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AlphaMeece

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AlphaMeece

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  1. LozBoi12345
    LozBoi12345
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    Mine just straight up doesn't work and i have no idea why. hEpl
    1. AlphaMeece
      AlphaMeece
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      Would you be able to send me a SMAPI log link: https://smapi.io/log? Alternatively you could give me a list of mods you have running, anything that changes Gus's dialogue can and probably will break the mod.
  2. loong0it
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    [game] An error occurred in the base update loop: Newtonsoft.Json.JsonSerializationException: Self referencing loop detected with type 'StardewValley.DialogueLine'. Path 'DialogueHistory[1].Item2.Dialogues[1].SideEffects.Target.CS$<>8___locals1.<>4__this.dialogues'at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CheckForCircularReference(JsonWriter writer, Object value, JsonProperty property, JsonContract contract, JsonContainerContract containerContract, JsonProperty containerProperty)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeList(JsonWriter writer, IEnumerable values, JsonArrayContract contract, JsonProperty member, JsonContainerContract collectionContract, JsonProperty containerProperty)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject(JsonWriter writer, Object value, JsonObjectContract contract, JsonProperty member, JsonContainerContract collectionContract, JsonProperty containerProperty)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject(JsonWriter writer, Object value, JsonObjectContract contract, JsonProperty member, JsonContainerContract collectionContract, JsonProperty containerProperty)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject(JsonWriter writer, Object value, JsonObjectContract contract, JsonProperty member, JsonContainerContract collectionContract, JsonProperty containerProperty)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject(JsonWriter writer, Object value, JsonObjectContract contract, JsonProperty member, JsonContainerContract collectionContract, JsonProperty containerProperty)
    Is it incompatible with ValleyTalk or so?
    1. AlphaMeece
      AlphaMeece
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      It most definitely is, and unfortunately due to the way that ValleyTalk modifies dialogue there isn't really anything I would be able to do to add compatibility. If it used content patcher to change dialogue then it would've been possible, but due to its AI nature there is quite a bit of C# witchcraft going on behind the scenes.
    2. loong0it
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      It's a pity ,if it can be compatible with Talk.They can reduce many boundaries between reality and virtuality.
  3. DragonSquirrel
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    Not sure why, but I cannot get this to work. Smapi does not show any errors for it. And I don't think I have anything that alters Gus's dialogue. 
    Edit: LIES! I do have something that edits his dialogue. I'm guessing that is why it doesn't work? I have MissCoriel's Unique Dialogue.

    Update: Randomly started working. No clue why, but I am so HAPPY!!!
    1. AlphaMeece
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      That is maybe correct? If you are referring to MissCoriel's Unique Courtship Response 5 then I can confirm it isn't the issue, as I just tried with a fresh install of that mod, it's core mod, and This Round's On Me and it worked no problem. It is possible that there is another mod that I missed of the same name(I looked, but it wouldn't be the first time I missed something right in front of me).

      If you could let me know what Gus says when you talk to him in the saloon(talking directly to him during business hours, not from across the counter) then that would help me identify if he's using vanilla dialogue or if there's another mod behind the scenes messing with his dialogue.
    2. DragonSquirrel
      DragonSquirrel
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      Yes, that one is correct. It appears to be general conversation, but it varies each day. I will try to get a snip of it. It could be Maggs mod...it makes a lot of changes to dialogue and I'm pretty sure Gus is included in that. I bet that's it. Didn't even think about it because it is specifically geared towards Sebastian. Maggs Immersive Sebastian Romance Dialogue and Events (x)Spicy or Sweet 1.6 at Stardew Valley Nexus - Mods and community
    3. AlphaMeece
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      Doesn't seem to change Gus's saloon dialogue unfortunately(or maybe fortunately?). Another thing that could potentially cause issues are any mods that modify the saloon, like an extended saloon for example. If a mod changes the name of the Saloon(in the code not the game) then it is incompatible, but very easy to add compatibility for, additionally it wouldn't remove Gus's dialogue options, it would just error out in the console saying "Player not in Saloon".
    4. DragonSquirrel
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      I don't have that mod. The only things I have for the saloon change textures and I don't think those would qualify? Oh well...I still think it's a great idea even if I can't get it to work right now.
  4. ErraticPixel
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    I think there's a scene missing. I went to talk to Gus directly and got the usual conversation. When I talked to him again, the dialogue box showed me the option to buy a round of beers. After choosing it, the amount was deducted, but nothing significant happened in-game. Maybe there was a fade-to-black, but I couldn't tell.
    Did the scene happen? Did I get the friendship reward? I feel like something should happen to make it clearer. Here are some suggestions:

    • Dialogue and Reaction:
      After selecting "Yes," Gus smiles warmly and says, "Cheers! Enjoy your drinks, everyone!"
      Game Message: A pop-up could narrate the action, e.g., "You bought a round of drinks for everyone in the tavern! The room fills with cheers and laughter."
      Optionally, this message could adapt to the number of people present, such as "The three people in the room toast to your generosity!" or "The crowd erupts with cheers, thanking you for the drinks!"

    • Player Animation:
      After buying the round, your character could perform a brief animation (e.g., raising a mug of beer), and the room could show a temporary toast animation or sound effect.

    • Ambient Dialogue or Reaction:
      Each NPC in the room could display a one-line reaction like: "Wow, thanks for the drink!" or "You're too kind!" to make the reward feel tangible.

    • Tavern Music and Atmosphere:
      Trigger upbeat tavern music or an ambient sound effect, like clinking glasses and chatter, to show the celebratory mood.

    • Fade-to-Black Scene:
      Add a short fade-to-black transition after Gus says "Cheers," followed by a quick scene of everyone holding up their drinks with a collective "Cheers!" sound.

    1. AlphaMeece
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      Dialogue modding terrifies me and what I've got at the moment is already one of the worst things I've ever laid my eyes upon(all on one line since there's no other option):
      $query PLAYER_HAS_CONVERSATION_TOPIC Current AlphaMeece.ThisRoundsOnMe-BoughtARound#{{i18n:NormalSaloon}}|$y '{{i18n:NormalSaloon}}_{{i18n:BuyARound}} ({{AlphaMeece.ThisRoundsOnMe/Price}})_{{i18n:BuyARoundResponse}}*$action AlphaMeece.ThisRoundsOnMe-BuyARound {{AlphaMeece.ThisRoundsOnMe/FriendshipGain}} _{{i18n:DontBuyARound}}_{{i18n:DontBuyARoundResponse}}'^ This is also the reason adding compatibility with any mod that changes Gus's dialogue is a no go ^

      So I elected to go with the simple solution of making every NPC show a smiley face briefly after buying a round.

      Thank you for the suggestions, this mod was pretty quickly thrown together at the recommendation of a friend so I didn't even think about any kind of feedback given to the player aside from their money going down.
  5. PanHun2
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    嗨,我想告诉你我喜欢这个 Mod。它可以很容易地让我结交很多朋友。但是,它不适用于“Part of a Saloon Breakfast”。也许这个原因,我不确定。
    1. AlphaMeece
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      My mod changed Gus's default dialogue lines in the saloon, so any mod that also changes them will be incompatible, in some cases it is solvable(such as immersive saloon just by making my mod take priority). In the case of Part of a saloon breakfast it's more of an overhaul than a change/addition, it doesn't simply change what Gus says, it changes his dialogue based on quests and doesn't even use his default dialogue lines.

      It's possible that there is a convenient way to add compatibility between the two mods, but it is well beyond my skillset, I am more comfortable with the c# aspect of things than with the content patcher and dialogue end.

      As a very rudimentary alternative whenever you launch modded Stardew Valley a console window should open up as well, if you're standing in the saloon you can type into the console: 
      action AlphaMeece.ThisRoundsOnMe-BuyARound 20
      and that will give 20 friendship with everyone in the saloon and deduct money for it.
    2. PanHun2
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      Thank you for your help!!BTW,this is a good mod.
  6. Alexajd500
    Alexajd500
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    I'm really loving the idea of this mod. Unfortunatly I'm guessing there is a conflict with Tiakall's "Immersive Saloon" mod. No matter where I talk to Gus from, the dialoge and option to buy a round does not show up. Does there happen to be a way to get both mods to work together?
    1. AlphaMeece
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      I should be able to add compatibility relatively easily as long as they didn't change Gus's dialogue and it was just a Saloon change
    2. Alexajd500
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      That would be awesome if you could. I tried looking into it myself, but had no idea what I was doing. lol
    3. AlphaMeece
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      I added compatibility, but since Immersive Saloon changes Gus's dialogue the best I could do was un-randomize Gus's dialogue. All other NPCs are unchanged, but Gus is effectively reverted to vanilla. All I did was add Immersive Saloon as an optional requirement, meaning my mod is guaranteed to load afterwards, and thus my changes will get pushed with priority.
    4. Alexajd500
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      Can confirm it's working now. Thank you very much.
  7. RavenBlackwood
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    Clarification please, how does this affect buying items from Gus in general. For example if I want to buy a salad or spaghetti from him(for gifts and the like), will there be an option to buy things as normal, or only the option to buy a round for those present?
    1. AlphaMeece
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      It doesn't affect it at all. In order to buy something from the Saloon you have to speak to Gus from the other side of the counter or interact with his cash register. To use the mod you have to speak to Gus directly(walk to his side of the counter and talk), otherwise he has no dialogue. My mod didn't add any dialogue, it just modified his default saloon dialogue.
    2. RavenBlackwood
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      Perfect, thank you very much for the reply and also thank you for a useful and interesting mod.
  8. Denadora
    Denadora
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    aw! such a cute idea!!!
    1. AlphaMeece
      AlphaMeece
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      I agree though I can't take credit for the idea, this mod was a request from a friend and I made the terrible mistake of saying, "Sounds easy enough". 6 hours of learning how dialogue works and dealing with base game bugs later I managed to cobble this together.
    2. Denadora
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      oohh xDD I see! Well it's still very nice of you
  9. bekahchu
    bekahchu
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    Does this work with modded NPCs if they are in the saloon at the time?
    1. AlphaMeece
      AlphaMeece
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      I believe it should? I'm unsure how modded NPC's are handled but I just grab all of the NPC's present through a built-in variable(Game1.player.currentLocation.characters). As long as modded NPC locations are tracked the same way as vanilla it should be fine.
  10. Barricaded
    Barricaded
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    Just read the mod's description. There's gonna be a 1.6.9? Will mods from 1.6 still be compatible if this 1.6.9 comes about?
    1. AlphaMeece
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      I believe most mods should be fine, I was at least able to test Skill Rings while I was at it and can confirm that it still works. I don't think there are a ton of changes to code, just fixes and code improvements. Don't quote me on this though, I am by far no expert.