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PokeBenji

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PokeBenji

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51 comments

  1. Philian73
    Philian73
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    Can you add a button to continue the dialogue without options? Because now in the game the dialogue can only be continued with the mouse...
    1. PokeBenji
      PokeBenji
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      i havnt been into stardew for a bit but ill look into fixing this next time i fall back down the rabbit hole. can you give me an example of a dialogue that has a continue option? also are you sure space bar/enter/escape does not continue it?
    2. venzeta23
      venzeta23
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      bind the action to hotkey you want . I bind myself into SPACE . no need mod
  2. PupsiMupsi
    PupsiMupsi
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    Thank you for all your work with this mod, I really enjoy using it.

    Wanna push the envelope?


    Add a way to use the arrow keys to navigate through all possible choices and a way to confirm the selection with the ENTER key.
    1. PokeBenji
      PokeBenji
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      hmmmmm, i like the idea. i think most everything is already there to achieve this. should be simple.... its never simple
    2. PokeBenji
      PokeBenji
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      I believe i got it working on version 1.0.7!
    3. PupsiMupsi
      PupsiMupsi
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      Thanks you so much. This is amazing and should have been part of the base game to begin with.

      Minor Bug: There is a small unintended side effect soundwise. Maybe you could take care of it.
      Here is a video showing what i mean:
      https://streamable.com/i226zr
    4. PokeBenji
      PokeBenji
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      im trying to fix the sound issue atm. this is what i get for not playing with sound xD
    5. PupsiMupsi
      PupsiMupsi
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      Don't worry. I know how you feel and I'm truly thankful for all you've done so far.
    6. PokeBenji
      PokeBenji
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      should be working properly in 1.0.8. ive replaced it with an arrow instead of the ingame highlighting :)
    7. PupsiMupsi
      PupsiMupsi
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      Well done! This is perfect for me. Thanks a lot!
    8. Nekotekina
      Nekotekina
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      When using the arrow keys, all the options are faded. Isn't there a way to remove the highlight sound but keep one of the options brighter?
    9. PokeBenji
      PokeBenji
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      Im uncertain as you what you mean, can you post a screenshot? are you on the latest version, i changed to to add an arrow instead of highlighting it with your mouse.
    10. gingerbreadghost
      gingerbreadghost
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      Is it possible to make this a config? Or, alternately, add a little delay between opening the dialogue box and allowing the arrow keys to switch between options? I have my keybinds set up to use the arrow keys to move, and when I run up to somebody to talk to them it starts scrolling through the dialogue options at light-speed before I can release the key.
    11. PokeBenji
      PokeBenji
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      i see about adding the arrow keys as a toggle
    12. PokeBenji
      PokeBenji
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      Version 1.0.9 should allow you to toggle it off in the config :)
    13. gingerbreadghost
      gingerbreadghost
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      Thank you so much, I really appreciate your work with this mod! :)
  3. Excuse me, but I think you uploaded the wrong file for 1.0.9... the DLL says DifficultySocializing instead of DialogueKeys...
    1. PokeBenji
      PokeBenji
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      yea i can see how that would be a problem xD
    2. PokeBenji
      PokeBenji
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      Should be good now, thanks xD
    3. Thank you!
  4. miestasmia
    miestasmia
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    Hey, FYI, after the latest update the option selection sound (the faint click) is spammed every tick whenever a dialogue is open. I can only guess this is related to the new arrow keys feature.

    Seems I also cannot hover over options to highlight them anymore. I can still choose them by clicking though.
    1. itsmyzero
      itsmyzero
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      Seconding this
    2. PokeBenji
      PokeBenji
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      Working on a fix for the sound issue now. clicking with mouse should still work it just doesnt highlight properly. theoretically fixing the sound issue should fix that also?
    3. itsmyzero
      itsmyzero
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      Maybe the constant hovering-mouse-like (or highlighting) on the dialogue choices is the problem?
    4. PokeBenji
      PokeBenji
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      that was indeed the issue.it was simulation the mouse hovering of the dialogue to use the ingame highlighting but because your mouse was most likely elsewhere on the screen it just repeatedly snapped back and forth!
      1.0.8 fixes this by replacing it with an arrow in the numbers place. Thanks for the reports, if you find anything else let me know :)
  5. Nekotekina
    Nekotekina
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    Would it be possible to add the option for multiple keys per bind?
    1. PokeBenji
      PokeBenji
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      i can look into it, thanks for the suggestion
    2. PokeBenji
      PokeBenji
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      version 1.0.5 should work how you were wanting, let me know if you run into any issues!
  6. itsmyzero
    itsmyzero
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    Neat QoL mod! Maybe you can integrate your mod as Heart Event Helper does. So it adds prefix numbers to the actual text instead of floating numbers before the text.
    1. PokeBenji
      PokeBenji
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      Oooh, ill look into it! are the numbers floating in a strange spot for you or you just making a useful suggestion?
    2. itsmyzero
      itsmyzero
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      A little bit both tbh :D In the previous version, the floating numbers stayed after I chose the dialogue, and disappeared after the dialogue was reopened by other participants at the convo (like when the dialogue box closes and opens again). And plus, if you can config it like the mod I suggested, the player will have the freedom to choose what prefix they like before the text (like (1) or [1] or just plain numbers) So maybe I think it will work better if it's in the actual text, but still, you decide.
    3. PokeBenji
      PokeBenji
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      Ive updated it to 1.0.3, it should now work like that! hopefully its compatible with other mods that inject dialogue? not sure i did not test...
    4. itsmyzero
      itsmyzero
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      Yeah, now I've been thinking of that, will it compatible with other mod xD Let me try...
    5. itsmyzero
      itsmyzero
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      Hey, so I just ran a quick try and it turns out your mod works perfectly with the Heart Event Helper mod. It does show before Heart Event Helper, which is good and the intended way, but the only note that I can give is, that the use of this [ ] prefix and suffix gives an arrow up and an arrow down instead, so I just used ( ). But it is good to have this option to customize! Thank you for listening this silly suggestions xD
    6. PokeBenji
      PokeBenji
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      Interesting, the brackets work properly for me. maybe heart event is redefining them to those symbol? atleast there are options! i personally prefer "1. " to other options. thanks for all the feedback :)
    7. itsmyzero
      itsmyzero
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      Oh yeah, I think so too, probably Heart Event Helper redefine those symbols.
    8. BussinBungus
      BussinBungus
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      I believe it's actually DaisyNiko's Tilesheets or SVE that changes brackets to arrows! Also, I'm glad my mod's code was useful . Is the source for your mod posted somewhere? I was thinking of adding a keybind to toggle Heart Event Helper's changes and I was wondering if I could use your dialogue key-press detection as a base.
    9. PokeBenji
      PokeBenji
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      ive yet to do a git for the mods but here it is in pastebin, the modconfig,cs is at the bottom below the ====='s. this reminds me i need to add credits to the things
    10. itsmyzero
      itsmyzero
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      glad you two catching up! xD
  7. MageCrash
    MageCrash
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    Hullo, I'm curious how different this is to Quick Responses?
    1. PokeBenji
      PokeBenji
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      wow... ive been looking for a mod to do this for years and i never thought to google "response".
      from the looks of it they are very similar.
      Quick Responses may let you interact with the dialogue box slightly faster?
      It looks like QR interacts with the box directly while DK simulates a click on the box location.. i couldn't figure out the other method.
      Other than that the biggest difference is how the number is displayed.
      Dialogue keys inserts the number directly into the text and allows you to configure the pre/suffix.
      Quick Responses renders a number at a specific location on the screen and lets you change its color. DK used to do this with alot more configuration but i prefer the injection.
      Also DK allows you to rebind each key to anything you like (except maybe Y and N?? those are the default binds for yes/no responses)

      Its really 2 slightly different ways to do basically the same thing. pick whichever you prefer.
  8. PupsiMupsi
    PupsiMupsi
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    Really great mod indeed!

    Would it be possible to use the numeric keypad numbers as well (NumPad0-9)?
    It would help me a lot.
    1. PokeBenji
      PokeBenji
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      ill try adding config options to rebind them to anything. thanks for the imput!
    2. PokeBenji
      PokeBenji
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      Updating to 1.0.4 should allow you to rebind the keys, let me know if you run into any issues!
    3. PupsiMupsi
      PupsiMupsi
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      Thanks a lot!

      Works perfectly fine for me!!!
  9. swmeek
    swmeek
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    Been wanting something like this for awhile so Thank You ! 
    1. PokeBenji
      PokeBenji
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      Same! every time i get back into the game would google if there was a mod for it yet D: ive been playing since launch, idk how this isnt a built in feature... thanks for the support!
  10. Conan5555
    Conan5555
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    Nice mod! Can you add an option for the red numbers in the dialogue boxes to be optional. It breaks the immersion a bit.
    1. PokeBenji
      PokeBenji
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      ill look into adding support for generic mod config. thanks for the feedback!
    2. PokeBenji
      PokeBenji
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      Version 1.0.1 should let you disable the numbers :)