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| ===Data/EngagementDialogue.xnb=== | | ===Data/EngagementDialogue.xnb=== |
| Similar to the rain dialogue, this file contains entries in the form of <samp>{{t|NPC}}0</samp> and <samp>{{t|NPC}}1</samp>, which are used when you are engaged but not yet married to an NPC, or, in the case of a roommate, when they have been invited but have not yet moved in. | | Similar to the rain dialogue, this file contains entries in the form of <samp>{{t|NPC}}0</samp> and <samp>{{t|NPC}}1</samp>, which are used when you are engaged but not yet married to an NPC, or, in the case of a roommate, when they have been invited but have not yet moved in. |
| + | |
| + | ===Event files=== |
| + | <samp>Data\Events\*.xnb</samp> contains event scripts, including any dialogue in the event (see [[Modding:Event data]]). |
| + | |
| + | ===Animation descriptions=== |
| + | <samp>Data\animationDescriptions.xnb</samp> contains short bits of dialogue to go with certain schedule points. |
| | | |
| ==Strings directory== | | ==Strings directory== |
− | ===Fallback=== | + | ===Strings\StringsFromCSFiles.xnb=== |
− | In most situations, if the game is unable to find a string for an NPC to say, it will default to <samp>NPC.cs.4061</samp> in <samp>Strings\StringsFromCSFiles.xnb</samp>. (English version: "Hi.") | + | Contains miscellaneous strings, such as dialogue that's shared between multiple characters, dialogue for some hardcoded events like marriage, etc. |
| + | |
| + | The file has entries in the form <samp>"<key>": "dialogue string"</samp>, where the key is an arbitrary unique identifier. These must exactly match the key expected by the game, but the keys are just unique identifiers — even though most keys look like <samp>{{t|file name}}.{{t|line number}}</samp>, that's just the convention originally used to assign IDs and it has no meaning or effect (nor does it even necessarily match the current file name or line number). |
| + | |
| + | In most situations, if the game is unable to find a string for an NPC to say, it will default to <samp>NPC.cs.4061</samp>. (English version: "Hi.") |
| | | |
| ===Speech bubbles=== | | ===Speech bubbles=== |
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| |} | | |} |
| | | |
− | ===Event files===
| + | ==NPC-specific generic dialogue== |
− | <samp>Data\Events\*.xnb</samp> contains event scripts, including any dialogue in the event (see [[Modding:Event data]]).
| |
− | | |
− | ===Animation descriptions===
| |
− | <samp>Data\animationDescriptions.xnb</samp> contains short bits of dialogue to go with certain schedule points.
| |
− | | |
− | ===Strings from CS files===
| |
− | <samp>Strings\StringsFromCSFiles.xnb</samp> contains miscellaneous translations. That includes NPC dialogue defined in the code, dialogue that's shared between multiple characters, dialogue for some hardcoded events like marriage, etc.
| |
− | | |
− | The file has entries in the form <samp>"<key>": "dialogue string"</samp>, where the key is an arbitrary unique identifier. These must exactly match the key expected by the game, but the keys are just unique identifiers — even though most keys look like <samp>{{t|file name}}.{{t|line number}}</samp>, that's just the convention originally used to assign IDs and it has no meaning or effect (nor does it even necessarily match the current file name or line number).
| |
− | | |
− | ===NPC-specific generic dialogue===
| |
| Many dialogue strings are, in the vanilla Stardew Valley framework, unable to be customized on a per-NPC basis. For example, an NPC's response to being given a [[bouquet]]. A workaround to this problem is possible using {{nexus mod|1915|Content Patcher}} alone, but in modern modding, {{nexus mod|6358|Custom Fixed Dialogue}} is recommended to be used instead. | | Many dialogue strings are, in the vanilla Stardew Valley framework, unable to be customized on a per-NPC basis. For example, an NPC's response to being given a [[bouquet]]. A workaround to this problem is possible using {{nexus mod|1915|Content Patcher}} alone, but in modern modding, {{nexus mod|6358|Custom Fixed Dialogue}} is recommended to be used instead. |
| | | |