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The zip file includes the .xnb file and the .yaml file, as well as the original .xnb file in case it needs to be restored.
**About**
This mod expands Elliott�s by over 130 lines.
All vanilla dialogue is included, although some of it has been moved around.
Additions have been made to some of the vanilla conversation, so if you continue to click, Elliott continues to talk.
I tried to keep all dialogue in tune with Elliott�s personality and background, as described in the game.
Seasonal individual day dialogue is included, with the lines varying from 1 to 4 years, so that it doesn't repeat exactly each time.
The first year is more generic, with warmer/interested lines in the 2nd and 3rd year. The 4th year is friendly.
I figured if you hadn't married him by the fourth year, you had likely married someone else.
The seasonal dialogue usually refers to festivals, birthdays, or the changing of seasons.
Elliott will refer to/make comments about:
knowing the sea from a young age
playing the piano
having Willy and Leah as friends.
Three new questions have been added.
Every now and then he will give a gift� though it�s usually just a cup of coffee on some of the winter days!
There are a few lines of dialogue if Leah is married to the player.
The dialogue is always SFW. Elliott is a romantic, so some of the lines are flowery.
There may be a couple lines before 8 hearts that some consider flirtatious and/or showing a romantic interest in the farmer.
However, it is not until 8 hearts that the dialogue truly points to him falling for the farmer, and wishing their friendship to become more.
At 10 hearts a lot of the dialogue is on the more romantic/flirtatious side and mentions being in love.
(natural if the relationship was leading up to marriage)
Things mentioned in the vanilla game I tried to touch on:
the sea
the piano
his vanity
his hair
his rugged physique (mentioned in the vanilla marriage dialogue)
not wanting to live his life as a hermit
people in his old life not believing in him
fishing/ice-fishing
his happiness that the farmer believes in his writing
**To Use**
Insert the.xnb file into your Content - Characters - Dialogue folder, and let it overwrite the �Elliott.xnb� file.
Always backup the original first! (Although, just in case I have included an original copy).
The .yaml file is included if would like to read the dialogue in notepad++ (or another program) before using it.
**Notes**
There are two versions of the expanded dialogue.
The first version is made to be compatible with the �Doki Doki Dialogue - Elliott� mod.***Recommended Version***Use with Doki Doki***
The second version is a full version, if you don't want to use any other mods.It has all the even number days filled.
There are no new lines in this version, but two lines have been changed from a 9 heart to 10 heart, giving them a better chance at working.
To fill the other spaces that would be taken by Doki Doki, a few of the lines have been repeated, giving a greater chance to hear them.
**Full Version (not compatible with other dialogue mods unless you edit out some of the dialogue)**
This version fills the 20 even heart number days that had been used by the recommended Doki Doki dialogue.
All even number days have dialogue (example of even days: summer_Mon, summer_Mon2, summer_Mon4, summer_Mon6, summer_Mon8, summer_Mon10)
18 spots repeat some of the lines, so you have a greater chance at hearing it.
For example, the line from spring_Mon10 is the same as fall_Tue10.
So if you don't hit 10 hearts until fall, you'll still hear the dialogue if you're trying to marry by Winter.
There are only two �new� lines of dialogue � and these are only "new" in that they are moved from a 9 heart to 10 heart day, so they work better.
(The two "new" lines are included in the Doki Doki compatible version on summer_Mon9 and fall_Sat9 if you are looking for them)
No odd number heart days have been used in the Full Version, since I was having trouble getting them to play.
Also, no plain days have been used (Sun, Mon6, Fri2, etc.), since labeled days seemed to override plain days.
**Doki Doki Compatible Version**
The days used by Doki Doki have been left available.
Doki Doki adds 7 lines that repeat throughout the seasons, and 2 unique lines per season (8 seasonal lines) for a total of 15 new lines.
I recommend using this mod with mine, I use it myself personally.
In my Doki Doki version, I've added two lines at 9 hearts (summer_Mon9 and fall_Sat9) that are on 10 heart days in the full version.
Please see the notes below on odd number days -- they didn't work reliably on my game, and there are notes on what to change, if you wish.
No plain days have been used in my mod (Sun, Mon6, Fri2, etc).
In testing I found that season labeled days would override the plain days.
That might not always be true, but that�s why I used all �spring_� days in my mod
I recommend changing any plain days to have �spring_� before them in the Doki Doki mod before using it with mine.
The lines left open in the Doki Doki compatible version:
spring_Wed6:
summer_Wed6:
winter_Wed6:
spring_Tue7:
summer_Tue7:
fall_Tue7:
winter_Tue7:
spring_Sun8:
summer_Sun8:
fall_Sun8:
winter_Sun8:
spring_Fri9:
fall_Fri9:
winter_Fri9:
spring_Sat10:
summer_Sat10:
winter_Sat10:
summer_Thu10:
fall_Thu10:
winter_Thu10:
spring_Mon10:
summer_Mon10:
fall_Mon10:
spring_Tue4:
spring_Thu7:
summer_Fri7:
summer_Sun9:
fall_Wed6:
fall_Sat8:
winter_Sat8:
winter_Mon9:
**How To Use My Dialogue Mod with the Doki Doki Mod**
To use the two mods together, you will need to open both .yaml files in a program like notepad++.
Then copy the new lines from Doki Doki found at the bottom (don�t copy the vanilla dialogue with it!)
Insert those copied lines at the end of this dialogue. It should expand it from ending on line 264 (a winter/Leah line) to ending on line 295.
While you have it open, I would add a �spring_� to all the plain days.
So �Wed6� would become �spring_Wed6�. This helps make sure the line will fire.
**A note on odd-number heart days**
When testing, I noticed that odd heart number dialogue was hit or miss. Sometimes it would fire, sometimes it wouldn�t.
A lot of the time, it would revert to either the higher or lower even number, skipping the odd.
For instance, it would do Sun6 or Sun8, but skip Sun7.
Because of this, on my own personal version, I�ve tweaked the Doki Doki dialogue slightly.
Example:
There are several Wed6 and several Tue7 in Doki Doki. I switched the summer_Wed6 and the summer_Tue for one another.
Neither were erased, I just switched the day.
The dialogue line that used to be summer_Wed6 now started with summer_Tue7, and what used to start with summer_Tue7 now started with summer_Wed6.
That way they were both kept, but if odd numbers weren�t working, it gave that odd number dialogue a better chance to be heard.
I did this with the six odd numbers.
spring_Fri9=spring_Sun8
summer_Fri7=summer_Sun8
spring_Thu7=spring_Wed6
summer_Sun9=summer_Mon10
winter_Mon9=winter_Sat10
summer_Tue7=summer_Wed6
If you would like, you can also change my two odd-number days (included as _10 in the non-compatible version, but _9 in the Doki Doki version).
I�d suggest summer_Mon9=summer_Sat10 and fall_Sat9=fall_Thu10 (remember to switch, not delete, so it�s still there in case the odd number works!)
**Final Note**
I tried to keep things as gender neutral as possible with the wording. There are only a couple instances where the dialogue is separated.
One that references a he/she, and one that uses handsome/beautiful.
(The he/she is in a "poem" Elliott is reading, and doesn't have to be interpreted as referencing the player)
If you find any typos, mistakes, or have any other comments, please don�t hesitate to let me know!!
Thank you!