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144 bytes removed ,  17:12, 2 June 2022
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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.
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===Event files===
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<samp>Data\Events\*.xnb</samp> contains event scripts, including any dialogue in the event (see [[Modding:Event data]]).
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===Animation descriptions===
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<samp>Data\animationDescriptions.xnb</samp> contains short bits of dialogue to go with certain schedule points.
    
==Strings directory==
 
==Strings directory==
===Fallback===
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===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.")
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Contains miscellaneous strings, such as dialogue that's shared between multiple characters, dialogue for some hardcoded events like marriage, etc.
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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 &mdash; 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).
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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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|}
 
|}
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===Event files===
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==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 &mdash; 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.
  
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