Sorry, I can't really help. This mod doesn't change anything that would increase the loading time when changing locations. It only allows other mods to change how they want to draw dialogues.
Yo, thanks for the new update. So the appearance system works now, right?
Also, I would appreciate an example pack on how each field works or how their syntax should be, or you could attach the Natural Beauties code under the doc file so people can check if they don't know how or are unfamiliar with the code. Great work by the way.
Appearance is the only thing I haven't tested but it works identically to "_Beach" so it should be good. But that means I still have no idea how to create Appearance data ^^'
I was planning on adding an example page to the docs for "best practices" and such! It's the next thing I'm working on.
SMAPI will keep saying that there's a 1.0.0 version because of the Compatibility Patch (Optional File) being 1.0.0 btw
In case anyone else has that issue. Even though the main file is 0.5.3 and the manifest matches that. It is an issue with how SMAPI checks. You usually want optional files to match versions with main files.
Thanks this was driving me crazy I tried reinstalling it several times and it kept giving the same notice I don't use the patches since I don't use the listed mods. So I will just ignore it for now I don't seem to have any issues while playing so I'll chalk it up to and odd quark of smapi for now.
Something popped into my head I was wondering about, how does this mod work together with shop portraits like Pierre and Robin's when using portraits that are larger than the original? Would they just show vanilla ones or would they be trying to squeeze them into the little square box on the left?
Hmm, okay, so they would instead show the vanilla portraits or any vanilla-style replacers we have installed, so I would need to account for that and include an additional conventional replacer for shop NPCs? Thanks!
For the life of me I cannot figure out why this doesn't work I have your mod and the hearts and gifts dialogue display installed but for some reason it just wont show up.
From what I can see, it's probably related to a bug somebody else reported where Portraited Changing Skies would override the changes of Hearts & Gift.
Using the newly uploaded compatibility patch should fix it!
It fixed itself! :D <3 EDIT: Also, for some reason, Stardrop now shows the 1.0.0 update even though that's something else. I downloaded the optional file but it still shows.
Hey there! First of all, nice work updating the mod for 1.6! I've got a probably stupid question. If I wanted to make a content pack that only moves the portrait a couple of pixels down, how exactly would I do that? I tried making a similar pack for the original framework, but I neither really understood the documentation nor was I particularly successful. Would I have to basically remake the entire dialogue box?
Currently, you'd have to remake the entire dialogue box (portrait, jewel, dividers, etc.). The hearts and gift mod gives a complete example. I'm also working on a rework that would hopefully make it much easier to just change single values.
If you have any questions or suggestions that could help clarify the documentation, feel free to message me on Discord!
I’ll probably try to make this damn pack once more and send you some desperate DMs if I can’t get it to work. Thanks again!
One thing that might be helpful (to me, anyway) would be an example pack that doesn’t actually change anything, just to see how the vanilla design would look internally – a template if you will. It’s quite likely that would be far more effort than it’s worth, though.
Hearts and Gift is pretty close to the actual dialogue window. As far as I know, you'd just need to remove the "height", "yOffset", "hearts" and "gifts" entries.
Actually, just yesterday, I was looking into making exactly that; a default vanilla-looking dialogue to be used as the "default" value in case a complete one isn't provided by mods using the framework. But that leads to other problems, namely knowing if the portrait frame image should be loaded or not, and now I'm somewhat stuck in dev...
Thanks a lot for the info! I've played around with changing some values from Hearts and Gifts and it looks like you're mostly correct. "Height" is still needed – without it, the dialogue window just closes immediately and SMAPI throws an error about the menu "crashing while drawing itself". Related to the height bit: Hearts and Gifts' dialogue window is larger to fit the added space for the... well, heart and gift display. I'm still not entirely sure, but I assume increasing the y offset for all relevant parts by 32 would "restore" the vanilla design since there's a universal y offset of -32 for the entire box. Whatever the case, I was finally able to actually move some things like I wanted, so thanks a ton and good luck with the template! (I hope this semi-coherent stream of thoughts was okay to post here – would you have preferred a Discord DM?)
Sorry for bothering you, Mangusu Yet, I got this error:
[SMAPI] These mods could not be added to your game. [SMAPI] - (CP) Portraited Changing Skies 1.1.1 because it requires mods which aren't installed (aedenthorn.DialogueDisplayFramework). [SMAPI] - (DDF) Portraited Changing Skies 1.1.1 because it requires mods which aren't installed (aedenthorn.DialogueDisplayFramework).
I updated the mod. Yet, the last version was working.
I'm not sure I understand what you mean by that. The framework lets you redraw the dialogue window from scratch, so it's up to the modder to decide what is added or not.
I've contacted the author of Farmer Portraits to work on compatibility but still waiting for a reply.
53 comments
Also, I would appreciate an example pack on how each field works or how their syntax should be, or you could attach the Natural Beauties code under the doc file so people can check if they don't know how or are unfamiliar with the code. Great work by the way.
I was planning on adding an example page to the docs for "best practices" and such! It's the next thing I'm working on.
In case anyone else has that issue. Even though the main file is 0.5.3 and the manifest matches that. It is an issue with how SMAPI checks. You usually want optional files to match versions with main files.
SMAPI Log
Using the newly uploaded compatibility patch should fix it!
I'm not sure if it'll fix itself eventually, but I'll make the next version jump up to 0.6.4 if I don't hear back from you that it did ^^'
EDIT: Also, for some reason, Stardrop now shows the 1.0.0 update even though that's something else. I downloaded the optional file but it still shows.
Not sure why it would show the optional file instead, especially considering they don't have the same mod id at all...
I've got a probably stupid question. If I wanted to make a content pack that only moves the portrait a couple of pixels down, how exactly would I do that? I tried making a similar pack for the original framework, but I neither really understood the documentation nor was I particularly successful. Would I have to basically remake the entire dialogue box?
If you have any questions or suggestions that could help clarify the documentation, feel free to message me on Discord!
I’ll probably try to make this damn pack once more and send you some desperate DMs if I can’t get it to work. Thanks again!
One thing that might be helpful (to me, anyway) would be an example pack that doesn’t actually change anything, just to see how the vanilla design would look internally – a template if you will. It’s quite likely that would be far more effort than it’s worth, though.
Actually, just yesterday, I was looking into making exactly that; a default vanilla-looking dialogue to be used as the "default" value in case a complete one isn't provided by mods using the framework. But that leads to other problems, namely knowing if the portrait frame image should be loaded or not, and now I'm somewhat stuck in dev...
Related to the height bit: Hearts and Gifts' dialogue window is larger to fit the added space for the... well, heart and gift display. I'm still not entirely sure, but I assume increasing the y offset for all relevant parts by 32 would "restore" the vanilla design since there's a universal y offset of -32 for the entire box. Whatever the case, I was finally able to actually move some things like I wanted, so thanks a ton and good luck with the template!
(I hope this semi-coherent stream of thoughts was okay to post here – would you have preferred a Discord DM?)
Yet, I got this error:
[SMAPI] These mods could not be added to your game.
[SMAPI] - (CP) Portraited Changing Skies 1.1.1 because it requires mods which aren't installed (aedenthorn.DialogueDisplayFramework).
[SMAPI] - (DDF) Portraited Changing Skies 1.1.1 because it requires mods which aren't installed (aedenthorn.DialogueDisplayFramework).
I updated the mod. Yet, the last version was working.
Is there a way to download the last version?
EDIT: Should be fixed now!
I voted and endorsed you!
Take care!
thank you for all of the work you have done much appreciated!
I've contacted the author of Farmer Portraits to work on compatibility but still waiting for a reply.