#making-mods-general

1 messages · Page 480 of 1

woven plinth
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yeah for his schedule's code it says leomainland

lucid iron
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maybe it just werks if u also load to Characters/Dialogue/MarriageDialogueLeoMainland

woven plinth
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oohh

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might try that then

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i was thinking of trying just leomainland for the dialogue but removing marriage but that might work too

lucid iron
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the wip adopt leo mod is using new framework so that he doesn't take up the spouse slot

woven plinth
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oh wtf

lucid iron
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he becomes Child instead

woven plinth
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i didnt even know that was a thing

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well i guess new thing

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😮

lucid iron
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so the implications r no spouse room and no patio but he runs around really fast YuniShake

woven plinth
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he is a wild child it makes sense

tiny zealot
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adopt leo and give him the zoomies

devout otter
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(If all goes well, the new Adopt Leo mod would be ready for release some time within this week.)

modest dagger
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you also get to make him his own room that's another bonus

woven plinth
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THIS WEEK ⁉️

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blushes that makes me Smile ....

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whos developing it out of curiosity?

uncut viper
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if you're curious to try the edit though until then, change Line 7 in content.json to this:

"Target": "Characters/Dialogue/MarriageDialogueLeo, Characters/schedules/LeoMainland, Characters/Dialogue/MarriageDialogueLeoRoommate, Characters/Dialogue/MarriageDialogueLeoMainland, Characters/Dialogue/MarriageDialogueLeoMainlandRoommate",

and in the code folder in RoommateDialogue.json, change Line 6 to this:

"Target": "Characters/Dialogue/MarriageDialogueLeo, Characters/Dialogue/MarriageDialogueLeoRoommate, Characters/Dialogue/MarriageDialogueLeoMainland, Characters/Dialogue/MarriageDialogueLeoMainlandRoommate",
lucid iron
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yea if u r already roommates with leo in your save u might as well try it

woven plinth
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oh wow okay !!! i will Try ......

uncut viper
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(no guarantees that works or if its even the issue)

woven plinth
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no harm in trying lawl

lucid iron
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and i did the C# crimes

devout otter
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chu is making the framework.

woven plinth
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Bless U Two Fo Real

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🥹

woven plinth
# uncut viper (no guarantees that works or if its even the issue)

well we opened up the game and it Kind of worked? it said Some of his written dialogue and then the second half of his sentence was a blank dialogue box, we might troubleshoot further or see if it was just That specific dialogue that didn't work but hey we're happy with any progress so thank you tons for even bothering honestly !! 😭 we might just wait it out until the new leo mod comes out

lucid iron
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if it managed to show at least part of the intended dialogue then the rest is prob just jank with the dialogue syntax Bolb

uncut viper
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yeaqh thats what id think too, though i dunno if ive ever seen a completely blank box before, that parts strange

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better than before at least

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the spring_16 dialogue seems to end with a #$b# with no dialogue after it

short pawn
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im gonna stop lurking to add on, it was dialogue for winter while we're in fall

uncut viper
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in fact several keys do so just do a ctrl-F in the i18n default.json for $b#"

short pawn
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to be specific

uncut viper
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yeah thats also some jank syntax

woven plinth
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aahhh

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so is just the dialogue itself ... yeah theres like hundreds of lines in there 😭 perhaps just waiting for the new leo mod is best

uncut viper
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very jank since that doesnt even have a command separator. dunno what the intent was or how it works at all

woven plinth
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this one held together by duct tape in gum 💔 not that i can diss i have 0 knowledge but yknow

uncut viper
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tbh if you just removed every instance of $k in this file itd also probably fix a lot of issues lol

short pawn
woven plinth
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Perhaps ...

uncut viper
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if it ends with #$b#" then thats jank but i dont actually know if it causes any real issue or weirdness

lucid iron
woven plinth
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Wow the $k is like Every Other Line 😭

lucid iron
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at this point we r in normal dialogue modding land so

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pls refer to this for what stuff means

woven plinth
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oh thank you

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will read ....

uncut viper
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particularly the Format section which describes what these tokens/dialogue commands do

wheat sky
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!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.

wheat sky
#

!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
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!manifest

ocean sailBOT
brittle pasture
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(if you want to use commands feel free to do so at #governors-mansion to avoid drowning out discussions (not that there is one currently but still))

short pawn
wheat sky
brittle pasture
#

(no need to apologize I was just giving a reminder 😄)

olive lotus
#

I'm working on a small dialogue and event mod for some vanilla characters. So far between the modding wiki tutorials and the main wiki's extensive details and some digging under the hood of another mod, I think I'm not making any wildly big mistakes.

However, I have 3 questions, 2 in dialogue, one for the events (so far):

  1. I want to have one of the characters who does NOT go to the resort have some lines related to the resort opening. But there doesn't seem to be a suitable existing condition or conversation topic to trigger it. Am I missing something obvious?

2: Similarly, I'm hoping to trigger one comment by one villager based on a vanilla question asked by another character - but there are two response IDs and I want it to happen regardless of the answer. Do I have to set up two separate dialogue lines even though the string is the same, or is there a way to include them only as one line?

3)I have an event where Alex tosses a football at another character (again). The original football is hardcoded so I can't use it, and that's fine; I can make my own sprite (maybe not quite so comically oversized).

What I haven't been able to decide is if it's better to use a temporary actor (stricter sprite requirements if I understand correctly, some of which I won't need when it literally goes in a line forward, then another one back, but I think I already have the code sort of figured out) or a 1.6 temporaryAnimatedSprite. (easier sprite, I think, but I'm not actually sure of all the coding per the wiki) . And what happens if it overlaps an existing character sprite - can I make it appear on top for the duration?

tiny zealot
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for #2, you should be able to trigger the other NPC's dialogue based on any of a set of response ids having been chosen, so one line should work

brittle pasture
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Island_Resort is the mail flag for resort repaired

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you can give yourself a CT based on that flag with trigger actions

tiny zealot
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(if you try to recycle a response within the initial question, all of them will yield the first response id)

wheat sky
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Anyone know how to look at the whole smapi error script I forget the commands

brittle pasture
#

!log check the instructions on the page

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.

wheat sky
#

ty

wheat sky
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Is my "Mod ID" My unique id?

fossil osprey
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It's whatever you're calling your mod internally, it should be unique but descriptive enough (like, not just a bunch of numbers)

gentle rose
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yes, it's the UniqueID field in your manifest

ebon steppe
#

Does Someone have a full Content patcher modding guide?
I'm trying to make a Content Patcher mod, but I couldn't do anything, even using the GitHub guide...
Can an expert someone help me please...?

gentle rose
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what do you have so far?

ebon steppe
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I've been working on a total expansion mod—a new island, new NPCs, and all that stuff... I've been running test after test to figure out the correct structure for everything I want to add, but I've been trying for almost 3 days to get the game to detect a new location... I don't know if I actually need more information, patience, or what, but seriously, if anyone has a complete, structured guide, please help...

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This is I want

gentle rose
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can we see what you already tried, please, since it didn’t work? it’s hard to help without knowing what went wrong

ebon steppe
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Could You possible help me later when I'm free? Either in a private message or right here in this chat. I have to step away for a few hours, and I'll start working on it again in about 6 hours.

obtuse wigeon
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We can help you here, it may be different people but someone will be able to help you for certain

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!json When you're free, if you use the first link and paste the stuff you have in your json into it then send us the link, we can help a bit better too

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.

ebon steppe
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Ok, I'll do it, If I have any issues, I know who to ask for help.

gentle rose
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personally, I’m not going to be able to help you until you actually show us some of what you already have (and I don’t do help via dms)

devout otter
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Is Leo's Pelican Town schedule being handled by Characters/schedules/LeoMainland a fairly new thing?

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Because I took a look at some older mods and they are patching Characters/schedules/Leo with a HasSeenEvent condition on his moving in event instead. But to my understanding, that wouldn't actually affect his Pelican Town schedule, yar?

uncut viper
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it was like that in 1.5

devout otter
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Ah okay! So older mods that are patching Characters/schedules/Leo basically doesn't work properly anymore now, right?

uncut viper
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did they ever? Leo is also from 1.5

devout otter
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Oh, okay. That's odd, then. I wonder if there's some bug related to that then.

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Like SVE patches both Characters/schedules/LeoMainland and Characters/schedules/Leo with identical schedules and I'm wondering what's the purpose of that.

uncut viper
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doubtful theres a bug, i dont see anywhere itd be and it would have been there for, what, 4 years now? they likely just do it because who knows what mods might be doing to move leo around

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the game checks if Leo's currently applicable Home is not IslandHut in order to use the Mainland schedule and dialogue

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works just fine in vanilla, plenty of room for mods to mess that up though

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C# mods might also just directly load the regular schedule for whatever reason

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5 years, potato tomato

devout otter
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Fix for games where Leo won't stay on the mainland!

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Aa found this on Community Center Reimagined json comment

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Looking into it a bit more, apparently there's a bug where Leo just won't move to Pelican Town during the early days of 1.6.

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At least according to a Reddit thread I found.

uncut viper
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they still should have been patching the Mainland schedule though, because the code that changes to the Mainland schedule is still there in 1.5.6

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i dont know what the bug was but the Mainland swap wasnt introduced in 1.6

devout otter
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I'm assuming that the mods that don't patch the Mainland schedule never really worked to begin with, and the mods that patch both did it to combat the 1.6 bug.

uncut viper
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shrugs. plausibly. maybe one of those authors is still around to ask if the curiosity was high enough

gray bear
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wow im really rusty. so i have this config setting that's either set to true false.
i want it to affect values tho, either 0 (icon doesn't show) or 0.5 (shows), would the most straightforward way to do this be dynamic tokens?

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also if my desc doesn't make sense helping me make it clearer would be super helpful

vernal crest
gray bear
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alrighty, thank you! heart

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do i just leave the desc empy? or should i just not include it as a field

gentle rose
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I think you should do it with an i18n token?

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aba will have to confirm what they meant though

gray bear
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you don't need the i18n tokens for configs
don't know if you need to include the Description field though

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ok yeah i removed it and its fine

vernal crest
vernal crest
# gentle rose I think you should do it with an i18n token?

Bea is right, no tokens for config. There are already keys for config names, descriptions, values (when needed), and sections. It's great because you can set your values to anything you want and have the key display something totally different - except that sadly Stardew Access reads the actual value rather than the i18n so I had to change my configs to match what was in the i18n anyway (and presumably non-English blind players are just out of luck).

iron ridge
#

theyre getting close to being able to call c# from c++ PandaExcited

iron ridge
#

but this is so cool

late dust
#

Good morning!
I created a custom farm and someone reported a graphical bug with the tiles at the greenhouse entrance. I hadn't even noticed because I use NoGreenhouseEntranceTiles in my mods. So I wanted to see if a mod was causing the bug, so I removed all mods except Content Patcher and the mod I created. Then I started a new game, and the bug is there, but it only appears on a custom farm. If I create a game with a vanilla farm, the bug disappears. Maybe there's something wrong with the map I created? Do you know what could be causing it?

hallow prism
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possibly wrong tilesheet order

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the game is trying to pull the entrance stepping stones from a tilesheet, but it recognises it based on name or order, i can't remember

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so if you have different name/order than vanilla, the game will pick tiles of index whatever and whatever2 from tilesheet 1, but you have a different tilesheet 1

late dust
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I put the z_ in front as I found written in the instructions, what is the exact order?

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The tiles are all Vanilla.

vernal crest
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You need to rename z_spring_outdoorsTileSheet to untitled tile sheet

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(I downloaded your farm and did some trial and error because I was unfamiliar with the problem)

late dust
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I'll try that right away, thanks for the information!

vernal crest
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And the others don't need a z_ in front of them because you're not editing a vanilla map.

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It's not hurting anything that they do have the z_, but it's only actually needed for edits to vanilla maps where you're adding new tilesheets to them.

late dust
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Ok thanks I didn't know that.

vernal crest
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I'm guessing the code looks specifically for tiles on untitled tile sheet and since there's not a tileset called that it goes strange. Not quite tileset order in this instance, but the same sort of principle.

late dust
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It's likely, but it's funny though.

royal stump
late dust
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Thanks guys! You made me realize a mistake I was making, which was a huge help!

vernal crest
modest dagger
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do we have a comprehensive list of stardew events?

opaque field
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Good morning! What is the best way to add tokens for non vanilla npcs to implement jealousy dialogue? Would it be to make a token and set a condition for when mod is installed?

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for example { "Name": "RivSter", "Value": "Sterling", "When":"{{HasMod |contains=Himetarts.ARV.CP}}" },

lucid iron
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its usually easier for u to just make a convo topic that other mods can put dialogue on

opaque field
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like Shane gets jealous if you have high hearts with Sterling

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I'll check in with the authors and go from there 😄

autumn tide
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hey! got this error, uhh how can I set priority?

[Content Patcher] '(CP) MY MOD?!?!?!?!??!?!?!' has multiple patches with the 'Exclusive' priority which load the 'Maps/HeadInTheClouds.theyrejustcuteokay.Locations.LewisBasementEVENT' asset at the same time ((CP) MY MOD?!?!?!?!??!?!?! > Other_Events > Code/Events/Other_Events.json > LewisBasementEVENT Loader, (CP) MY MOD?!?!?!?!??!?!?! > Town_Events > Code/Events/Town_Events.json > LewisBasementEVENT Loader). None will be applied. You should report this to the content pack author.
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OH

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NVM

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I GOT IT

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i had the same shit in 2 files SDVpufferfush

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ah, the joys of mapmaking

ivory plume
#

Monthly mod stats time!

Mod compatibility

80.2% of SMAPI (C#) mods are compatible or have a workaround, up from 79.7% last month.

Unique mods by type

There are 482 more mods this month, continuing our recent busy streak.

The breakdown of new mods by type is:

  • +305 Content Patcher;
  • +74 SMAPI;
  • +51 Alternative Textures;
  • +31 Fashion Sense;
  • +11 XNB (??);
  • +3 Farm Type Manager;
  • +3 Furniture Framework;
  • +2 Mail Framework Mod;
  • 0 Custom Music;
  • 0 Dynamic Game Assets;
  • 0 Shop Tile Framework;
  • -1 Better Artisan Good Icons;
  • -1 TMXL;
  • -2 Custom Furniture;
  • -2 Producer Framework Mod;
  • -3 Json Assets;
  • +11 for frameworks with <100 content packs.

Content Patcher packs

We have 12,816 Content Patcher packs.

The top five Format versions remain...

  • 2.0 (3,782 ↗ 3,842), 2.3 (864 ↗ 867), 2.4 (652 ↗ 667), and 2.7 (500 ↘ 495) for Stardew Valley 1.6;
  • and 1.19 (572 →) for Stardew Valley 1.4.

Open source

  • We have 3,782 tracked C# mods, of which
  • 2,324 mods (61%) have a source code repo, with
  • 1,220 (52%) in a multi-mod repo and 1,104 (48%) in a single-mod repo.

Web costs

And finally, web hosting costs for the SMAPI.io site, update-check server, and API dropped a bit to US$212/month. (The graph is always a bit behind due to billing cycles.)

See also

And that's it for this month! Feel free to ask if you have any questions.

autumn tide
#

ppl are still making xnb mods??

ivory plume
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Apparently!

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(For the record, I got explicit permission from Nexus to continue datamining under their new terms of service.)

raw basin
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Hi everyone!

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Im the person who asked in the @ebon steppe account, this is my own account

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Im trying to make my own content patcher mod

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But I dont know anything SDVpufferwaaah

hallow prism
#

i guess it makes sense a shapeshifter would ask questions with another account /j

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do you know what mod you want to do?

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usually a good approach is : search for a mod doing a similar thing (using the same framework), preferably a simple/small one, look at how it's done, then look at CP documentation to understand things, then ask questions here

hallow prism
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it is easier to answer "how do i use (whatever property)" than "i don't know anything" (mainly because it's not a question)

raw basin
#

I wanna add a custom location and teleport to the new location with a smapi command, but I couldn't do anything with only my begginer knowledge SDVpuffercry

#

{
"Format": "2.8.0",
"Changes": [
// your changes will go here
{
"LogName": "Load Map: Location example",
"Action": "Load",
"Target": "Maps/MyMod_example",
"FromFile": "assets/Maps/exemple.tmx"
},
{
"LogName": "Regist Location: MyNewLocation",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"MyMod_example": {
"Type": "Custom",
"MapPath": "Maps/MyMod_example"
}
}
}
]
}

#

This is my content.json file and the game doesn't allow me teleport to, because a nonexistent location

brittle pasture
#

those Data/Locations field are not correctly nested in a "CreateOnLoad" field

#

also remove Type, dont set it unless you know what you're doing

woeful lintel
#

+3 FF
-2 CF
The future is here now, old man SDVpuffercoolest

autumn tide
#

helloooo i need help

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it's events

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as per usual

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so, my temp actor NPC keeps walking too far?

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this is the code, but dog4 keeps walking 4 blocks down instead of 1???

/positionOffset Krobus 16 0/move Krobus 2 0 1 true/warp dog4 52 64/viewport 51 65 true
/speed dog4 2/move dog4 0 1 3

ornate trellis
#

its x y not y x. youre looking at 3 down

autumn tide
#

OH do temp npcs not have that face direction thing???

ornate trellis
#

oh wait i didnt see the 0 lol

autumn tide
ornate trellis
#

have you tried with taking out the speed if the dog moves properly then

autumn tide
#

hmmmm i'll try that!

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nope :(

ornate trellis
#

hm

autumn tide
#

OH lemme paste the character's code

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the event command:
/addTemporaryActor dog4 32 32 1 1 2 false Characters
and the thing that loads them:

        { //dog4
            "LogName": "Dog4 Loader",
            "Action": "Load",
            "Target": "Characters/dog4",
            "FromFile": "Assets/dog4.png"
        },

ornate trellis
#

maybe pasting your whole event might be better for people to look at thonking its more of a guessing game for me personally. i only used a tempactor once before and it worked lol

autumn tide
#

okay! i'll add the JSON with the other events removed i think

#

!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.

autumn tide
ornate trellis
#

im trying but im not that great in problem solving events SBVLmaoDog

autumn tide
#

event are..?

ornate trellis
#

im surprised rn that you only warp the dog when you change maps isntead of everyone, didnt know that was a thing

autumn tide
#

events are just another plane of being idek

autumn tide
#

i'm not exactly experienced

ornate trellis
#

idk, i thought you need to do that xD

autumn tide
#

who knows 🤷

raw basin
autumn tide
ornate trellis
#

mhm expansion, im in the same boat, itll get better after the frustration, dont worry.

autumn tide
#

i was making a dialog mod but now it's a full overhaul of two characters so

ornate trellis
autumn tide
#

scope creep go BRRRRRR

ornate trellis
#

but about your dog...idk man. i wonder if its because your pause os too short, but tbh you got a few commands ive never used before so idk

autumn tide
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cause ik sometimes that helps for some things

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i think

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i hope

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i pray of the coding gods

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NOPE

ornate trellis
#

all i can say is take out bits and see if any of the xisting things cause it(or maybe a lack of a specific command idk)

autumn tide
#

AAAUGH

ornate trellis
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its time like these id myself go in here and cry about my event issues lol

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i hope someone with more knowledge comes in to help

autumn tide
#

..i'm not kidding-

opaque field
#

I’ve definitely done that before like “excuse you wydm”

latent mauve
#

Might be unrelated, but I think I recall something about there needing to be a pause after the jump command and before any movements from that character to prevent weirdness?

opaque field
autumn tide
latent mauve
#

I'm trying to read the event commands on mobile but it's slow going LOL

autumn tide
autumn tide
opaque field
#

it looks like jump should just be jump actor and intensity (default 8)

#

(not that it means that doing that will work because modmagic)

autumn tide
#

'hm, maybe i could add a few dialog lines to this character' two complete character overhauls, 130+ pages of lore, and 9 events later-

opaque field
#

let me do a character expansion - makes 3 separate paths based on choices made in a shared prologue section that then triggers mail that the other paths go off of that have custom maps and gift items

#

0 or 100 there is no in between

autumn tide
#

i am not in fact, exaggerating with the pages of lore

opaque field
#

I love that tho

autumn tide
latent mauve
#

Is the dog moving too far after the speed command?

autumn tide
autumn tide
opaque field
autumn tide
#

it is!!

latent mauve
#

Have you already tried a pause after the speed command?

autumn tide
opaque field
autumn tide
opaque field
#

Also proudly announcing I finally got my freaking NPC to work on a base level

autumn tide
latent sphinx
#

Hi

autumn tide
latent sphinx
#

I have a big problem.. T_T

opaque field
#

ty, lil Iggy Nova has been such a work of love (6 months)

autumn tide
latent sphinx
#

Do you know how to change the town map with a mod?

autumn tide
ornate trellis
#

change in what way

autumn tide
#

comes with a lot of potential compat issues tho

latent sphinx
#

WHO. T_T

opaque field
latent mauve
#

Only other thought is to maybe try swapping move for advancedMove just to see, since move goes weird sometimes with other interactions.

opaque field
#

I need to patch Shane so bad (that aforementioned choice prologue path thing? gone - pick your path via config)

lucid iron
# latent sphinx WHO. T_T

Can you be specific about what you'd like to change? E.g. "i want to make Clint's shop prettier" or something like that

autumn tide
#

after this i'll resort to the classic Universal Fix™

hard fern
#

i could never...

opaque field
#

I am learning to really love advancedMove

autumn tide
ornate trellis
#

has never used advancedmove in any of their 30+ events

opaque field
#

I got 54 events ppl need to MOVE XD

latent sphinx
#

No, no. My idea is to change the entire map of Pelican Village, the area where Pier's shop is, and the rest.

I have all the files, but I don't know how to link them correctly.

autumn tide
ornate trellis
#

yeah, they can with move nobody gonna catch me beyond that lol

opaque field
#

I added my first temporary sprites too ❤️ tho I did have help from an incredibly knowlegable Twig

latent sphinx
#

It's to replace some parts

ornate trellis
#

change as in the placement or jsut the texture or adding things removing things...

hard fern
#

ive only used advanced move for like. when it's necessary

#

i'll just use move for everything else

autumn tide
ornate trellis
#

sorry

autumn tide
#

not you @ornate trellis LOL

ornate trellis
#

i wanted company

#

xD

latent sphinx
#

remove and put things

autumn tide
#

🤣

latent mauve
autumn tide
#

yup

#

eughhhh maybe ill have all their movements be advanced moves 💔

#

god i hate advanced moves

#

trying to hype myself up to actually do that and not yap here-

#

eughhh

ornate trellis
#

im sitting ehre twiddling thumbs instead of doing child dialogue, so

latent mauve
#

I can't really think of anything else I know of that would interfere, unless you somehow have an animation that hasn't been stopped before movement

opaque field
#

I’m thinking about starting a new mod to link to a different mod I made and abandoned instead of troubleshooting

ornate trellis
#

oh yeah btw

autumn tide
#

i'll try the Universal Fix™ first

autumn tide
ornate trellis
#

back to the topic of having or not having to warp an npc when you change maps..

autumn tide
#

AUGH now another mod's event triggered-

latent mauve
#

Most of my event voidwalks have been because my movement coordinates were too far over and the game pretended collision wasn't a thing

ornate trellis
#

if anyone happens to have an answer to that

latent mauve
#

So moving into a building tile, for instance, and then getting stuck out into void

autumn tide
#

HM that might be it

#

i did make a custom map for this

#

and i cannot in fact, make maps

ornate trellis
#

btw why did you need to make a temp map

#

in opposite to using the town as is

autumn tide
#

oh to have the door to the dog's pen open

ornate trellis
#

ahh

autumn tide
#

not plain useless in the slightest

#

it's v important

lucid iron
#

As in map files

latent sphinx
#

yes

lucid iron
#

I'm going to warn you that changing town map is precarious and has chance to break many other mods

latent mauve
#

Also has a good chance to break vanilla events.

gentle rose
#

our advice is usually to leave town map layout alone and be careful even adding new things to the spaces if you care about compat

autumn tide
#

the word counts of my various documents-

#

i gotta add these up hold on

#

..that is 30,660 words of lore

stray hemlock
#

@autumn tide
I found this, it might be exactly what you need for your event trigger.

autumn tide
#

not including all my code or dialog-

autumn tide
#

i owe you my life

stray hemlock
autumn tide
merry river
autumn tide
#

..also i am very dramatic excuse that-

merry river
#

the affected log is "Pei Ming 2 Hearts"

autumn tide
#

and what's the issue you're having?

#

damn it hit enter too soon

stray hemlock
#

Apparently that it throws an error.

ivory plume
#

That specific error means you have a {{ in the text which starts a token, but you're missing the }} to end it.

raw basin
#

Another question: how can I make an addon/mod to enable custom character portraits? I'm making consistent-style portraits for the Romanceable Rasmodia mod. I know it could be done by having a file that replaces the base mod files, but I'd like to let the player select the version they want at any time.

autumn tide
#

want me to send it here?

raw basin
merry river
stray hemlock
autumn tide
merry river
stray hemlock
#

You can use a regex search to find such tokens:
\{\{[^\}]*\}[^\}]

#

VSC has that.

autumn tide
# raw basin yeah... <:SDVpufferthumbsup:604817082064044062>

so just follow the instructions there, and put this in your manifest below

  "ContentPackFor": {
    "UniqueID": "Pathoschild.ContentPatcher"
  },

this:

  "Dependencies": [
    {
      "UniqueID": "whatever_the_romanceable_rasmodia_modID_is",
      "IsRequired": true
    },

stray hemlock
#

@autumn tide ows their life to me, but I owe my life to Regex.

autumn tide
raw basin
gentle rose
#

-# I would even do a negative lookahead to look for both kinds of unclosed tokens, \{\{[^\}]+(?!\}\})

autumn tide
autumn tide
opaque field
#

deathcount... unf

autumn tide
#

sooo add this above the Entries thing
"Priority": "Early",

#

dammit forgot to reply-

stray hemlock
#

I love how Regex sometimes just looks like Brainf*ck code.

steady peak
#

How easy is it to take 1 thing from one mod and add into another mod? Is it a case of copy and paste or is it more complicated?

autumn tide
hard fern
#

like, define "1 thing"

steady peak
#

So I'm currently using Waterfall Forest Farms (WaFF and WaFFLE and in this map they have a custom shed which acts as a basement a shed and green house ,I love the building but have used the map so much that I'm getting bored of it so I was wondering if I could take that building and add it to another farm map?

lucid iron
#

Tl dr not simple copy paste

steady peak
#

Damn I thought as much , I've been looking for ages for a mod that does similar to the shed but unfortunately to no avail

lucid iron
#

Be the change YuniShake

fossil osprey
whole raptor
raw basin
whole raptor
#

Plus yeah the whole different options for the amount of expressions from RR and RRRR are one big clusterfuck hah

raw basin
olive lotus
raw basin
olive lotus
#

Thanks to the responses yesterday, I got my items 1 and 2 answered, anyhow. This was 3, though.

3)I have an event where Alex tosses a football at another character (again). The original football is hardcoded so I can't use it, and that's fine; I can make my own sprite (maybe not quite so comically oversized).

What I haven't been able to decide is if it's better to use a temporary actor (stricter sprite requirements if I understand correctly, some of which I won't need when it literally goes in a line forward, then another one back, but I think I already have the code sort of figured out) or a 1.6 temporaryAnimatedSprite. (easier sprite, I think, but I'm not actually sure of all the coding per the wiki) . And what happens if it overlaps an existing character sprite - can I make it appear on top for the duration?

This was my first draft code for it; short version, will this work? (There's more later, but if this is the wrong thing to do, this is enough to tell me so.):
addTemporaryActor AlexFootball 16 16 5 19 0 false Animal/move AlexFootball 10 0 0 true/

urban patrol
#

i would use a TAS as complicated as they are because you can control things like movement and acceleration

#

and yes you can overlap it by making the sort layer a high number

lucid iron
#

You should be able to use the original football texture too

#

Without need for new

whole raptor
#

If you want it to be automatic you can just copy what I did with tokens

whole raptor
#

Good luck

#

Can we edit the phone sound with CP? SDVpufferthinkblob

lucid iron
#

you can replace how phones sound like for everyone

stray hemlock
#

The index is 113.

raw basin
lucid iron
#

you don't edit sounds by index, it is by cue name

#

"phone"

stray hemlock
uncut viper
#

also the asset is Data/AudioChanges not just AudioChanges

raw basin
whole raptor
#

Interesting... now let's see if my crappy art skills allow me to make it into a mod SDVkrobusgiggle

uncut viper
#

were you planning on making outbound phonecalls

ocean sailBOT
#

@modest dagger You leveled up to Cropmaster. That's level 500! The deepening purple represents your mad descent into the server.

modest dagger
#

huh, a motivational message did it

whole raptor
lucid iron
#

oh u need to do the numbers too then

#

telephone_dialtone
telephone_buttonPush
telephone_ringingInEar

#

these 3 cues

#

thats for when u phone robin or whatever

gentle rose
stray hemlock
#

Oh, wait, it also matches the third one, just in an almost invisible color.

gentle rose
#

then make the +s lazy eval

stray hemlock
gentle rose
#

oh that colour looks pretty clear to me haha, you may need to have your blue colour vision or your monitor checked

stray hemlock
#

Both look clear to you?

gentle rose
#

yup

lucid iron
#

yea same here

gentle rose
#

I thought for a moment you were talking about a highlight on the last token because I couldn’t figure out what was unclear

raw basin
# whole raptor Just a phone retexture with custom sound

I'm thinking a simple solution for the portraits I wanna add to your RR mod. May I copy your content.json and overwrite it with a new option to add the new Rasmodia portrait? I want to know if you're okay with that, not just do it without your permission.I assure you that if you allow me, I will publish that all original credit belongs to you. My credit is only for the sprites that are consistent with the Stardew Valley style (Spoiler: I gave Rasmodia an appearance similar to Abigail's, creating better visual consistency and making the secret heart event in SVE make more sense).

lucid iron
#

can i ask what the regex crimes are for

gentle rose
#

and yeah, the regex won’t pick up the last one (fun fact, you can’t check for matching brackets with regex)

stray hemlock
stray hemlock
gentle rose
#

(at least you can’t since nested tokens are valid)

lucid iron
#

hm i think stardew syntax handles this

whole raptor
lucid iron
#

it's textmate grammar stuff so no lookahead needed

whole raptor
#

Just imitate how I'm editing the portraits and make it into your own separate mod

gentle rose
whole raptor
#

Regex crimes? I'm somewhat of a pro in those (looks away from my i18nifier) SDVpuffereyes

stray hemlock
lucid iron
#

no its linkoid's vsc extension

#

so how it works is that it extends json language with more rules

#

this gets parsed as a "content patcher variable" aka token

raw basin
lucid iron
#

this isnt a token

#

so the scope is the string Bolb

#

its not a lang server thing

gentle rose
lucid iron
#

that part is sinz

gentle rose
#

so it’s a schema?

lucid iron
#

nested token Dokkan

#

well no it's a "textmate grammar"

gentle rose
#

ah yeah that makes more sense

lucid iron
#

u can consider that a schema but it's not a json schema

gaunt orbit
#

Isn't this not possible with just regex, since it's structured and therefor irregular

ornate trellis
#

hey chu, quick question but if a spouse doesnt attend a festival will the hmk kid still somehow be added, probs not?

lucid iron
#

i made one of these but for stardewui's bespoke xml adjacent thing

gentle rose
stray hemlock
lucid iron
ornate trellis
#

kk, that means itll save me costumes to do untill i add the spouse

lucid iron
#

oh yea the other req is that they must be visible as child on the festival day

#

otherwise they also just dont go, unless you do normal add npc to event

uncut viper
lucid iron
#

thats how game does it psure

ornate trellis
#

oh yeah, i kept the !IS_FESTIVAL_DAY in like in the example

lucid iron
#

hmk doesn't do the adding

#

it just goes "ah child in the fest lets push dialogue"

uncut viper
#

i dont think it requires the spouse to be there

lucid iron
#

hmmm

#

well i did go and check again it looks like it default to game1.player huh Bolb

ornate trellis
#

but without spouse theres no "will be added next to spouse" spot?

lucid iron
#

the spouse being there affects where they get positioned for sure

#

ive not tested where they get positioned without spouse NotteThink

#

should do that

ornate trellis
lucid iron
#

but that is not for u to worry about and probably more a thing i may have to fix to avoid crashing solo adoption scenario lol

#

i can prob add a field to explicitly say no festival for this kid too

#

ah no there is a long check here for married from the npc side

#

if (!characterFromName.isMarried() || characterFromName.getSpouse() == null || characterFromName.getSpouse().getChildren().Count <= 0)

#

wow

ornate trellis
#

love the discord overlay hiding half my screen when i wanna pick a save

lucid iron
#

and characterFromName comes from actors added to event

#

so no i think it's not possible to have kids go when u not married or spouse never went

ornate trellis
#

yeah just checked and no kids when no spouse

#

also my kids festival dialogue aint dialogueing, sigh

#

oh

#

huh, wall of red text

#

the lovely NullReferenceException

lucid iron
#

Nice pls send me log lol

ornate trellis
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 63 C# mods and 21 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

the NPC can be married but not to you

ornate trellis
#

but why isnt my festival dialogue firing thonking Marius has the no translation thing so i surely had a typo somewhere but Muirenn straightup jsut has her usual day talk

lucid iron
uncut viper
#

i unfortunately dont have a direct line to him

lucid iron
#

It's right there in event.cs

uncut viper
#

yet

lucid iron
#

But it seems like it would work as expected in mp

#

Cus the lines following is getting the npc's spouse (so a Farmer)

#

Only falling back to game1 player

uncut viper
#

what if you have children, but no spouse, but another NPC is married to a farmhand?

lucid iron
#

I think my children do not appear

#

In vanilla that's the divorce after kids case right

uncut viper
#

if Emily is married to other farmhan then when this loop reaches Emily, it wont get continue'd, and then it checks to see if i have a spouse and if not then it just gets my children, even though we're in emily's loop, no?

ornate trellis
#

hm, no clue why my festival dialogue wont fire, im probs blind again

lucid iron
#

How did u add the festival dialogue

ornate trellis
#

ignore i forgot one fall one in the target i gotta fix that

#

i know i only need the flower dance rn but in case i ever do the others i already added those

lucid iron
#

Let me see if i handled * correctly

#

But try not suffixing

uncut viper
#

terror

#

my partner and i never have kids with other NPCs when we play so i have no knowledge of what happens in such a scenario

lucid iron
#

alth

uncut viper
#

but its too much effort to set up a test save for it right now so i dont want to

lucid iron
#

it always is try characterFromName.getSpouse() right

#

and that if already assert this is not null

uncut viper
#

where

#

in the continue check?

lucid iron
#
NPC characterFromName = Game1.getCharacterFromName(item);
if (!characterFromName.isMarried() || characterFromName.getSpouse() == null || characterFromName.getSpouse().getChildren().Count <= 0)
{
    continue;
}
Farmer farmer = Game1.player;
if (characterFromName.getSpouse() != null)
{
    farmer = characterFromName.getSpouse();
}
List<Child> children = farmer.getChildren();
uncut viper
#

(ur decomp has a different variable name than mine so i had to double check)

#

the thing is if this is the check for Emily, who is married to a farmhand, then Emily's spouse aint null

lucid iron
#

like the farmer value will never be just Game1.player cus when characterFromName.getSpouse() is null the whole loop is skipped

#

and when characterFromName.getSpouse() is not null, farmer is the actual farmer emily married

#

this is the NPC version of getSpouse

uncut viper
#

oh i see i think

lucid iron
#

i agree that the decomp and possibly the original sauce makes this hard to read and confusing

uncut viper
#

i misread that second spouse check as using the farmer

#

my decomp changes characterFromName to just npc which then gets reused

#

short and easy to misread

#

in which case now i wonder how the various polyamoury mods handle it

#

im guessing sometimes you just show up to the festival with the wrong children

#

easy mistake to make

lucid iron
#

i remember free love patches this part heavily yea

#

for me im just avoiding it hence why i only try to do stuff on children added

ornate trellis
#

hm

uncut viper
#

if all else fails just skip prefix loadActors SDVpufferthumbsup

ornate trellis
#

I changed {{ModId}}_{{B@Kid}}_spring13_* to {{ModId}}_{{B@Kid}}_spring13_2 and I am still not getting any festival dialogue

lucid iron
#

it should be y2

ornate trellis
#

frick, youre right

#

guess the * was my last braincell

lucid iron
#

i actually dont know if _* is a thing

#

or just wiki saying "put year here"

uncut viper
#

its not a placeholder

ornate trellis
#

idk, bea told me about it

uncut viper
#

(i asked the same thing)

lucid iron
#

hm im struggling to find where in code does it tho

#

im calling @event.TryGetFestivalDialogueForYear to get the event dialogue

uncut viper
#

i mean isnt festival dialogue a separate system anyway and wouldnt use the same keys as normal dialogue

#

its just whats in the festival data innit

lucid iron
#

yea in that method, it is indeed fetching from festival data

#

i just dont see where it tries _* Think

#

maybe im dum

uncut viper
#

the _* is for normal dialogue

#

of the non festival variety

lucid iron
#

oh that explains it Dokkan

uncut viper
#

i didnt mean to imply it works in festivals i just wanted u to know its a literal * where it does work

lucid iron
ornate trellis
#

ahhh

lucid iron
#

i recommend doing festival dialogue otherwise u can only talk to em once

ornate trellis
#

hmm

#

it still deosnt work

lucid iron
#

does your normal npc fest dialogue work

ornate trellis
#

aye, barnabas says what he should say

lucid iron
#

try patch export the asset then

#

the festival asset

golden basin
#

what framework lets you make your own menus and such

whole raptor
#

StardewUI?

golden basin
#

i think so thank you

#

ah dang its uhhhhhhh not content patcher stuff i thought it would be

#

ill stick to space core

whole raptor
#

Afaik it's basically react but for stardew, so yeah.. slightly different 😅

latent mauve
#

the "needs knowledge of basic C# modding" does tend to scare people off.

whole raptor
#

Does it need C#? SDVpufferthinkblob

uncut viper
#

yes

latent mauve
#

The first thing the documentation says is that it needs knowledge of basic C# modding to use the framework.

uncut viper
#

its not for content modders

wraith bay
#

does anyone know if emdashes are supported? i am editing dialogue text for someone, and they have a bunch of space hyphen space i'd like to replace, but i know that some special characters can be a problem and i figured y'all might know.

brittle pasture
#

likely not, but ppl who touched fonts know better

#

you can test in game to be sure

wraith bay
#

Yeah, I'll likely have to go that route, just figured someone might know.

fierce vault
#

I think there is a - based on the file I'm looking at

brittle pasture
#

yeah that's a regular dash

fierce vault
#

Maybe that could be used instead is what I'm suggesting

uncut viper
#

thats what they wanna replace tho

real agate
#

Bah.... it seems my old Train Whistle MOD is going to remain defunct due to changes in Stardew Valley 1.5 or 1.6. I am pivoting instead to a differnt train related MOD so that I can revive it, just not in the original intended form. It gives me something to code, and possibly something others will enjoy. I'll keep the rest under wraps until I can prove it out.

fierce vault
#

Sorry, my bad 😅

real agate
#

I think the em dash is supported, at least for letters.

#

I think you can use ALT-0151 on the keypad.

brittle pasture
#

this is the emdash
this is a regular dash -
I know for sure the latter is used

uncut viper
#

en-dash is right out

#

poor unloved en-dash

fierce vault
#

It's just not dramatic enough sometimes

uncut viper
#

en-dash actually has a specific use as a range separator

#

and is not meant for general dialogue

#

but i think no one cares

real agate
#

Not many folks focus on grammar anymore... just look at some of the English game translations in some retail-sold titles.

fierce vault
#

Off topic, but I'm always surpised when I discover a new npc on Nexus that's not super recent. Idk why I keep thinking I've seen them all lol. Tags are very important and but still ignored sometimes.

brittle pasture
#

why use many word when few word do trick

real agate
#

Because words have meaning, and it can take a thousands words to paint the accurate picture. 😄

brittle pasture
#

word hard me brain, shout loud is enough

real agate
ornate locust
#

Nexus tags are kinda odd for Stardew, I couldn't find one to indicate a new characater

#

definitely not releasing a NPC mod tomorrow and working on the page for it...

fierce vault
#

I looked a little, and I don't think I saw it either actually...

#

Are you nervous?

ornate locust
#

like I guess it has a portrait and sprite in it, but that's not really...

lucid iron
#

races - new always sends me

#

then i remember this is the Skyrim Website

ornate locust
#

Yeah that's clearly not for this game at all

hallow prism
#

you can create your own tag

lucid iron
#

ig it has uses in bald gate and the like too ofc

uncut viper
#

many RPGs have the concept of races

lucid iron
#

stardew's new character tag is just the category i feel

ornate locust
#

Yeah I guess

ornate locust
#

Been working on it over a year, and it's finally Happening

fierce vault
#

I think I'd be nervous too, when the time comes

#

I couldn't stop myself from working on my mod page months in advance though SDVkrobusgiggle

ornate locust
#

I've released mods before, but this one just had so much more to it

#

Oh, I did. You just made me go "OH DID I TAG IT?"

#

(I did)

fierce vault
#

On the topic of pages, I love encountering really thoughtfully designed ones. It can be like an art project. I'm also glad I tried writing out portions of my page months ago, because looking at it again, I can see everything I hate about my writing, and start over.

#

It's awful, but I'm glad I can see that now

wraith bay
#

for anyone who needs to know this in the future: emdashes do work when used in default.json ❤️

stray hemlock
wraith bay
stray hemlock
#

Good to know, thank you.

raw basin
#

@whole raptor I'm afraid I've concluded that adding the new option to the GMCM menu isn't possible. Your mod is either structured in such a complicated way that I can't adapt a solution, or I just can't find a clean and concise way to do it. After exhausting my own ideas on the matter, I consulted an artificial intelligence (I admit, it's a bit shameful), yet even after over 23 trials, the AI determined that the task is either currently infeasible or that our conceptual approach is flawed. This suggests the issue may be a code syntax within the Romanceable Rasmodia mod, potentially isolating or overriding all attempted patches coming from a separate mod. It seems the only person capable of making this possible would be you, as it is your own code and you can do whatever you please with it.

One of the options suggested by the artificial intelligence is to use your code directly, which I specify, I WILL NOT DO WITHOUT YOUR CONSENT, especially when you specifically said no.

The other option is to create a texture replacement, that is, download a .zip file that has the same path as one of the textures in your mod and replace it. This is also something I do not want to do, as I have principles and I will not do something that infringes on anyone's intellectual property rights. Only you can do it, so if at some point you wish to update and if it is to your own liking to add the textures I created or not, let me know, so I can give you those sprites. If you don't want to, I can't say anything to you, since I am not the owner, and I emphasize, ONLY YOU have the right to do whatever you want with your mod. I apologize for writing so much XD. Thank you for letting me try with the tokens, have a very nice day SDVpufferheart

whole raptor
#

What exactly are you trying to do..? You can't add something to Rasmodia itself, but you can easily make a mod that requires Rasmodia and adds on to it using it's own content

raw basin
#

I wanted add a custom portrait as a custom option, allowing enable it like the base mod of yours but nothing works XD

whole raptor
#

Well... you can't add a custom portrait option to the options existing in the mod, but you can make a separate mod that will change the portraits for Rasmodia (if I'm understanding correctly what you mean by custom portrait)

stray hemlock
#

That would be the recommended way. It's also more friendly to players. I don't expect the option added by a an add-on to a mod to be under the entry of the original mod.

exotic token
#

why if there are two mods that use the same asset, neither work?

#

shouldnt it be whatever has the higher priority?

whole raptor
#

If 2 mods load the same asset it won't work, if it edits the asset there's no limit

exotic token
#

but why doesnt it work

stray hemlock
whole raptor
#

Excl.. yeah that

lucid iron
#

even in non exclusive case

#

only 1 Load actually mean anything

#

if you had a Load on say blue abigail with priority Low and green abigail with priority High

#

this won't error, but you just get green abigail

exotic token
#

okay this is odd, it suddenly works now

lucid iron
#

not gonna magically mix those 2

stray hemlock
exotic token
#

no

stray hemlock
#

Then I got no idea.

exotic token
#

well yes

#

i went to a new day

#

i didnt remove any mods

raw basin
exotic token
#

can bugs just disappear

stray hemlock
lucid iron
#

tbh if you dont want to mess with the content patcher stuff

#

a replacer mod where you only ship png is ok

stray hemlock
lucid iron
#

normally i wouldn't recommend this but rasmodia is elaborate

raw basin
lucid iron
#

lots of conditional editimages

exotic token
stray hemlock
lucid iron
#

the other thing you should do is to pls trust ppl here when they tell you things instead of resorting to AI Dokkan

stray hemlock
# exotic token 😐

But no, usually they don't just disappear. You can trigger ContentPatcher reloads, but that doesn't happen automatically on a new day.

whole raptor
exotic token
#

weird

stray hemlock
#

In the end you will get a lot of bug reports of people saying "the mod doesn't show up in GMCM; it's broken!!111!".

raw basin
uncut viper
#

you will either have to figure it out or do a replacer mod as mentioned because what you want cannot be done

lucid iron
#

to learn what editimage does

whole raptor
#

You have 2 options:

  1. Just make it a png replacer so you won't have to bother with code
  2. Read up on how editing assets work and how Rasmodia actually does stuff for compatibility (setting Rasmoda as a dependency already makes your edits overwrite the base stuff)
devout otter
#

Yar, making separate mod to separately edit the images would definitely be easier than trying to patch into RR's GMCM to add a config to edit the images.

exotic token
#

how do I go about debugging other mods, is there a good general process?. There seems to be a visual error with alex's sprite.

#

im not getting errors in the smapi log so I have no idea where to go from here

raw basin
obtuse wigeon
#

patch summary asset Characters/Alex can show you which mods touch the sprite (I think thats the right command?)

exotic token
#

thanks!

obtuse wigeon
#

is also could be patch summary asset Characters/Alex_Beach or patch summary asset Characters/Alex_Winter depending on if it's the beach or winter sprite that is having some issues

whole raptor
#

I'm kinda curious if there's a portrait mod for Rasmodia that's code and actually handles all the compatibility stuff in a simple way SDVpufferthinkblob (I'm not counting Dacar's cause that's dark magic SDVpuffersquee )

stray hemlock
# raw basin Ok, I´ll think about it... Thank U so much!!!

People who install your mod usually don't need to enable or disable it in settings, so you can ignore that for now anyway. It's still nice because otherwise you'd have to restart the game to deactivate the mod, but not necessary at all, and only a few mods do that.

#

Or you use a framework... I tend to forget about these.

lucid iron
uncut viper
#

i would like to provide an array of RGB bytes to your custom asset please chu. please construct the texture2d for me lovingly by hand

raw basin
exotic token
#

oh I see

#

this is going to be annoying to fix

stray hemlock
lucid iron
#

if that exists and rasmodia uses that then it'd be possible to reduce the compat problems to just "editimage rasmodia's editimage sources"

#

another and more realistic possibility is DDFC (soon)

lucid iron
#

though im not sure if rasmodia actually loads to new targets that can be distinguished by portrait names

devout otter
#

I keep confusing DDFC with CFDE somehow.

whole raptor
#

Although it'd require all the conditionals to be always loaded.. so not really ideal

devout otter
#

(Earlier I messaged Koda/WitchWeed with "CCDE" and the embarrassment hasn't subsided yet.)

exotic token
#

it was an invisible mod conflict

whole raptor
devout otter
#

Dialogue Display Framework Continued and Canon-Friendly Dialogue Expansion.

whole raptor
#

Oh right.. I should've remembered CFDE, since I literally added compat for that few days ago SDVpuffersquee

uncut viper
#

... does BETAS have the longest acronym?

devout otter
#

That would be RDIT (AED) SDVpuffertriumph

whole raptor
#

I don't think I've ever known what BETAS stands for, but at least I know exactly what it is SDVkrobusgiggle

#

Nvm CMCT is another exception

whole raptor
uncut viper
devout otter
#

But to be serious, I think BETAS is the longest acronym, huh?

uncut viper
#

Button's
Extra
Trigger
Action
Stuff

devout otter
#

Well there's EBAGI to fight for the throne.

uncut viper
#

true! a tie then

#

longest on nexusmods though

stray hemlock
#

... SMAPI?

lucid iron
obtuse wigeon
#

technically SMAPI is part of the three way tie

uncut viper
#

i dont count SMAPI as a mod though

#

or a framework or anythin like that

whole raptor
uncut viper
#

but i concede i didnt specify that stipulation from my mind

whole raptor
stray hemlock
#

I need to make PSPSPS. I know "Pink Serenity's Pretty Super", but I have no idea what to do with the last letters.

uncut viper
#

Portrait Stand-Ins

devout otter
#

Well depends on what exactly you want to make.

uncut viper
#

or just Portrait Set

#

if you count Stand-Ins as SI

stray hemlock
raw basin
#

Now im takin' a break...

stray hemlock
#

I could make a mod where there's a small Clippy at the bottom of the screen saying: "It looks like you're trying to water your crops. Would you like help?"

uncut viper
#

also two acronyms

devout otter
lucid iron
#

i am struggling to think of non sdv 6 letter acronyms tbh

brittle pasture
#

PEMDAS

stray hemlock
lucid iron
#

wow terror

#

truly a fundamental framework mod you got there

uncut viper
#

ROYGBIV

devout otter
#

WYSIWYG

uncut viper
#

chu isnt wizzy wig enough

lucid iron
#

i understand now that my inability to think of these is a self protection mechanism from my brain

brave fable
uncut viper
#

that is now three separate acronyms

devout otter
#

We always have the good old ROFLMAO

uncut viper
#

which is a different sort of incorrectness to the people who supplied two acronyms as a counterpoint /lh

brave fable
#

and yet the name of one single mod

uncut viper
#

did i say "does BETAS have the longest mod name"

brave fable
#

yes

brave fable
uncut viper
#

you have the bot maintenance role and yet you cannot maintain your own eyes SDVpufferpensive many such cases

stray hemlock
lucid iron
brave fable
#

the present left just as soon as it arrived SDVdemetriums

ocean sailBOT
lucid iron
#

im putting red mushrooms in the soup governor

uncut viper
#

if i wanted to be super pedantic id say thats an initialism and not an acronym

brave fable
#

what is a name if not something used to refer to a mod such as i do

uncut viper
#

can you repeat that

brave fable
#

have at thee

stray hemlock
#

My cat is on top of me again and prevents me from working on mods. Truly a CATastrophe.

devout otter
brittle pasture
#

hey it's one of those RIT thing

exotic token
#

in the joja route, where are the npcs from the warehouse cutscene located?

stray hemlock
lucid iron
#

Those guys r cursors right

brave fable
#

yes, near the bottom

exotic token
#

ugh trying to make things compatible sucks

lucid iron
#

Always remember that compat is courtesy

#

Not requirement

exotic token
#

hence why i am doing it myself

#

im having to remove entire chunks if code that make no sense with other mods

twin wadi
#

is there a wiki page for animating in tiled? i feel like i've seen in somewhere and i cant find it SDVpuffercry

royal stump
twin wadi
#

thank you for the help!!

#

yes i think that's what i remember seeing! SBVWow

patent lanceBOT
#

@wanton pebble: this again (150d ago)

twin wadi
#

jumping into tiled after some time is scary all over again SDVpufferpensive

exotic token
#

which im terrible at

brave fable
#

tiled is a warm, layered hug

exotic token
#

or maybe its easier than I think, not sure

wanton pebble
#

oh sweet, that notification is no longer needed so I don't have to kick the can down the road again XD

brave fable
#

it makes me houses and gardens

vernal crest
exotic token
#

I stream my stardew game. If it looks bad, people wont like it

twin wadi
fierce vault
#

My heart! What a cute kitten ❤️

#

Just a thought about something that's still quite far off, but how long can an npc mod title be before it's kind of unwieldy? My mod's WIP title is: blank blank blank NPC - (npc)name.

Would "Parcy's blank blank blank NPC - (npc)name" be too much? Is the first one even a bit much with 3 words + the "NPC" before the name? I'm just in a mod page editing mood right now 😅

lucid iron
#

Are you gonna make a series out of that

#

The problem with Parcy's is that I might think that's the npc's name

#

Or that there would be a "Parcy" in the mod

fierce vault
#

Oh, did not think of that...

#

Idk, I might be able to add a parcy in the mod though 😆

lucid iron
#

As long as you got "Custom NPC" and "charactername" i think it's fine

tiny zealot
#

putting "<your name>'s" in a mod title only works for me if it's a valid descriptor of the mod. otherwise i just find it a bit crass, if i'm honest

fierce vault
#

That's fair

tiny zealot
#

e.g. "elle's town buildings" is fine because it's elle's version of the town buildings

fierce vault
#

I think it might just make more sense for portaits and visual stuff

#

Yeah, like Elle's

#

Is the first title without the name still kind of long? Without giving it away, I think it might be fine because it's descriptive.

#

Yeah, I think it should be fine like that.

tiny zealot
#

i'm not sure you can really make a mod name too long, truthfully. like chu said, the most important thing is to have the important keywords in there so people can find it with nexus's search

fierce vault
#

Right

#

Mod pages are kind of fun!

#

I like browsing and seeing what everyone comes up with

#

I haven't attempted adding in pictures to either of mine though

#

need to learn more about utilizing BBcode still

twin wadi
#

i forgot, do dynamic tokens need {{ModId}}?

uncut viper
#

no

twin wadi
#

thank you making sure!

#

how often do dynamic tokens update by default?

lucid iron
#

It's "as needed"

#

If you use a dt in a patch that updates on location change it will get rechecked when you change location

merry rampart
#

Is it possible for a spouse to visit their spouse patio on a day other than Saturday? My NPC has a sat marriage schedule and as a result never visits her patio. I don't want to change the schedule day either

uncut viper
#

dynamic tokens are just regular tokens that you control the value of

#

they work the same otherwise

merry rampart
#

well i might as well just not give her a patio....

twin wadi
#

sorry if this doesnt make much sense but -
since im spawning teddy the NPC after viewing the wetfood event, and that's updated on dayending and save load, while my map patch for teddy's area is OnLocationChange, and im not sure how to make sure the map patch updates only when teddy can also be spawned in. i'd love for teddy to be able to be spawned immediately after viewing the event but i'm not sure if that's even possible

uncut viper
#

teddy cannot be spawned in immediately after viewing the event unless he was just invisible beforehand and not actually locked bhind an UnlockConditions

#

have a mail flag that is sent on daystarted when hes unlocked and use that to control the map patch

twin wadi
#

ohhh thank you so much!!

elfin kindle
#

Quick check, is there any obvious reasons setting up a i18n set-up would make an NPC suddenly un-interactable with? Last time this happened it was an issue with the gift taste and/or disposition file but i can't figure it out ^^" I'll share my stuff if needed ofc but i thought maybe there was something common newbies do that mess with it-

tiny zealot
#

i18n on its own won't do that, but if you missed one of the required parts during your conversion, that would do it

#

as implemented by content patcher, i18n is just a text storage and retrieval system, and the game does not ever even "see" it

uncut viper
#

☝️ if you did everything right then theres zero possible way for the game or any other mod that isnt content patcher to know you used i18n tokens at all

#

(unless another mod reads your json directly or reflects etc etc dont worry about it)

tiny zealot
#

truly, we are all powerless against mod crimes

elfin kindle
#

Right right, I figure I've probs missed something... I've set up the i18n folder with the default.json file, and then set up the stuff there with the "i18n-key":"content", and the dialogue has its "key":"{{i18n-key}}"
But now when i try to talk to my NPC it's impossible, the icon doesn't even pop up.

uncut viper
#

if the NPC was working before and the only thing you've done since then is convert it to use i18n tokens, then you just need to double check everywhere you've done so for a mistake or mistyped key or removed Include or something, because from the games pov, everything would be the same as it was before

stray hemlock
#

Do the extensions for VSC check stuff like i18n tokens?

elfin kindle
#

I did use a converter but the few tutorials I found also explain it as "simple" as that. And yush, I'll comb through my stuff ^^" But at least I can more safely assume it's a human error on my part lolol

elfin kindle
stray hemlock
elfin kindle
#

Yeah, i'll get it uploaded! Thank you SDVpufferflat

#

It's now when someone points out something totally obvious and I look like a fool SDVitemblobfish /lh

uncut viper
#

you should also upload the default.json

wicked island
#

Good evening, I have a problem with this Love of Cooking mod, it tells me I need to update smapi but I already have it updated

#

pls

stray hemlock
elfin kindle
#

I- Hm i think I did a funky once when i got confused in the converter

tiny zealot
ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

tiny zealot
#

anyway it's likely that you downloaded but did not actually install the smapi update

wicked island
stray hemlock
elfin kindle
#

Oh my lord, thats so silly-

uncut viper
#

was there nothing in your log to indicate anything about that token being an issue?

#

also, while unrelated, AcceptGift_(O)-80 is not a thing that is going to work

elfin kindle
elfin kindle
#

I'll just manually add the flowers then when i have the energy :P

uncut viper
#

you can do it by context tag, or gift taste and tag, or just taste. you just cant do it by category

elfin kindle
#

Thank ya'll for once again with combing through stuff-

uncut viper
#

(and ID obviously but you've got those)

stray hemlock
elfin kindle
#

Ooooh, big brain stuff I see, I will certainly keep that knowledge in my back pocket for the future SDVpuffersmart

stray hemlock
elfin kindle
#

Thank you! SDVpufferheart I've had two people wanting to translate the mod and one person who mentioned getting the i18n set up so i wanted to be nice and do so early ^^

stray hemlock
#

That's nice of you. I really like how the community is working together.

ivory plume
elfin kindle
#

I just fixed it, but thank you for taking the time to reply still! It's very sweet of you! ^^

uncut viper
#

(i know there's book_item but that may not be guaranteed for modded books)

tight rivet
#

it's not totally wrong. It's just ".. why are you doing this.."

soft lance
#

thats the only good point i can give this guide

obtuse wigeon
#

Ahh I thought the images look familiar

soft lance
#

Sure, 512 megabytes is fine, a gigabyte maybe, if this is a small compression ratio

tight rivet
#

yeah

#

pretty sure he's download farming at this point

soft lance
#

However, seems unefficent, unless you actually ran out of ram. If you ran out of ram for Windows, increase pagefile, if its on linux, you got a better option to install zram and do a 1:2 compression rate for 1gb out of ur 4gb ram lets say, or 4gb out of ur 16gb ram

obtuse wigeon
#

free advertising for speedy solutions and profiler

soft lance
#

or even 1:3 if ur cpu is a beast and want to turn ur 12gb into 36gb...however an i9 or strong ryzen is needed for that

#

anyways

obtuse wigeon
#

I thought my 16gb swap file was a bit over kill, 20 is just excessive, especially for stardew

tight rivet
#

speedy solutions is a good thing to plug

#

profiler is a bit more technical

soft lance
#

huge

#

also tho is this zram or zswap

#

id say calling it zram is a bit better since swap is usually disc

#

disk*

obtuse wigeon
#

16gb is still smaller than the 20gb they're suggesting in the images XD

soft lance
#

zswap is great...if ur using a nvme 4.0 or nvme 5.0

soft lance
#

my main pc is an i9 14th gen, however it will likely be struggling with a 1:3 compression ratio

#

meaning ur 24/7 running compressed ram (fun!!!!)

#

if i had 16gb and i was casually gaming, id recommend 6gb be put into zram at a 1:2 compression rate, if u got a decent cpu (i5, or similar that is older than the 11th gen), then Id recommend 4gb into zram

intel pentiums to old cpus...id recommend 3-4gb into zram at a 1:1.5 ratio

#

for intel pentium its just not even worth it

#

better to do disk swap then zram in that scenario

quaint anchor
#

Are there any mods that just have like.. a lot more stuff more fish, crops, tools, err upgrading levels (copper, iron, gold etc) and stuff like that?

vernal crest
quaint anchor
vernal crest
#

There are lots of mods that add more content to the game, this just isn't the channel to get recs for them ^_^

exotic token
#

how do you add new expressions to an npc

urban patrol
#

vanilla or custom

exotic token
#

in terms of expressions?

#

vanilla emotions

urban patrol
#

no, the NPC

exotic token
#

a custom one

urban patrol
#

simply extend your png downwards in multiples of 64x64 pixels and add them at the bottom

#

you call them by their index ($12 for example)

brave fable
#

is it possible to alias console commands? it's a little tiring having to write out patch reload my.mod.id.cp after each launch

latent mauve
#

If you're not closing the game and are just going to title to patch reload, you can use the up and down arrow keys to jump to your previous/next typed command.

wheat sky
#

Okay so like im genuinly just brute forcing my way through making an npc and the only part im seemingly struggling with is where they spawn

brave fable
#

unfortunately does not satisfy 'after each launch'

latent mauve
#

Yes, but I do not know the particulars for why you need to relaunch entirely

#

So I offered the alternative of not doing that in case it is not strictly needed

latent mauve
gentle rose
brave fable
#

really i was just hoping for macros of some sort

gentle rose
#

macros like C macros? ew scary

brave fable
#

macros like typing 'ppp' into the console and having it read 'patch reload my.mod.id.cp'

gentle rose
#

oh

brave fable
#

or even a luxurious 'debug season spring; debug money; debug warp my.mod.id.location'

gentle rose
#

I think the aliases like ppp for print player position are just manual in vanilla SDVpufferthinkblob

#

oh I forgot those were a thing

brave fable
#

they are, i usually have some shorthand console command aliases for my own, but cp is not my own

gentle rose
#

the command for running a macro is nearly as long as just typing patch reload SDVpufferwaaah

brave fable
#

butts

gentle rose
#

and doesn't work with mod provided commands SDVpufferwaaah

#

butts²

vernal crest
#

Hasn't someone on Linux written themselves something to do commands for them because Linux doesn't do the arrow key thing? I want to say ichor...

obtuse wigeon
#

There is always autohotkey on windows where you assign a hotkey and it types it for you

brave fable
#

ichor is right here wdym

vernal crest
#

The dad guy

obtuse wigeon
#

Also the arrows do work on Linux? Is that a certain terminal that smapi tries to use that doesn't support that I guess? (Assuming xterm as that's the first terminal it tries to use)

gentle rose
#

that does sound like xterm bullshit

obtuse wigeon
#

It really does, I changed the smapi launch script to use my terminal first BC wow the text is also so so hard to read regardless of which option I set on instal XD

vernal crest
#

I'm pretty sure he doesn't use xterm and also pretty sure he doesn't have the ability to select previously run console commands but I cannot find our first discussion about it no matter what I search for, so I'm no use

obtuse wigeon
#

With the amount of different terminals smapi tries to use, it wouldn't suprise me if one does have that quirk, I think I have 3 different ones installed because they each have weird quirks XD

obtuse wigeon
#

does ILSpy have a linux alternative or linux version by chance? I don't see a linux specific version

#

nvm should've looked at the bot command

tight rivet
gentle rose
#

avalonia ilspy is what I used

obtuse wigeon
#

I did jsut use avalonia ilspy, however I shall checkout the vsc one given I like having everythng in one place, ty!

exotic token
#

im curious, is there a way to replace an npc's sprite with another version after a certain date?

#

would that also be mail flags?

gray bear
#

can just use a when condition

tight rivet
#

avalonia ilspy is also dead

vernal crest
#

Or use Appearance with a GSQ to check for the date

gray bear
#

depends on how exactly you do it. either way no mail flag needed

#

well gsq's are tech mail flags arent they

vernal crest
#

No, they are queries about the game state, which is indicated by various different methods. If you're using PLAYER_HAS_MAIL then you are using a GSQ that is checking for the presence of a mail flag. But if you're using DAY_OF_WEEK then you are, in fact, checking what day of the week it is.

gentle rose
tight rivet
#

Probably not, but I try to recommend stuff that may be maintained a bit longer

gentle rose
#

yeah, I guess I just don't like using IDE decompilers haha

woeful lintel
obtuse wigeon
#

okay you have some unfamiliar flavour of linux to me, bc that works fine XD

brave fable
#

interesting tile index SDVpufferthinkblob

merry river
#

is it possible to set another mod's config option as condition? in that case, I want Free Love's RoommateRomance set to true. Or do I have to grab a token via CMCT?

drowsy pewter
#

youd need cmct

#

generally

obtuse wigeon
#

unless it's a C# mod and exposes it, CMCT is needed

merry river
#

Free Love is a C# mod but I wouldn't know where to find the token

obtuse wigeon
#

I'm just having a look to see if I can find if it does or not, con't promise I will find anything though bahah

merry river
#

thanks!!SDVpufferheart

obtuse wigeon
#

Looks like the only token it registers is the spouses names, CMCT may be the path you have to take

merry river
#

syntax-wise, do I write it like this:
{{Spiderbuttons.CMCT/Config:aedenthorn.FreeLove, RoommateRomance}}: true ?

#

with " before and after the brackets

vernal crest
#

No curly brackets needed

#

Or rather, it won't work with the curly brackets

merry river
#

and both the mod and CMCT need to be hard requirements iirc, right?

vernal crest
#

Ah

obtuse wigeon
#

I'm not sure freelove HAS to be a hard requiremnt, I think it can be a soft one? your mod just has to load after it, I'm not 100% certain though

vernal crest
#

You can't do a HasMod check and a CMCT check in the same condition

obtuse wigeon
#

as for CMCT, yes that does need to be a hard requirement to my knowledge

vernal crest
#

(CMCT doesn't have to be a hard requirement if you put it in an Include gated by a CMCT hasmod check)

obtuse wigeon
#

(ahh gotcha thank you aba)

merry river
#

wait do I even need a hasmod check if i need the mod's config for my include to work

vernal crest
#

If your mod can be run without Free Love, then you will need the HasMod check to gate an Include which the CMCT config check will be inside. The CMCT config check will return an error if it tries to run and Free Love isn't installed.

merry river
vernal crest
merry river
#

Oh! I would have done it correctly then, I think! let me see