Hello everyone! 2.2.0 is out and adds an optional reminder system (suggested by atravita) if you have SpaceCore installed (you'll need version 1.24.0 or later if you have it installed - it is not a requirement for this mod, only for if you want to use the reminder system). If enabled, reminders will be given for:
When a date is first available (in cases where the date is available all day, the reminder will be sent upon the first time you are able to access it without using something like the Key to the Town)
When a date is no longer available, in instances where the date can be missed (Forest/Beach/Grocery/Haley Unique/Alex Unique)
When the Camping and/or Maru dates are available, a modified reminder will show up indicating the date is available and that you should finish your farmwork before heading to the location, as the date will end the day
This update also adds support for the upcoming Free Love alternative mod "Polyamory" by EnderTedi, as well as fixing a few typos.
Thanks to the new SpaceCore triggers, I'm also considering adding an optional set of (generic) date responses (and friendship loss) if you miss a date. I'd prefer opinions on whether this is a good idea or not - regardless of whether it is supported or not it will be optional if it is added, so that people aren't forced to have consequences (even though it might be something you should have if you stand up your spouse!). If there are any other good suggestions, let me know and I'll try and implement them when I can.
I personally think the optional set of responses if you miss a date would be lovely, and would also motivate me to keep track of when dates are so I don't make my spouse sad :p
2.2.1 is now out, which should fix some bugs - mainly the reminder system and camping dates previously reported should be fixed!
As for the two current responses to this pinned post:
Friend/Platonic dates for roommates are definitely something I'd like to look into when I have the spare time, but it's a very large ask and would need a similar system to Platonic Partners and Friendships to pull off, so I'd be restricted to only writing those for vanilla romanceables made roommates and generic roommate dates. If you mean dates with normal NPCs... that's probably beyond the scope of this mod.
I'll look into that for the next content update. I'm not sure when that will be - depending on inspiration/motivation it could be this week or several weeks out, as I'll be adjusting to a new schedule soon for IRL reasons.
I'm working on the French version of it, so I managed to modify the default.JSON file in the "i18n" folder as intended. The first time I just renamed it to "fr.JSON" and was hoping that would work, but it didn't. So I tried replacing the default.JSON with the full translation, but it is still displaying all the sentences in English.
Do I need to modify another file to make it work? Or should I send you the file and you could add it to your current version?
By the way, I'm just getting started with this kind of modification.
You may want to check that the fr.json (which is how you should title the file!) is in the i18n of this mod and - importantly - that the game is set to French. If it's still not working when you try and put the translation in, feel free to upload your SMAPI log and I'll take a look.
From what I can tell from the original Date Night, SUPERT's intention was to make it so that the library date would have a distinct fictional character, so the "La" is added to the name (so that contextually it isn't specifically the player and their date's name (same story, but ending in -reap), but their fictional variants). If you have a similar prefix that works in French (i.e. a common start to a name that then can be combined with a french player's name), feel free to use it!
Ive been playing w this mod in a super modded playthrough and ive been gettting a date request almost every day, im married to sophia from sve. i like the mod but feel bad when i have to say no bc im chipping away at ginger island, any idea on why this is?
It really depends on what you have set for the date chance! The default should be 10%, so it may just be you getting "lucky" in game and rolling the date each day. If you'd like to reduce the chance or eliminate the chance of date entirely, it's an option to reduce the date chance in the config!
Does anyone know if this mod is compatible with any mods that allow us to change the NPCs' names? I have a mod that switches Elliott out with another character, but in the dates, it still refers to him as "Elliott."
It does? It very much shouldn't output Elliott's name if he's a different character - [CharacterName {{Date}}] should properly output the translated name of the NPC. Can you upload your SMAPI log?
For further context, under the hood this mod uses the CharacterName tokenizable string (added baseline in 1.6), which per the docs (and my own testing) outputs: The translated display name for an NPC, given their internal name.
Essentially, if Elliott is the internal name, it grabs the display name - for example, if you replaced Elliott with the character Alan Wake, if properly coded Elliott's display name would be Alan Wake, and then it would be run through translations if needed (for another example, Hat Mouse Lacey's internal name is "HatMouseLacey", but the displayname is "Lacey", so it outputs "Lacey", or whatever the translated name is). What you're describing is that tokenizable string not working when I know it does for other NPCs, so I need the SMAPI log.
I love this mod too. Thanks for making it! And I agree with this suggestion. I want to clean up the hot springs in the mountains and take a couple. I've been looking for a long time, but I'm sad that I can't find such a mod.
I have it installed correctly but i don't know why Sam isn't asking me on a date, I also set the chances to 100 and it still isn't working, I talk to him every morning and he still doesn't ask. Can someone help me fix this please
Can you please upload your SMAPI log (preferably with patch summary full applied)? If the mod is installed and the date chance is set to 100, there is no possible way for the dates to be avoided (I use 100 date chance when debugging!) so the log will be necessary to figure out what's going wrong on your end.
No problem. I'll try to keep it brief so it's not confusing.
A SMAPI log is the backbone of troubleshooting in modding. If you get an error or are trying to troubleshoot, you go to the SMAPI log parser and follow the instructions on the page. Done properly, you'll get something like this link - this will give the list of mods you're using and their configurations. It's best to be in your save file when getting your log, as most tokens will not be ready if you're just on the main menu. If you're having issues obtaining one, you can use something like Log Uploader to automatically output a parsed log by either hitting a key or pressing the Pufferchick button it includes.
Patch summary full is a specific command that you type into the black box that comes up when you mod Stardew (called the SMAPI console). When you do that, it outputs a series of information, including whether particular patches are applied. I request it because it shows me whether particular patches (the dates) are being applied and what the value of the dynamic tokens [changeable values depending on the save being used] are. For example, if the {{Date}} token is broken somehow, I have to figure out how it's broken in order to fix that bug.
Friend and I were trying it out and both our husbands asked us out on a date at the beach location at 10… We go and nothing. Friend went home to find his husband in bed. We both agreed to the date, so idk what went wrong. We were there in time. :-(
Out of curiosity...for those of us using SVE and the respectively compatible Romanceable Rasmodius, is there perchance any feasibility of a custom date for Rasmodius?
Either revisiting the location from his 10-Heart event (Grenville Falls, via SVE [which is completely understandable that it would be rather complex work to do so, and likely requires permissions from SVE's mod authors]), or even just some sort of custom date that would make sense for the Wizard to have with the Farmer (like perhaps just foraging through the woods for mushrooms and other goodies, or exploring Ginger Island for whatever reason [like seeking out a magical artifact that the Wizard may have recently learned about]).
All just suggestions, since I'm curious about trying out this mod, but also really adore the romance storyline with the Wizard that those other two mods made possible.
Short answer: Refer to the FAQ - I'm generally not looking at unique custom dates presently.
Long answer: It's actually not difficult to make an event in a custom location like Grenville Falls, and SVE is generally pretty permissive - in the event I was ever doing a custom date, that would be perfectly feasible! Unfortunately, this does run afoul of what I've stated on adding unique custom dates - it's a bit of a slippery slope, as if I add one for the Wizard, people will request one for Abigail, then Gus, then Shane... and as you've probably already seen, I'm a little bit swamped time-wise (I'm hopefully putting time aside to finish the Island date before year's end!) so it's a bit of a larger ask that probably won't make it in. Apologies!
i remember the original date night mod has the segs with abigail after choosing the beach instead of playing pools with abigail, after she confess how much love to (player) and tell the (player) to continue at (player)"s house. This version doesnt, is it due to censorship??
It still does, but after a discussion below the default was swapped from true to false. You can immediately re-enable it from the config by turning suggestive endings on, so it's definitely not removed, simply allows people who might not want implied physical romance to not immediately be forced to use that on accident.
Hi I love this mod! It adds a lot of immersion into the married aspect of stardew valley. Would you ever consider making a third option for the Suggestive Endings that makes it not happen after every date? Like it will sometimes happen and sometimes not happen, I think that would be really cool. Again thank you for the mod.
That's.... actually a really good idea! I'll try and bookmark this for the next update, which I hope to have out around the holidays if everything goes well.
That would be especially good for users who are asexual or demisexual, as well as those who are biromantic or panromantic but also either heterosexual or homosexual.
Unfortunately, no. The difficulty with what you're requesting is generally that someone:
Would need C# skills to have two farmers in the same event
Text boxes would need to be entirely without portraits because farmers do not have them - even if you did have them from a Farmer Portrait mod, I'm not entirely certain it would work that way
You'd need to have a way for the farmers to both trigger it and a way for the other farmer to receive choice events in the event (unless you simplified it down to something like Post-Wedding Dates' dates, which have no choices with NPCs).
You'd only be able to do generic dates, which might leave a sour taste in people's mouths if you want to roleplay a specific in-game personality - think of it as you might be extremely assertive, but your farmer due to the writing is quite passive, which causes a mismatch.
If someone with the relevant skills was able to make such a mod, it'd probably be appreciated in the community! But it is an extremely difficult proposition and likely won't exist without someone passionate about making a player-player date sequence.
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This update also adds support for the upcoming Free Love alternative mod "Polyamory" by EnderTedi, as well as fixing a few typos.
Thanks to the new SpaceCore triggers, I'm also considering adding an optional set of (generic) date responses (and friendship loss) if you miss a date. I'd prefer opinions on whether this is a good idea or not - regardless of whether it is supported or not it will be optional if it is added, so that people aren't forced to have consequences (even though it might be something you should have if you stand up your spouse!). If there are any other good suggestions, let me know and I'll try and implement them when I can.
As for the two current responses to this pinned post:
I'm working on the French version of it, so I managed to modify the default.JSON file in the "i18n" folder as intended.
The first time I just renamed it to "fr.JSON" and was hoping that would work, but it didn't. So I tried replacing the default.JSON with the full translation, but it is still displaying all the sentences in English.
Do I need to modify another file to make it work? Or should I send you the file and you could add it to your current version?
By the way, I'm just getting started with this kind of modification.
Wishing you a great year ahead!
I have a last question, i those lines : "Detective.18.Male": "'La{{PlayerName}} knew what he had to do.'",
What is the "La" Before the player name? I don't really know how to translate it.
For further context, under the hood this mod uses the CharacterName tokenizable string (added baseline in 1.6), which per the docs (and my own testing) outputs:
The translated display name for an NPC, given their internal name.
Essentially, if Elliott is the internal name, it grabs the display name - for example, if you replaced Elliott with the character Alan Wake, if properly coded Elliott's display name would be Alan Wake, and then it would be run through translations if needed (for another example, Hat Mouse Lacey's internal name is "HatMouseLacey", but the displayname is "Lacey", so it outputs "Lacey", or whatever the translated name is). What you're describing is that tokenizable string not working when I know it does for other NPCs, so I need the SMAPI log.
Second - It would be great to see general Bathhouse dating. This building has too few uses, which is a pity :c
Thanks for making it!
And I agree with this suggestion.
I want to clean up the hot springs in the mountains and take a couple.
I've been looking for a long time, but I'm sad that I can't find such a mod.
A SMAPI log is the backbone of troubleshooting in modding. If you get an error or are trying to troubleshoot, you go to the SMAPI log parser and follow the instructions on the page. Done properly, you'll get something like this link - this will give the list of mods you're using and their configurations. It's best to be in your save file when getting your log, as most tokens will not be ready if you're just on the main menu. If you're having issues obtaining one, you can use something like Log Uploader to automatically output a parsed log by either hitting a key or pressing the Pufferchick button it includes.
Patch summary full is a specific command that you type into the black box that comes up when you mod Stardew (called the SMAPI console). When you do that, it outputs a series of information, including whether particular patches are applied. I request it because it shows me whether particular patches (the dates) are being applied and what the value of the dynamic tokens [changeable values depending on the save being used] are. For example, if the {{Date}} token is broken somehow, I have to figure out how it's broken in order to fix that bug.
If it is 10 AM, please upload your SMAPI logs (preferably with patch summary full applied).
Either revisiting the location from his 10-Heart event (Grenville Falls, via SVE [which is completely understandable that it would be rather complex work to do so, and likely requires permissions from SVE's mod authors]), or even just some sort of custom date that would make sense for the Wizard to have with the Farmer (like perhaps just foraging through the woods for mushrooms and other goodies, or exploring Ginger Island for whatever reason [like seeking out a magical artifact that the Wizard may have recently learned about]).
All just suggestions, since I'm curious about trying out this mod, but also really adore the romance storyline with the Wizard that those other two mods made possible.
Long answer: It's actually not difficult to make an event in a custom location like Grenville Falls, and SVE is generally pretty permissive - in the event I was ever doing a custom date, that would be perfectly feasible! Unfortunately, this does run afoul of what I've stated on adding unique custom dates - it's a bit of a slippery slope, as if I add one for the Wizard, people will request one for Abigail, then Gus, then Shane... and as you've probably already seen, I'm a little bit swamped time-wise (I'm hopefully putting time aside to finish the Island date before year's end!) so it's a bit of a larger ask that probably won't make it in. Apologies!
nvm i got it, i just entered wrong json
If someone with the relevant skills was able to make such a mod, it'd probably be appreciated in the community! But it is an extremely difficult proposition and likely won't exist without someone passionate about making a player-player date sequence.