Stardew Valley

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Agent Lyoko - original mod by LiveOnSUPERT

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AgentLyoko

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About this mod

Go on dates after marriage with your spouse(s)! An updated version of Date Night that works on 1.6. Requires Stardew Valley 1.6.4+.

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Permissions and credits
Translations
  • Turkish
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
  • English
Changelogs
This mod is exactly what it says on the tin - a redux (continuation) of the mod Date Night for Stardew Valley 1.6.4+!

In case you need a refresher, this mod adds dates with your spouse that you can have after marriage. You can set a configurable chance of your spouse asking you out on a random, generic date (or in the case of Alex, Haley, Emily, and Maru, a spouse specific one!), which you can then attend at the specified time.

Since most information on Date Night is on its original page, this page may be a bit lighter on the details than the original page - you can either refer back to the original mod page or let me know that I should add something to the description. But for now, let's dive into the important information.




From a user facing perspective, not much! This is essentially (at present) a straight port of the original mod - several typos were corrected and a very select few (less than five, I believe) dialogues were altered. What this mod does for the user is fixes several bugs that are present in the current version of Date Night - a few inherent bugs in the Free Love version, the broken Alex and Haley dates at the bus stop due to the changes to the 1.6 bus stop, fixes all kissing so you're not facing away from your spouse, a broken item in the Library date, wallpaper gifts, and more, and makes the config a little clearer by giving it sections, spaced out config titles, and more. It also drops the requirement for Event Repeater, so you'll have one less required mod for downloading (just SMAPI and Content Patcher now!)

Under the hood, however, the mod has been transformed - both out of preference and out of necessity. The mod is fully in i18n, lending it to easier translations and allowing much easier ways to program the dates - previously for Gendered and Gender Neutral dates the dates were completely in two separate folders, but with i18n I could compress them to a single "Dates" folder with gendered lines determined by tokens. Speaking of tokens, those were simplified and a few bugs were removed - the Library date, for example, would never trigger in winter due to be overridden by a later definition of it, and the Free Love date token would prevent you from ever going on dates if your current 'spouse' was a roommate. All of those were fixed and should now be working as expected. The Event Repeater dependency was replaced by a series of trigger actions firing on day end - if you've seen an event or obtained a mail flag, the trigger actions will fire and remove it from your seen list, allowing you to experience the date again. Finally, with Stardew Valley 1.6.4, a particular bug due to how the events were coded (in the original, your spouse was either the {{Spouse}} (original) or {{Date}} (Free Love) token, which meant that the display name would always render whatever the internal name is - so if your NPC was HatMouseLacey in the code but Lacey on display, this mod would prefer HatMouseLacey) is now squashed, and you should always properly see the display name of your NPC spouse.




A list of the dates (and their trigger conditions) are under the spoiler cut, but the gist is all events should function as they did in the original Date Night. (It would be a problem if a port of the mod changed a lot, at least immediately! People are looking for Date Night fixed, not Date Night flavored mod!) Should any of these events occur on unexpected days or play out any differently than the original, let me know as soon as possible! It's highly possible I missed something, even if I did test the mod fairly thoroughly.

Spoiler:  
Show
Generic Dates:
  • Saloon Date: Any weather or season, your spouse may ask you out to have a night at the Saloon to have some food and spend some time together! Your spouse will ask before 3PM and be at the Saloon anytime after 6PM (but before close!) for a special night.
  • Forest/Picnic Date: If it's not winter and there's no inclement weather, your spouse might ask you out for a picnic! Your spouse will only ask before 11am and the date will only happen from 11 to 3pm.
  • Library Date: If it's cold outside (due to rain or Winter) your spouse may ask you to read a book with them! (Currently only one book.) If your spouse asks you to meet them at the museum, go at any time that day (before 5 without the Key to the Town) to spend some time reading with them.
  • Beach Date: If it's sunny and summertime, your spouse may ask you on a beach date! If your spouse asks you to spend some time on the beach with them, go between 10 and 4 to have some fun in the sun.
  • Grocery Date: On Mondays, your spouse might head out to get groceries! You can go with them during business hours if they ask you to come along (9-5). (Since this only triggers on Mondays, this should never occur on Wednesdays, so don't worry about getting locked out before the Community Center is complete!)
  • Camping Date: If it's not raining or Winter, your spouse may ask you to spend a night camping with them in the Forest. If you accept, enter the Forest anytime after 8PM to trigger the date. Warning:  This date will end your day immediately unless you are in multiplayer, so be aware of that if you accept the date!
  • Dance Date: Every first of the season (unless Dates are set to 0) your spouse will greet you before you start your day and offer to dance with you on the porch (taking up no time), as long as you simply leave the farmhouse. Take some time to hold your spouse and sway to some music (almost always spouse-specific, if they have a musical theme!) before going back to the daily grind.

Spouse-specific dates:
  • Maru Eclipse Date: If married to Maru (and, if you're married to multiple people, she is chosen as the date), every 15th of the month she'll invite you along to a viewing of a Lunar Eclipse. Accept to spend a magical night in the backwoods with Maru anytime after 8PM.
  • Alex Gridball Date: If married to Alex (and if polyamorous, he is chosen as the date), he'll occasionally manage to snag some Tunnelers tickets on Sundays! As long as you get to the bus stop between 12 and 7 pm and he's asked you out, you'll be able to watch a game of your own with your husband!
  • Emily Gem Date: If married to Emily (and if polyamorous, she is chosen as the date), she'll occasionally ask you to spend time with her back at her old place. As long as you can enter the house, you can watch the date play out afterwards!
  • Haley Desert Date: If married to Haley and the bus is fixed, Haley has a chance of asking you out to a (fairly involved) date to do photography in the desert! If she asks you to come with her, get to the bus stop any time before 5pm to spend a while with your wife.


Additionally, you can still add your own as Generic Overrides or Unique Dates! The setup is still the same as the original Date Night's, but if you run into any trouble, let me know! (Please note that for unique dates you will need to write your own trigger actions - a helpful sequence has been placed in the Unique template.)



Configs are mostly the same as the original Date Night, but a bit more verbose and clearer. A full list is contained under the spoiler section, but if you've played with the original, most to all of these will look familiar.

Spoiler:  
Show
Date Chances:
  • Date Ask Chance: Exactly what it says on the tin! Choose between 1-100 and it will be evaluated against a random number between 1 and 100. If Date Ask chance is higher, your spouse will ask you out on a date!
  • Unique Date Chance: Only for Maru, Alex, Emily, Haley, and any custom dates you (or someone else) has programmed, Unique Date Chance will determine how often the spouse in question asks for a unique, rather than generic, date. 100 will disable generic dates if the NPC has any unique dates installed, whereas 0 will completely prevent unique dates from occurring.

Friendship Requirements and Bonuses:
  • Minimum Hearts for Date: Sets the lowest heart requirement for your spouse to ask you out on a date after marriage. This can range anywhere from 0 (always be able to) to 14 (meaning they must be kept the happiest to go on a date!).
  • Date Friendship Bonus: Choose how much friendship you get with your chosen date if you attend the date. You can only get up to 2/5s of a heart, but that might be enough or too much! This config allows you to choose.

Date Tweaks:
  • Poly Compatibility: Playing with mods like Free Love or Polyamory Sweet? Thanks to them exporting a token containing a (comma-delimited) list of your spouses, you can choose whether your main spouse (the person currently considered your spouse to the game) is the only one who can ask or if a random person asks! If there's interest, I can potentially add an override field for the user to define who can ask them out, but for ease of use, only main spouse or random spouse are options at present.
  • Gendered Dialogue: Running a gender-neutral mod or just don't want pronouns applied to your farmer? No problem! Swap to gender neutral dialogues and the dialogues will default to they/them. Additionally, to make sure gendered dialogues aren't inflicted on farmers who don't want them, if you have a custom third gender (whether agender or otherwise) applied to your farmer, regardless of the setting of this mod the dialogues will force themselves to be Gender Neutral, so there shouldn't be any unwanted pronoun chicanery in the background. Gendered Dialogue is defaulted to on, but can be turned off very easily.
  • Suggestive Endings: Want it suggested that you and your spouse dance the horizontal tango (or at least something along those lines)? Suggestive endings has you covered. They aren't NSFW by any means (they only end up showing your spouse in their beach costumes - anything else would require new art!), but if you're asexual or just don't want that implied, you can turn them off. To match the original mod, these are enabled by default.
  • Library Date Cutscene: Tired of hearing about Detective La(Your Name) and (Date name)-reap? Turn this to not use the story cutscene and skip it entirely.
  • Dates on Festival Days: By default, this mod will not allow dates on (defined) festival days, since areas where the date might take place may be inaccessible. You can turn this on to allow dates to be asked on festival days, but be warned - if they ask you on a date in an inaccessible area, they won't be understanding of the fact that you can't get there. Use at your own risk!

Allowed Dates:
  • Roommate Dates: The lines for a date night are, well, rather romantic. But since this applies to everyone, even roommates, you might end up with a platonic roommate gushing over how much they (romantically) love you. Thus, roommate dates are disabled by default, but if you want even them to be allowed, you can turn them back on. There are two things new with this - one, it now natively supports all roommates (including if you've made a vanilla person a roommate a la Platonic Partners and Friendships, and two, roommates are now viable values in this version if a random spouse is chosen, so no dates will happen if the Date token chooses a roommate unless this is activated. (Put another way, if you have a roommate, have a random date chosen, and have chance at 100, but get no date, your date was likely a roommate that day.)
  • Remove: <NPC> Dates: For the vanilla spouses only, if you want to disable dates on an NPC by NPC basis, you can force disable them here. Modded spouses will not have this check, so it's advised to either disable ask chance or refuse if they ask and you don't want to go on a date with them.




This mod is compatible with a fair few mods and scenarios, but to quickly sum up:

  • Stardew Valley Expanded, Ridgeside Village, and Adventurer's Guild Expanded: All are completely compatible. SVE's map changes don't affect dates, all spouses in these versions have unique dishes, RSV and AGE's spouses will dance to their theme during the Dance Date, and will all properly work. (While I couldn't check every spouse, I was able to check SVE and RSV fairly well, and I'd be surprised if Gabriel or Zinnia weren't working properly!)
  • Looking for Love (Redux): Should still be fully compatible! In the event your spouse is a modded vanilla one, relevant people should be swapped out if you married them and they're your date. (If that's not the case, though, let me know!)
  • Free Love/Polyamory Sweet: The baseline for this mod was the Free Love version that I initially coded for Supert (see the original Date Night mod's file page!), so native support for these two mods are integrated with the Poly Compatibility config (as the Free Love unofficial hasn't received an update for a bit, I will most likely be solely supporting Polyamory Sweet until otherwise noted, but if Free Love is detected it will use its token). If you have your own polyamory mod, I can look into integrating support for it, but something that pretty much has to come with any polyamory mod is a token which outputs the list of spouses with commas between them (i.e. Abigail,Sebastian,Leah) so that I can put a random token on it - otherwise, there won't really be a way to integrate support for it!
  • Other modded spouses: Should all be compatible. If something's going wrong with a character, let me know and I can look into adding specialized support (or fixing a bug if it went wrong!).
  • Multiplayer: Should work regardless of whether it's installed on everyone's modlist, but it is extremely advised to make sure this mod is on all mod lists in multiplayer.


Now, time for the fun section of the mod:


(or likely to be frequently asked)


Did you get permission to make this mod?


Short answer: yes! Long answer: Development on this didn't start until the moderators of the Stardew Valley Discord got in contact with LiveOnSUPERT and they mentioned that they had no plans to update their mods and that they gave full permission for someone to upload and post their mods if they'd like. Since I was the person who submitted the Free Love patch for Date Night, I was contacted for potentially updating it and, after looking into the feasibility of it, started developing this mod. Prior to that contact, I had zero intentions of posting an update due to the modpage's permissions. But since permission was given, I gave the mod the usual treatment I give pre-1.6 mods - a full code makeover while retaining all prior behavior (and fixing all the bugs that arose due to 1.6).


Do I need the original Date Night mod along with this one?

You only need this one! In fact, using the original mod will cause a mass of game breaking errors. You should use the original mod if you are on mobile or still on 1.5.6, but use this one instead if you're on 1.6.



I've started playing with the mod, but it isn't loading! Help!


Date Night Redux requires (at least) Stardew Valley 1.6.4 and SMAPI 4.0.7. This means you need to update in order to use it, is the short version.

The long version's a bit more complicated. I started programming this a few days before 1.6.4 dropped, and was trying to figure out how to fix the SpouseDisplayName bug. I was recommended by Pathoschild (creator of SMAPI and developer on 1.6) to use tokenizable strings to get the NPC name, which would fix that particular bug, but once I had coded everything.... I was getting a lot of [CharacterName Claire] when I tested versus SVE's Claire. Turns out this is a bug in 1.6.3 and before - tokenizable strings were meant to be usable in events, but were only allowed in a very strict set of events instead.

Because of this, and to prevent a mass of bug reports, this mod will only load if your game version is 1.6.4 or later and you're on 4.0.7 or later. If you instead insist on loading it on prior versions (by stripping out the game version/SMAPI version requirements in the manifest), you will encounter a lot of [CharacterName <NPC>], to the point where it's distracting. As such, please just update the game to use it. (If it's still not loading after updating, please upload your SMAPI log.)

Are you going to add any new dates? Or is this just an unofficial port?


The really short answer is "we'll see", and the regular short answer is "maybe a couple generics, maybe a few additions to current generics, but no unique dates". My reasoning for all of this is essentially that while SUPERT has given permission for updates and I have adopted the mod, writing post-wedding dates for every spouse is difficult - I've previously done a small Saloon breakfast date in one of my prior mods, but doing that required writing dialogues in every character's voice, and using generic versions runs a high risk of having people say something completely out of character, in addition to this being a port of Date Night - as previously stated, people are looking for the original dates, not someone calling it "Date Night" and putting all their stuff in it. If there's interest, I do have a few I can look into adding - I already have some personal dates written that I can generify (a date on the Island and, for RSV compatibility, a date where the player and their date get Pika's for dinner) along with some extra adds to current ones (more library book dates, configurable grocery date costs, etc.) or alterations if needed (since items are now in Content Patcher, SVE, RSV, and AGE people can now have foods from their mods on dates, if requested). However, those will not be added without sufficient interest, and to prevent burnout I will not be writing unique dates for every single spouse (it is incredibly difficult to write events while retaining a character's voice, especially without extra assets like SUPERT had for their Haley date!). 

Can I translate this mod?


Normally my policy is "ask first, but yes!". Since this is a port of another mod, however, my policy will instead be "if you've previously translated the mod, you have a free pass and I'll personally make sure your translation gets linked in the description - otherwise, you can translate the mod as long as it's a faithful, not machine translated mod". (This is to ensure quality, because again, this is for people to be able to use Date Night as it was originally.) While I normally sometimes let translations of my mods slide even if they violate these rules as long as it's a faithful translation, for this one I will very much report a mod if it goes against the above rules (which should not be hard to follow).

Unfortunately, due to the original mod not being in i18n, prior translations will only reintroduce the bugs I got rid of because all previous files were translated, so they will have to be done over again. The good news is that it's really simple - compared to having to find specific dialogue to translate, you can just translate each line in the i18n, which is only about 900 lines or so, and you won't have to check for odd translations in the future - I'll note if anything has to be changed and any new lines will just be below the previously translated ones.

Speaking of...



There are several translations in the translations tab that you can use, but I want to make sure to personally recommend the following translations, made by the people who originally translated the original mod. These should be completely accurate to the previous experience for your language, just swapped into i18n format. Thank you again to the following translators:

Spanish - Date Night (Spanish) (1.6) by juanpa98ar
Portuguese - Date Night Redux PT-BR by Si0nk0b
Chinese - (1.6ver) Date night Redux-Chinese Translation by 1oOwOo1
Turkish - Date Night - TR by AhmetSalih and Team

Additionally, this mod has native Korean support thanks to twinklesky6 - that is, no other translation mod is necessary, simply swap to Korean and you will get the translation given by twinklesky6. If there are any issues with it, please let me know as soon as possible!





LiveOnSUPERT for allowing others to do updates to their mods (including this one) and for originally allowing me to submit the Free Love Date Night patch
Logophile and the Stardew Valley Discord moderators for reaching out about Date Night
Atravita for helping me figure out where the hell temporarySprite was and how to use it to fix the broken Library date story item
Airyn for help with Dynamic Token chicanery
Pathoschild for helping with several portions of this mod, fixing tokenizable strings at the eleventh hour, and enduring what was quite frankly too many pings from me while working on the game update (seriously, thank you)
ConcernedApe for making the game
And everyone from the Stardew Valley Discord who helped either with a couple of ideas on how to deal with particular portions of the conversion or just being there as a distraction from mindlessly manually i18ning the entire mod. I appreciate you all.

Mods used in images: Stardew Valley Expanded, Ridgeside Village, Diverse Stardew ValleySeasonal Cuter Aesthetic