Please read through the description/documentation before posting any questions. (Your answer is probably already there.) I would be happy to answer any specific questions, but here are some quick answers.
"Is this 1.6 compatible?" -Yes. For the most part, most dialogue mods that edit ONLY dialogue will continue to work since they are not really affected by the update. This mod does have the correct version requirements but since it was being drafted as early as last year, some of the command formats may be out of date with the new update.
"Is this compatible for Stardew Valley Expanded or other mods?" -For SVE, yes. If you're asking this question I'm assuming you've at least already played SVE, but I can say that this mod will work with it. The only thing I'd say would be an issue is the lack of references to new areas/characters, as it was not made with SVE in mind. -For other mods? It depends. If the mod you'd like to use edits the same dialogue strings that mine does, it will end up clashing, with the mod loaded last winning (appearing on screen). So it can work, but your dialogue may become a bit inconsistent between two different mods. If this is your first time modding I recommend adding Canon Friendly Dialogue instead, as it is extremely better developed and includes other character dialogue edits too.
"Can you make this mod for (insert character)?" -I could, but seeing as it would take a lot of time and some effort , it would take a while since I work at my own pace. Shane would be the next character I do in my spare time.
"Don't you already have a Sebastian mod? Why another one?"
Spoiler:
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To be honest I was not happy with the end result of my last attempt. A lot of the writing could have been a little better and I had no experience so the code wasn't that great either. (Not to mention I didn't feel comfortable posting it publicly as it had some suggestive content.) So this is my take at a redo.
May all of your pillows be cold, you find 100 dollars on the floor everytime you go outside, you have luck every second of the day, you have a great wife/husband and life, you always get your way.
Hi I found a line that seems weird and was wondering if it was intentional. For "summer_Fri10" it looks like it's supposed to have options but it just plays everything as normal dialogue.
It slightly expands it but mostly adds to it. I avoided changing too much of his vanilla dialogue (especially the lines from the 1.6 update) so that it stayed as true to character as possible.
Forgive me for the very late reply, but yes it is compatible technically, but no it should not be used together.
Whichever Sebastian mod loads last will show on screen. As they both are extremely similar and are the same mod type, (in the sense that they fill the same empty dialogues), there is really no benefit in using them together. (Only one Sebastian mod would dominate and appear in game).
This mod is really just a better/realistic version of my last one. Mature dialogue is really the only difference in which this mod is completely void of.
I will say, I ran into a lil glitch when he points out how 'youre acting weird', and that you have a surprise. No matter what option you choose the game flickers and loops back to the options.. none of them will progress the dialogue T w T
There is a new update for the mod that contains a workaround for the issue for now. I will continue trying to figure out the direct cause as it might be a mod conflict.
23 comments
(Your answer is probably already there.)
I would be happy to answer any specific questions, but here are some quick answers.
"Is this 1.6 compatible?"
-Yes. For the most part, most dialogue mods that edit ONLY dialogue will continue to work since they are not really affected by the update. This mod does have the correct version requirements but since it was being drafted as early as last year, some of the command formats may be out of date with the new update.
"Is this compatible for Stardew Valley Expanded or other mods?"
-For SVE, yes. If you're asking this question I'm assuming you've at least already played SVE, but I can say that this mod will work with it. The only thing I'd say would be an issue is the lack of references to new areas/characters, as it was not made with SVE in mind.
-For other mods? It depends. If the mod you'd like to use edits the same dialogue strings that mine does, it will end up clashing, with the mod loaded last winning (appearing on screen). So it can work, but your dialogue may become a bit inconsistent between two different mods.
If this is your first time modding I recommend adding Canon Friendly Dialogue instead, as it is extremely better developed and includes other character dialogue edits too.
"Can you make this mod for (insert character)?"
-I could, but seeing as it would take a lot of time and some effort , it would take a while since I work at my own pace.
Shane would be the next character I do in my spare time.
"Don't you already have a Sebastian mod? Why another one?"
update: im an idiot that didnt read the description im sorry
I love your Sebastian mod!He's so cute.
I avoided changing too much of his vanilla dialogue (especially the lines from the 1.6 update) so that it stayed as true to character as possible.
Whichever Sebastian mod loads last will show on screen. As they both are extremely similar and are the same mod type, (in the sense that they fill the same empty dialogues), there is really no benefit in using them together. (Only one Sebastian mod would dominate and appear in game).
This mod is really just a better/realistic version of my last one. Mature dialogue is really the only difference in which this mod is completely void of.
I will say, I ran into a lil glitch when he points out how 'youre acting weird', and that you have a surprise.
No matter what option you choose the game flickers and loops back to the options.. none of them will progress the dialogue T w T
I will continue trying to figure out the direct cause as it might be a mod conflict.