Stardew Valley
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Krutonium

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Krutonium

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15 comments

  1. Caranud
    Caranud
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    Hello, I translated your i18n file into
    French (using Internationalization),

    https://smapi.io/json/none/297bd460978c4b4d9107798ab86aac92
    Please note that the above link is the file without the comments ("//" ; smapi.io makes it disappear).

    Thanks for your mod, have a good day !
    1. Caranud
      Caranud
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      In the meantime, I published the translation. If you want to integrate it on your mod, just tell me : I will delete the translation "mod" on Nexus.

      [EDIT] I withdrawed the translation mod and made a PR on GitHub.
  2. plurffle
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    AAAAAAAA I wasn't expecting to see this mod being able to blacklist the NPCs from my Wild Animals mod today. Thank you, I tested it out and it works perfectly so far! ;w;

    I have this other mod that also adds Custom Companions NPCs, which is my Domestic Animals mod. It's much smaller compared to my other mod at least. I hope it's not a bother though. ;-; As always, there is no need to implement this change. Still loving this mod! It's so cute! <3
    1. plurffle
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      Edit: Actually, I'm thinking that maybe seeing the domestic animals NPCs in the notifications might be cute! I'll just rename the files so that it displays "Dusty the dog" instead of "DustyTheDog_DA". :D

      Edit Edit: Aww man, Custom Companions doesn't seem to recognize their NPCs when titled with spaces. ;-; I guess I'm keeping the original naming convention
    2. Krutonium
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      For what it's worth, it's *only* looking for NPC's where the name ends with _DA so if you just remove that bit, they'd show up again.
    3. plurffle
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      Oh cool! I'll be sure to keep up the _DA and _WA naming then, especially if I were to add more creatures in the future. :>

      As of now, it's the DA NPCs that show up in the notifications, but I noticed it only ever shows the "glances at you curiously" notification for them (or maybe I haven't played long enough to see different dialogue 🤔).
  3. galedekarios
    galedekarios
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    so i've noticed i've started to get blushing dialogue, which means i've had popups like "Vincent is blushing." and it's a lil weird. is there any plans to change this, adding different dialogue for non-datables/the kids?
    1. Krutonium
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      I completely didn't even think about them. I'll see what I can do!
    2. Krutonium
      Krutonium
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      This'll be fixed in the next version in the next 30 minutes or so.
  4. plurffle
    plurffle
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    I finally got back to actually playing this game and this mod is so cute with its notifications! I absolutely adore this mod already!

    In regards to Custom Companions being included, I was wondering if it would be possible to blacklist certain NPCs (such as through Content Patcher)? If not, that's totally fine. I'll still be using this mod regardless, with all the happy little custom companion critters. ^_^
    1. Krutonium
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      I've been thinking about how to do this, and honestly there's no real solution that isn't at least a little janky, or labor intense.
    2. plurffle
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      Ah, no worries, you don't have to make such a feature. I was just thinking off the top of my head about other mod authors being able to somehow list and disable their NPCs from being accounted for in their own mod perhaps (my wild animals included XD not entirely sure why the game counts them as gaining relationships since on the surface they should not be gaining any at all, but that's more of a Custom Companions thing).

      Still, great mod!! <3
  5. sonicadvance
    sonicadvance
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    this works nicely, plus it comes with the unintended and wholesome side effect and it also picks up on custom companions (such as SH's Wild Animals) when i'm near them so i'm more than often greeted with the surprise notification of "Frog_WA is happy to see you!"
  6. adryanbobbybrown
    adryanbobbybrown
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    This mod looks so good, is there a way to have 1.5 version?
    1. Krutonium
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      I mean, it's possible, but it would be annoying to do.