patrol
#

hmm i'm not sure what a JSON source file is, but my thinking is that the game probably doesn't like it

wheat sky
#

Was I not supposed to use that?

urban patrol
#

it should just be JSON file like so:

#

what text editor are you using? we recommend things like notepad++ or visual studio community

hard fern
urban patrol
#

oh hm

uncut viper
#

it doesnt matter what windows calls it. its still a .json

urban patrol
#

oh okay then never mind

wheat sky
#

I use visual studio

#

Just made the folder by editing a text file to a json

hard fern
ocean sailBOT
#

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.

wheat sky
#

I thought that it would be my content json folder giving me trouble not my manifest

hard fern
#

well the error in your log is saying the manifest is invalid

urban patrol
#

they sent it earlier forsy

hard fern
#

and since the manifest can't load, nothing else can

#

oh

wheat sky
#

Is it because I havent closed to save visual studio in a while?

urban patrol
#

i'm checking it against the wiki now but it looks right idk

hard fern
#

hm i noticed something

wheat sky
#

Lord bro 😭 🙏

hard fern
#

it might not be anything but

urban patrol
#

does your current file reflect what you sent via the validator? for sure make sure it's saved

hard fern
#

can you put a set of quotes in the "updatekeys" brackets

vernal crest
#

Closed to save visual studio? That sounds like the file hasn't been saved.

wheat sky
#

Nah I close it and it auto saves my stuff when I return

woeful lintel
#

You can enable autosave in vscode

wheat sky
#

I havent done so in a min could that be a problem?

vernal crest
#

Are you manually saving as you go?

wheat sky
#

Havent had to

uncut viper
#

the empty updatekeys dont matter

urban patrol
#

you do have to

vernal crest
#

Never rely on auto save. Ever.

woeful lintel
# wheat sky

this says 0kB, so I'm guessing nothing was saved

vernal crest
#

Ever ever ever ever.

urban patrol
#

otherwise the game is seeing an old version

hard fern
wheat sky
#

idek how to save it never used this

vernal crest
#

Autosave is a backup for your manual saving. Relying on it for your primary save process is just asking to lose work.

hard fern
#

but i guess the fact that it might not have been properly saved would be the problem

woeful lintel
vernal crest
#

Ctrl-s is how you save in almost every program ever

urban patrol
#

even if you reload the game, it looks for the current state of the files in the mod folder. if you haven't manually saved, it won't see changes you've made

vernal crest
wheat sky
#

Im hitting ctrl s its not saving anything should I trust its saved?

urban patrol
#

how do you know it's not saving anything

wheat sky
#

saying*

woeful lintel
#

I guess this is less of an issue for C# since I have the extra build step before testing

uncut viper
#

are you editing the correct file freeze, and not a copy somewhere else?

#

just to double check that too

wheat sky
obtuse wigeon
#

youre editing the one in downloads and not the Steam or GoG folder

uncut viper
#

their earlier screenshot of their mods folder is the same folder, so presumably theyre running stardewmoddingapi.exe from in there
but if that presumption is incorrect that could be an issue

urban patrol
obtuse wigeon
#

Oh ye their log also says ~/Downlaods/Stardew Valley/Mods my mistake

wheat sky
#

Everything I have runs fine but this because of manifest when its through downloads

urban patrol
#

if you've saved your file, you can try restarting the game again

wheat sky
#

This has to be a new kinda slow I got like 6 people helping me rn

urban patrol
#

nah we just all love solving problems

wheat sky
#

Wait yall

#

New error

hard fern
#

oh fun

vernal crest
#

Is your Stardew in downloads because it's pirated?

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.19045.0, with 7 C# mods and 16 content packs.

hard fern
#

oh. now it has no content.json

urban patrol
#

did you save your content.json

uncut viper
#

your content.json file also needs to be saved

wheat sky
#

They shouldve both saved when I closed the site

obtuse wigeon
#

If you see the white dot next to the file name, it means it isn't saved btw, it's an easy way to tell

wheat sky
#

This is probably why im getting an error?

vernal crest
wheat sky
#

I bought this game on 2 different platforms already man leave me be a pimp is broke 😭

uncut viper
#

that screenshot indicates that your content.json still hasnt been saved

vernal crest
#

(The "why" is that I don't help people with a pirated copy of the game so I wanted to make sure before I stopped helping.)

wheat sky
#

Sorry I guess

urban patrol
#

FYI piracy is against the rules of this server

wheat sky
#

I jus dont see why a man gotta spend more money to play the same game he bought on a dif system but alright ill delete it

vernal crest
#

It's not against the rules to help people with pirated games, I just choose not to.

uncut viper
#

(to be clear, it's not against the rules to help with things unrelated to piracy. its absolutely against the rules to help with pirating them or making a pirated game work. just so its not confused.)

wheat sky
#

Well you arent making it work or helping me do it

obtuse wigeon
wheat sky
#

I just saved it

#

lemme rerun

vernal crest
#

Whoops I pressed the wrong button.

Thank you for clarifying SDVpufferheart

wheat sky
#

Awesome it works I just gotta clarify more in the content

woeful lintel
#

buying SV on 2 platforms that aren't PC is a skill issue imo

wheat sky
#

I didn't have a PC until this year

#

Very poor

hard fern
#

SDVpufferflat i bought a game on 3 different platforms before. xbox, switch, and pc. i play a grand total of none of them anymore

wheat sky
#

It's 15 bucks I just don't have right now

#

I plan on officially buying it tho when I get it

#

I was sick of playing with no mods

lucid mulch
#

Tbh I'm semi surprised SDV isn't in the Xbox play anywhere system but might be an historical quirk

wheat sky
#

I looked for it but nah

lucid iron
#

I thought it's on gamepass

fluid night
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 59 C# mods and 130 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

if i had to guess, you copied a patch or perhaps another entire CP json with format and changes and everything, after what was originally the last } in the file

fluid night
#

Let me see if theres a separate problem?

lucid mulch
#

im assuming due to it being on xbox since 2016, but wasn't until .net5 or .net6 and loosened publishing rules for microsoft store that let it have its pc entry later for gamepass but never ticked the play anywhere button (maybe due to pc not able to use xbox save file?)

tight rivet
#

huh

#

that's an oddity

#

"you should update this mod" mod URL is completely wrong

#

wonder if they used the manifest.json from a mod they had locally

regal pollen
#

I have risen from death!
I've lost my resources from a few years ago when I was wanting to make a custom NPC. Anyone happen to have the links or know where they're posted? Mostly about how many dialogue options it's recommended to have. I want to work on the hardest parts first, pixel art, then dialogue and events

ocean sailBOT
#
Creating a Custom NPC

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:

regal pollen
#

Sweet, didn't know they had a command for it. Thank you!

#

I should probably update my mods.. Though they still work, technically

tulip steeple
#

is this how i report mod bug in nexusmods? where do you guys recommend to put image on? because i found and kinda fix a bug in Machine Progression System mod

hard fern
tulip steeple
hard fern
violet valley
boreal cliff
#

hey gang if im targetting a mod's i18n file, what path do i put so it doesnt get confused

vernal crest
#

You can't edit another mod's i18n file

#

You can edit the string in game so it points to your own i18n file instead, but the content of the other mod's i18n is off-limits to you

boreal cliff
#

sooo if i wanna like, do a "not a farmer" patch to sve, how do i go about it?

#

mod that replaces ur job title

vernal crest
#

Download not a farmer and copy that?

lucid iron
#

If it's a personal use edit i would just go ctrl f replace "farmer" in sve's i18n

boreal cliff
#

ouhg i wanna change it with configs and all SDVpufferpensive

lucid iron
#

For that then you'd need to override the actual lines of dialogue

boreal cliff
#

i come here with outrageous or difficult ideas every time LMAO

vernal crest
#

Yep, for (a made up) example if it's Andy calling you farmer in his Monday 6 heart dialogue line you'd do this:

{
  "LogName": "Change Andy's farmer lines",
  "Action": "EditData",
  "Target": "Characters/Dialogue/Andy",
  "Entries": {
    "Mon6": "{{i18n: nau.replacement.andy.line }}"
  }
}
lucid iron
#

It's less hard and more tedious

vernal crest
#

It's not outrageous or difficult imo. Just involves copying the whole line into your i18n and changing just the "farmer" bit.

boreal cliff
#

to this baby modder it is SDVpufferpensive thank u v much again chu and aba SDVpuffersquee

vernal crest
#

It's not harder than what you thought you were going to be doing

boreal cliff
#

yuh 🔥 🔥 i love learning new stuff

vernal crest
#

That's the attitude that gets stuff done 🦾

prisma olive
#

does anyone have any youtube channels or videos they recommend to help with learning to mod? i have learned sooo much of my programming knowledge from youtube, figured id see if anyone had anything they liked!!

vernal crest
#

Most of the videos are out of date, unfortunately. There are some - like ones teaching how to use Tiled to make maps - that are still mostly relevant as long as you don't use it for any of the .json side. Some people have reported that the older videos are still helpful for grasping concepts even though the specific information being taught is now incorrect (not entirely incorrect, but some parts are and if you're new you won't know which bits).

lucid iron
#

I think most guides r text cus that's easier to update

hard fern
#

yeah

#

video guide means sitting down to record, then all the editing

#

which takes a long time if it's not a very very straightforward "click this. now click that" type of tutorial

vernal crest
#

Easier both for the original tutorial creator and others: I can (and do) edit other people's text tutorials on the modding wiki but I can't do anything about a video.

stray hemlock
#

And I can copy-paste stuff better if it isn't a video (of course you have to understand it first and edit it in your favor).

gentle rose
prisma olive
#

yeah that makes a lot of sense

woeful lintel
#

It's wild to me that people like videos to learn how to do stuff, it has so many flaws compared to written instructions (if adequate pictures are included ofc)

#

like, I get that it's better for people with dyslexia and stuff like that, but other than this case, I don't get it

#

maybe good to precise that I'm talking about learning computer abilities

prisma olive
#

i have found i learn best when i have a specific example to build off of, which i’ve found a lot more videos give me “create this specific thing with me” vs a lot of the guides are just “here are instructions on how to do anything” and it’s a bit too vague. could just be the specific things i am looking at, but that is the best way i can explain it I’m not sure if that makes sense lol

woeful lintel
#

it is indeed good to have both general documentation (how to do anything) and specific examples (what I call templates for FF)

#

there are some guided text tutorials for SV modding if that's what you're searching for

hard fern
#

for me i kinda get confused more by the specific tutorials and templates because what i want to do is usually not cookie cutter enough for me to be able to use them

woeful lintel
#

me neither, but I bet people who ask "what's a Jason file?" probably need them

hard fern
#

which is why im usually looking at the very general sdv wiki for stuff rather than the modding wiki

#

😔 i still cant believe there's people who have no idea how to extract a zip file

#

feels like computers should have a "how to use a computer for dummies" manual built in

woeful lintel
#

can't now that you need to look at the Shop Data structure if you don't know what is an EditData patch

woeful lintel
prisma olive
#

idk, i just like looking at other people’s code that does something specific and deciphering it and understanding what pieces do what versus just a general guide but again thats just how my brain likes to absorb knowledge

#

i don’t think any persons way to learn is wrong 😊

lucid iron
woeful lintel
lucid iron
#

People here can usually point you to the right resources

woeful lintel
#

beat me to it

lucid iron
#

As for general guide you can take a look at the wiki guide for C# mods as well as content patcher documentation

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

heavy pewter
#

iconTexture: this.Helper.ModContent.Load<Texture2D>("assets/zoom.png"),

What if I want to use the vanilla spritesheet, what do I put here?

#

Do I just type "TileSheets/BuffsIcons"?

lucid iron
gentle rose
#

load into an actual asset please

fleet oxide
#

Hey I have a quick question...if one of my mod users is having their "macos permissions" denied, is there anything I can do to fix that in my mod? I don't know anything about mac

heavy pewter
lucid iron
#

to get a texture from the game's content (or other mods loaded texture to content)

#

you can do Game1.content.Load<Texture2D>(blah)

woeful lintel
lucid iron
#

well if i was around when you started making FF i'd tell you to not do custom content pack Dokkan

#

no one knows what's the best way to do thing when it's the first time

#

sometimes u luck out and get it right and sometimes u pay for tech debt YuniShake

woeful lintel
#

meh, I still think custom content packs are cleaner than building an asset on top of CP. The FPack data assets go through the content pipeline anyway, so they are editable with CP

lucid iron
#

the benefits r more on benefiting from cp features implicitly

woeful lintel
#

however, knowing how to do proper data models to import json in C# would have saved me three refactors SDVpufferchickcry

lucid iron
#

and the "content editing" mod doesn't even have to be content patcher in the long run

#

i was influenced partly bc when i was starting framework type mods, casey was working on a content engine feature in spacecore

lucid iron
#

lets say the unlikely event that content patcher the mod stops working or gets replaced by something better

autumn tide
#

istg npcs are addicted to randomly walking into the void during events

lucid iron
#

i wouldn't really have to change anything on my end for the alternate content editing mod to continue giving me data over content

#

because custom assets are format agnostic and only cares that there exists a content pipeline where i can do Load from

woeful lintel
#

Isn't that true for either method? Custom Content Pack or just custom data asset?

lucid iron
#

yea sure, it is just that ppl could have choice in what base format they want to use Bolb

#

still i do know im coming from a perspective of system design enthusiast and to a typical modder they just go

#

ah i write jsons like this and my thing goes in the game yay

prisma olive
#

hoping someone can help - i made a really simple mod through content patcher (for myself) so that my farmer can use the geode machine to open artifact troves, golden coconuts and both mystery boxes (i hate visiting clint lol). it is working totally fine, no error with functionality but whenever i run my game, SMAPI tells me i need to update my mod and gives me a link to LookupAnything on nexus. i have no idea why, i have been playing with it but cant seem to find a cause. again it’s working fine so its not a huge deal but i am just curious if anyone has seen that before ?

lucid iron
#

i think it means you put lookup anything's id in the update key

#

do you remember changing that

hard fern
#

If you copied your manifest from lookup anything it's possible you forgot to change it

prisma olive
#

omg yep i accidentally saved an older version of my manifest file 😭 ty

royal stump
woeful lintel
#

ooooh, never knew it had support for betas and subkeys

lucid iron
#

farmhouse is a building so it's following building logic

#

player is placed 1 tile north of the first warp

#

nope animal shop is not a building

#

it's a map

#

building as in a farm building, something robin will move around for you

gaunt orbit
#

It's how the game handles building interiors. You could change it with c# but I'm not sure I would recommend it

lucid iron
#

you can use this to add a second "human door"

#

but it has to be placed on the building to work

#

whats your actual usecase tho Bolb

#

yea if its events then that makes sense

#

usual disclaimers about custom farmhouse r u sure u want to do a event in farmhouse apply Dokkan

urban patrol
#

@rare notch do you know which mod you need to edit?

rare notch
#

Cornucopia artisan machines and distillery, but I see the artisan machines needs an update.
Basically, the machines are overriding the malt. I get dried corn instead of malt.

#

I think I have to edit corn? To either prioritize malt or make it not a vegetable.

urban patrol
#

to prioritize malt you would probably be editing machine data (i say probably because i’m not familiar with either mod nor have i done a ton with machines)

#

[[Modding:Machines]]

rare notch
#

Thank you! After I run my day in my save, I'm going to make a backup and attempt to edit these machines.

#

I've had some headaches with machines not producing what they're supposed to (dried corn instead of malt and sugar instead of molasses), so hopefully I should be able to fix it with the help of that link.

gray bear
#

wiki says Molasses is a byproduct of sugar

urban patrol
rare notch
gray bear
#

does it not make Molasses?

rare notch
#

It does as well, but more sugar than molasses. It clogs the mill chest and such.

#

Basically, I'm considering editing sugarcane in the mill to only produce molasses. Might not be possible, but would make my life easier.

gray bear
#

i'd imagine it would be possible thonk just gotta find the Molasses code

crimson lake
#

Hi all I was in here earlier this month working on a PIF and I had an issue where my room did not allow me to change the floors and walls. I had to take a break for a while after that but I am looking to fix it again. Here is what the room currently looks like in Tiled and I also have what the current map properties look like. Am I missing something or did I do something wrong when making the map?

rare notch
#

I definitely need to edit the corn and such, though. I can't produce alcohol without malt.

gray bear
#

how is malt even made

lucid iron
crimson lake
#

yeah i do I can load the map just fine and everything

rare notch
lucid iron
#

I wonder if it's cus your wall tiles r only 2 high instead of 3

#

Don't remember how that works off hand sadly

crimson lake
#

What do you mean?

lucid iron
#

Your wall tile data stuff

#

Do they need to cover 3 tile is the Q

#

I'd go compare your map to a shed map

gray bear
#

attempts to find malt in code

crimson lake
lucid iron
#

yea it is just about checking if the tile data all match

#

oh also remember to turn on snap to grid

crimson lake
#

yeah I have snap to grid on

lucid iron
#

the tile data must align 100% to apply here

#

hm your flooring tiles

#

are they from walls and floors sheet?

crimson lake
#

yeah

lucid iron
#

they look horizontal tho

crimson lake
#

ah shit

lucid iron
#

yea make sure you use those and stuff

crimson lake
#

Ok let me fix the floors and see if that fixes the floors ingame

soft granite
#

in terms of dialogue changes, what is the practical difference between Include and EditData?

gray bear
#

Include itself doesn't let you edit dialogue unless you're including a json that has editdata

crimson lake
lucid iron
#

im not sure then, u may have to send tmx to see if ppl can help check more

#

one thing u can do to ensure that it's not a pif bug is to set your map as the shed's map

crimson lake
#

Wym

#

Like just change the ID?

lucid iron
#

like just edit ur map over Maps/Shed then make a shed in game

crimson lake
#

Oh ok gotcha

#

I'm gonna try that but I will also upload the tmx so people can check it

heavy pewter
#

No errors so far, I hope this work as intended

#

Nvm, this is actually insanely awful

digital herald
#

I did a bit of research and it seems like someone is selling a solution for headless server.

lucid iron
#

you can detect player health changes with the net events instead

#

oh wait i guess health aint a netint doomed

heavy pewter
lucid iron
#

i feel like you dont really need to do the per tick checking in any case

uncut viper
#

those buffs aren't being created every tick

lucid iron
#

what if you just check health when the buff's about to expire

uncut viper
#

they're gated behind you not already having the buff

#

that update ticked event is really not doing much

heavy pewter
lucid iron
#

it should be fine to subclass Buff (since it doesn't go into save)

uncut viper
#

it's doing basically nothing most of the time

lucid iron
#

then u can override OnAdded/OnRemoved to do stuff

uncut viper
heavy pewter
#

Oh yeah, I forgot that I put the buff constructor inside the if statements XD

#

I'm too worried about the tick that I didn't realized it's gated

rare notch
#

Okay, so, Cornucopia Artisan Machines looks like this.

#

I'm not well versed in code, but I would assume this means that if I want it to not turn corn into dried corn, I should remove the vegetable tag from corn? Or is there a way to add an exception?

lucid iron
#

You can add "!id_o_whateveridcornis"

urban patrol
#

you can add a condition of NOT corn—you’ll have to look up what the [[Modding:Game State Queries]] is for being a specific item, and you’ll have to look up the qualified item ID of corn

lucid iron
#

Put this in required tags and it will be excluded

rare notch
#

Odd. Does this mean the cornucopia drying rack is supposed to work for malt? Because last I checked I couldn't give that thing corn.

lucid iron
#

Bone mill has a similar condition

#

But for bone fragments

urban patrol
rare notch
lucid iron
#

Yeah that

#

You can check context tags in game with lookup anything

#

the id_o_<id> is one of those automatic tags game makes for u

rare notch
#

I'll attempt adding corn as an exception to the dehydrator.

rare notch
lucid iron
#

it goes under requiredtags

#

as a new entry

rare notch
#

Is this correct?

lucid iron
#

u forgor the comma

rare notch
#

I always do. Thank you

heavy pewter
#

I revised it, I'm not exactly sure if this will work, but in theory it should

rare notch
#

SUCCESS! THANK YOU @lucid iron and @urban patrol !! :D

lucid iron
#

wait what is the purpose of this yggy

#

i thought you wanted to ban corn

lucid iron
rare notch
#

I wanted malt instead of dried corn so I could make alcohol.

lucid iron
#

where does the malt rule come from

rare notch
#

Distillery Building. It's used to produce alcohol.

#

If i put the corn into the distillery raw it becomes moonshine and Lewis yells at me.

lucid iron
#

it's probably better to go into the distillery mod and then moveentries the corn malt rule up

#

so if u ever uninstall distillery you can still make dried corn with cornucopia

rare notch
#

I can't really find anything in the distillery mod to be honest.

heavy pewter
lucid iron
#

i am very scared now monS

lucid iron
rare notch
#

Yep!

lucid iron
#

yea u just need to search for data/machines basically

#

like this

#

there's a block targetting the dehydrator in the Harrys.json file

rare notch
#

Oh okay. I don't plan on removing either mod, so I think I'll stick with what I've already managed. Thank you though!!

lucid iron
#

the reason why moving here is better is just cus i also see wheat and amarath in the malt rules monS

modest dagger
#

I got the bigcraftables json, but the machine json is saying my BC isn't a valid target field. I've made sure the values match but it's being stubborn

lucid iron
#

if its your custom item then you cannot use target field

#

just create the field from nothing

modest dagger
#

that wasn't it

#

turns out load order is important

#

😭

#

I had the machines json loaded before the bigcraftables

lucid iron
#

i dont think that matters but it does matter if you got a Data/Machines edit that creates your machine before doing target fields on it

modest dagger
#

why the hell is my milk pink 😭

#

oh i have copy color

#

that explains it

twin wadi
#

hii i wasn't sure how to do this but i wanted to set a conversation topic through mail so that i could use the ActiveDialogueEvent precondition for an event so it only triggers after receing the mail. but then what would i set the duration of the conversation topic for? i don't want players to get locked out of the event somehow SweatSmileIan

lucid iron
#

you could just condition it on the mail itself no?

#

unless you wanted the CT timeout

twin wadi
#

wait you can do that?? oops probably missed it SweatSmileIan

#

ohh i see it's one of the gsq options sorry

#

also is it possible to set a mailflag based on friendship level?

urban patrol
#

yeah just trigger action

twin wadi
#

oh i see thank you!

urban patrol
#

condition PLAYER_HAS_FRIENDSHIP or whatever it is, action AddMail received

#

important though that’s different from checking the player has that current friendship level

brittle pasture
#

per the wiki:

The ObjectInternalName can optionally contain {0}, which will be replaced with the input item's internal name. This is used to prevent flavored items from stacking (e.g. apple wine and blueberry wine).

urban patrol
#

that mail flag would be “player has ever reached x hearts”

brittle pasture
#

and yes I found your post via egosurfing

#

so for your joja juice for example set "ObjectInternalName": "Adam.Joja_Juice {0}"

modest dagger
#

oh hey selph quick question, can EMC bc used to randomize outputs? (from a list)

brittle pasture
#

that's already vanilla

modest dagger
#

oh

brittle pasture
#

if you put multiple entries in OutputItem one gets picked

modest dagger
#

oh no duh i'm an idiot

#

thank ye

brittle pasture
#

if UseFirstValidOutput is true the first valid entry in the list gets picked

#

otherwise it's random

lucid iron
#

u can also use randomitemid on a single rule right bolbthinking

brittle pasture
#

yepp

lucid iron
#

i think that even work for item query

urban patrol
#

when exactly are events marked as seen? the moment they trigger or?

uncut viper
#

when they end

#

or are exited via normal means

urban patrol
#

thanks

prisma olive
rare notch
#

Thank you!

modest dagger
#

how can i specify 'any item with this context tag will work' as a machine input

lucid iron
#

requiredtags

brittle pasture
#

[[Modding:Machines]] for full reference

autumn tide
#

hey! is there a way to find a list of SDV $schema-things?

lucid iron
#

It's listed on smapi docs

autumn tide
#

oh nice!

#

uhhhhh where can i find those?

lucid iron
#

The thing is $schema is not smapi thing

#

It's a json thing

autumn tide
lucid iron
#

Some mods do have their own schema stuff too

autumn tide
#

HMMMMM intersting SDVpufferthink

uncut viper
#

the ones on that page are pretty much the entire list

vernal crag
#

Are Robin's Community Upgrades stored in any json files? I would like to make shortcuts upgrade available sooner.

royal stump
#

that's all pretty much hardcoded, as far as I can tell, though it *might* be safe to add a separate means of getting the "communityUpgradeShortcuts" flag that triggers those

vernal crag
#

ThanksSDVpuffersob

ornate locust
#

There is a mod that adds them based on settings, and you can do each one separately. I think it just does it by applying map patches

#

SOME of the vanilla shortcuts have map files and I could not find the others. I imagine they just made the map patch themselves for the others

#

it's a cheaty workaround kind of thing, but you could maybe do something to get them early using the same method? The second upgrade woudl still show up though

vernal crag
#

Yea, I have it, thank you, but it would be nice to make it fancy - instead of enabling/disabling.

soft lance
#

https://smapi.io/json/none/1048a5c52dae47259a2fb294e8e6f944

Howdy, for sending mail after a quest completes, typically we have a now and tomorrow option, however, is there an option for setting an amount of days? (like 7, 14, 21, etc).

Didn't see much on the wiki about it, but I could have forgotten to expand a field on the wiki

vernal crag
ornate locust
#

You just can't really change the actual shortcut buying thing since it's hardcoded

royal stump
# soft lance https://smapi.io/json/none/1048a5c52dae47259a2fb294e8e6f944 Howdy, for sending ...

There isn't a direct option like that, so you'd probably need to set up a separate trigger action in Data/TriggerActions. From what I understand, events automatically generate conversation topics, and those automatically generate "memory" versions of themselves over time, so you could try something like this:

{
    "Action": "EditData",
    "Target": "Data/TriggerActions",
    "Entries": {
        "{{ModId}}_SendLetterInOneWeek": {
            "Id": "{{ModId}}_SendLetterInOneWeek",
            "Trigger": "DayStarted",
            "Condition": "PLAYER_HAS_CONVERSATION_TOPIC Current eventSeen_YourEventID_memory_oneweek",
            "Actions": [
                "AddMail Current {{ModId}}_YourLetterID now"
            ]
        }
    }
}```
#

...though I just realized that's a quest and not an event SDVpufferthinkblob you could use the action to add a CT instead, if they don't generate one

soft lance
royal stump
#

all the fields that use them are generally labeled "Condition", but GSQ is the internal term

soft lance
# royal stump <http://stardewvalleywiki.com/Modding:Game_state_queries>

This page is extremely delicious. "PLAYER_HAS_TRASH_CAN_LEVEL", this is one of the funniest things I've seen.

I am not joking, this is delicious, thank you, I am bookmarking it. I've been wanting to make my quests come more uniquely, and didnt know what else I could do for conditions. (Dont worry, garbage can level will not be apart of this) SDVpufferheart SDVpufferparty

ornate locust
#

THere is questComplete_<id>

#

as a Conversation Topic

soft lance
#

Would you say that this is a good check to determine if the player has participated in an festival, or at least gone into the festival?


IS_PASSIVE_FESTIVAL_OPEN NightMarket, PLAYER_LOCATION_CONTEXT Current BeachNightMarket

IS_PASSIVE_FESTIVAL_OPEN: Whether a passive festival with the given ID is active today, and the current time is within its opening hours.
PLAYER_LOCATION_CONTEXT: Whether the specified player(s) are in the given location context.

#

I dont know the festival ID yet, but thats a good guess, I can always check later so thats not a worry, just a basic example

devout otter
#

It would work logically, but only when the player is currently at the Night Market, yar? It's not going to the trigger if the player has gone that day, but currently not at the beach.

soft lance
#

however...now that I think about it...dont almost all festivals contain unique maps?

#

so, festival open condition may be useless?

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and just use the location context?

devout otter
#

Yar, but the Night Market map is already available since morning.

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So you could have PLAYER_LOCATION_CONTEXT Current BeachNightMarket active before the Night Market is open.

soft lance
#

i mean internal festival ID*

devout otter
#

Yup, you can check in Data/PassiveFestivals.

soft lance
#

but dolphins r fishies : (

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(jk)

obtuse wigeon
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(theres no such thing as a fish in fauna /lh)

devout otter
soft lance
uncut viper
#

that's not what a location context is

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a location context is either Default, Desert, Island, or a modded context. it's not a map

gentle rose
#

conceptually it’s like, a region

devout otter
#

Bleh, I missed that. So should be PLAYER_LOCATION_NAME?

gentle rose
#

(it’s used for things like who should show up for certain festivals, which buildings should be locked during certain festivals, etc, because you want a festival usually to only affect one region)

uncut viper
#

just LOCATION_NAME

#

the player_ version would work if you had some other way of triggering this besides locationchanged

gentle rose
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(typed that before button replied with the better answer CB_no_angry)

soft lance
woven plinth
#

this is my first message here and idk if this is the right place but recently me and my partner have been trying to get some of the features of this adopt leo mod to work . so far, he works completely fine, he has a schedule and lives in the house, but things like his custom dialogue, "spouse" room and patio arent working at all . so he just defaults to the default spouse dialogue which can be a Bit Strange to hear considering hes supposed to be like 😭 the farmer's 10 year old adopted son but anyway theres a few theories we've had as to why they dont work but neither of us are Truly familiar with coding (but are interested) so we dont really know Exaclty why...

one of the reasons we thought it might not be working is because the dialogue's target is MarriageDialogueLeo which we can't find the xnb (or any) file in the mod folder, and it obviously doesn't exist in vanilla, we were trying to look at stardew valley expanded as a frame of reference to where they put their targets for dialogue for their custom characters and we couldnt even find that so we are Stumped

also this mod isnt being maintained anymore which is why we're trying to do this 😭 💔 sorry for the wall of text and if this is too much trouble

uncut viper
#

i have no idea how this mod works or why it may not be working but Characters/Dialogue/MarriageDialogue<name> is just the format the game uses for marriage dialogue

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that is where any NPC, custom or not, will have their marriage dialogue

woven plinth
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ouu i just didnt know if it needed to have like its own . File or something?? Unsure how to explain ...

gentle rose
#

I believe there's a new Leo adoption mod currently in the works?

uncut viper
#

the targets dont need to exist in the content folder

woven plinth
#

oh wow really

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ouuu

gentle rose
#

not out yet but if you're willing to wait it may be worth it ig

uncut viper
#

everything in the content folder corresponds to a vanilla asset, yes, but SMAPI and Content Patcher just let you create new, virtual files, essentially

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the Adopt Leo mod is what makes Characters/Dialogue/MarriageDialogueLeo exist

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when the game is running

woven plinth
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Noted .... will try to look more into it to see why the assets arent loading

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it seems to be a problem in the posts too so its not just us i think the mods just broken

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😭

tiny zealot
#

unfortunately, mods do break sometimes, when the game updates and they do not

lucid iron
#

is it cus leo is like

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leomainland sometimes

uncut viper
#

or in this case, where the mod was updated! it just... wasnt tested to see if it actually worked

woven plinth
#

😭 yeah

lucid iron
#
public string GetDialogueSheetName()
{
    if (base.Name == "Leo" && DefaultMap != "IslandHut")
    {
        return base.Name + "Mainland";
    }
    return base.Name;
}