Hey sorry to bother but- which one should be used in which case? Custom Fixed Dialog - Compatibility for mods that still require the old one, while Custom Fixed Dialog - Continued is the new version which they could switch to?
So, I left the "Compatibility" version in because, without any updates beyond bringing their mods up to SDV 1.6/SMAPI 4 spec, mods that depend on Custom Fixed Dialog will "just work" - however, Vortex will throw...shall we say...spooky warnings that don't make a lot of sense.
My hope/desire is to have Mod makers switch to using the new UniqueID, which would then require the use of Custom Fixed Dialog - Continued, however until they've had time to do that, I wanted to give people the ability to hopefully get things working.
Needless to say, this is very tricky. I'd say that, for now, use the Compatibility one until the Mods that require Custom Fixed Dialog update to use the new one.
So, when I got the mod installed, I got a warning that says to use <a href="#Custom_Fixed_Dialogue_-_Continued">Custom Fixed Dialogue - Continued</a> instead Should it still work as it should or would it be best to wait for this to be fixed?
This might be a big no-no, but is it possible to download and keep both versions? I have strings of dialog now broken between half of my NPCs due to updated ID, but others are fine.
Question; do you know what happens for the lines that did get rolled into normal dialogue keys in 1.6? I'm not sure if I can just move those NPC.cs lines to the new dialogue keys, or if this mod will overwrite them with default lines unless I continue to specify them for this mod's format.
Hi I tried to update but Smapi gave me this I dont know what's happening T_T It crashes my game immediately and it won't load my save file. I also tried to update SVE does that matter also?
[Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details: InvalidProgramException: Common Language Runtime detected an invalid program. at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101 [Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details: InvalidProgramException: Common Language Runtime detected an invalid program. at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101 [Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details: InvalidProgramException: Common Language Runtime detected an invalid program. at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101 [Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details: InvalidProgramException: Common Language Runtime detected an invalid program. at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101 [Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details: InvalidProgramException: Common Language Runtime detected an invalid program. at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
You're a lifesaver. I was about to cry and not pick up Stardew for a year. This is the first time I have played with mods and I thought all was lost when it kept crashing.
Hi! This is just an inquiry due to not knowing the full internals, but since it's new in 1.6 - if you have multiple pets, the line used is "MultiplePetBowls_watered" rather than "NPC.cs.4463", which the original CFD allowed you to edit in StringsFromCSFiles. If this doesn't already, could there be added support to edit that line instead (on a per NPC basis, which is why I'm posting on this mod)? I had some pet lines that I used in 1.5.6 that no longer work in 1.6 due to having more than one pet.
ARV npc mia's custom fixed message error help me i use continue ver
[game] Failed parsing dialogue string for NPC Mia (key: Characters\Dialogue\Mia:spring_Mon, text: ). ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') at StardewValley.Dialogue.checkForSpecialDialogueAttributes() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Dialogue.cs:line 1335 at StardewValley.Dialogue..ctor_PatchedBy<datamancer.CustomFixedDialogue>(Dialogue this, NPC speaker, String translationKey, String dialogueText) SMAPI log parser - SMAPI.io
Thanks for updating it, saved me a lot of trouble trying to migrate to CP for a mod I'm maintaining. Just a suggestion here, but if you want people to change to your new UniqueID, then you could set that as the main file, and compatibility version as the optional. Would be easier to point people to what is actually needed. Even though I think it'd be best to keep just the version with the old one, since it only matters for other mods recognizing this framework.
Thank you for your work. If I use both the new and old NPC mods, which one should I download? (My English is not very good, so I used translation software. I'm not sure if I can express my meaning clearly QAQ)
45 comments
My hope/desire is to have Mod makers switch to using the new UniqueID, which would then require the use of Custom Fixed Dialog - Continued, however until they've had time to do that, I wanted to give people the ability to hopefully get things working.
Needless to say, this is very tricky. I'd say that, for now, use the Compatibility one until the Mods that require Custom Fixed Dialog update to use the new one.
Continued</a> instead Should it still work as it should or would
it be best to wait for this to be fixed?
[Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details:
InvalidProgramException: Common Language Runtime detected an invalid program.
at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details:
InvalidProgramException: Common Language Runtime detected an invalid program.
at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details:
InvalidProgramException: Common Language Runtime detected an invalid program.
at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details:
InvalidProgramException: Common Language Runtime detected an invalid program.
at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Custom Fixed Dialogue] This mod failed in the Input.ButtonPressed event. Technical details:
InvalidProgramException: Common Language Runtime detected an invalid program.
at CustomFixedDialogue.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
i use continue ver
[game] Failed parsing dialogue string for NPC Mia (key: Characters\Dialogue\Mia:spring_Mon, text: ).
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at StardewValley.Dialogue.checkForSpecialDialogueAttributes() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Dialogue.cs:line 1335
at StardewValley.Dialogue..ctor_PatchedBy<datamancer.CustomFixedDialogue>(Dialogue this, NPC speaker, String translationKey, String dialogueText)
SMAPI log parser - SMAPI.io