This mod has been updated for 1.6. All festival dialogue has been updated to be compatible with the alternate festival maps included in 1.6. Previously, this mod added alternative sets of dialogue for Year 2 and Year 3 festivals. Now, those two sets of dialogue have been pushed back a year to make room for ConcernedApe's official Year 2 festival dialogue. They have also been updated wherever necessary to match the new circumstances. In particular, Year 4 sees a lot of changes and (I think) improvements to my old set.
Improvements that I'd like to make in future updates: 1. There is a bug in the Egg Festival and Luau: When you speak to Lewis and my modded dialogue is supposed to appear, it does not trigger, nor does the vanilla dialogue. Instead, it just skips straight to Lewis asking you if you'd like to start the festivities. I have no idea why this bug is happening--there is no problem with Lewis in any other festivals--but if you happen to know why this might be happening, please DM me or post in the forum. 2. At some point, I'd like to play around with some of the new dynamic dialogue options ConcernedApe added in 1.6. (Unique gift dialogue, responses to major events, etc.) 3. In the future, I *may* add alternative dialogue for the desert festival and night market. I may also add alternative festival spouse dialogue.
thank you so much for making this! i got so tired of talking to the villagers and seeing the exact same thing every time. i also really appreciate that you included a gender neutral version!! i personally am not using it, but it was seriously awesome of you to add that as an option :)
Just want to hop in to say thank you for this mod <3
For the most part, I often can't tell the difference at all. Sometimes I will know, since I implemented it in an existing save and had been getting the same dialogue again and again and again, and then suddenly got more dialogue - but that only makes me appreciate it more, since I can literally SEE the difference in those moments. Normally, though, it blends in seamlessly. The dialogue feels fresh and interesting, but also utterly canon and believable. It turns characters that sometimes can feel a little flat, into the same characters but with more depth. Not entirely new characters, no, the exact same characters but now I feel like I know them better, understand them better.
It's seriously well done, and made a big positive impact on my playthrough, so thank you for this mod, and all the hard work. <3
That's fantastic! I'm glad you're enjoying it in exactly the way I'd hoped, going all the way back to 2018. Thank you for your kind words and for playing with my mod!
Fantastic mod. It makes the game feel like going from the seemingly empty dialogue in Animal Crossing New Horizons to the more lively and interesting ones from previous games.
It seems so authentic and fitting it's almost hard to tell it's a mod compared to other mods that add/change dialogue. Thanks for your hardwork!
On a technical level, yes, but I didn't design this mod with SVE in mind. Known contradictions: *SVE redesigns the Spirit's Eve festival maze from year to year, while my mod includes additional dialogue sets with only the original two mazes in mind. *My mod includes a brief explanation for what happened to Sebastian's biological father, which is included in the screenshots on this mod page. SVE has a contradicting explanation. Apparently, there is no contradiction if you toggle the "mature events" to off.
-Yes, sort of. If you install this mod along with another dialogue mod, all dialogue changes will be implemented. Exceptions are if two mods add/replace/modify the same "slot" in the code, which frequently happens. For example: Two mods want to change Shane's winter_4 dialogue. The mod that loads last will be the one you'll see in game. Mods load in alphabetical order, as they appear in your Mods folder.
I'd imagine it should be. Just make sure my mod loads before Romanceable Rasmodius, so Romanceable Rasmodius takes priority and doesn't get its dialogue lines "covered up" by mine.
I actually cannot play without this mod now. I was culling my mods and tried 5 minutes of a play through without it and instantly missed it. Everyone just feels so much more lively with the additional dialogues, and it keeps everyone so in-character. As a narrative-focused player, this mod is a serious must-have. Thanks for making it!
1725 comments
All festival dialogue has been updated to be compatible with the alternate festival maps included in 1.6. Previously, this mod added alternative sets of dialogue for Year 2 and Year 3 festivals. Now, those two sets of dialogue have been pushed back a year to make room for ConcernedApe's official Year 2 festival dialogue. They have also been updated wherever necessary to match the new circumstances. In particular, Year 4 sees a lot of changes and (I think) improvements to my old set.
Improvements that I'd like to make in future updates:
1. There is a bug in the Egg Festival and Luau: When you speak to Lewis and my modded dialogue is supposed to appear, it does not trigger, nor does the vanilla dialogue. Instead, it just skips straight to Lewis asking you if you'd like to start the festivities. I have no idea why this bug is happening--there is no problem with Lewis in any other festivals--but if you happen to know why this might be happening, please DM me or post in the forum.
2. At some point, I'd like to play around with some of the new dynamic dialogue options ConcernedApe added in 1.6. (Unique gift dialogue, responses to major events, etc.)
3. In the future, I *may* add alternative dialogue for the desert festival and night market. I may also add alternative festival spouse dialogue.
For the most part, I often can't tell the difference at all. Sometimes I will know, since I implemented it in an existing save and had been getting the same dialogue again and again and again, and then suddenly got more dialogue - but that only makes me appreciate it more, since I can literally SEE the difference in those moments. Normally, though, it blends in seamlessly. The dialogue feels fresh and interesting, but also utterly canon and believable. It turns characters that sometimes can feel a little flat, into the same characters but with more depth. Not entirely new characters, no, the exact same characters but now I feel like I know them better, understand them better.
It's seriously well done, and made a big positive impact on my playthrough, so thank you for this mod, and all the hard work. <3
It seems so authentic and fitting it's almost hard to tell it's a mod compared to other mods that add/change dialogue. Thanks for your hardwork!
On a technical level, yes, but I didn't design this mod with SVE in mind.
Known contradictions:
*SVE redesigns the Spirit's Eve festival maze from year to year, while my mod includes additional dialogue sets with only the original two mazes in mind.
*My mod includes a brief explanation for what happened to Sebastian's biological father, which is included in the screenshots on this mod page. SVE has a contradicting explanation. Apparently, there is no contradiction if you toggle the "mature events" to off.
Its been hard finding expansion mods that work with this (specifically willy)
-Yes, sort of. If you install this mod along with another dialogue mod, all dialogue changes will be implemented. Exceptions are if two mods add/replace/modify the same "slot" in the code, which frequently happens. For example: Two mods want to change Shane's winter_4 dialogue. The mod that loads last will be the one you'll see in game. Mods load in alphabetical order, as they appear in your Mods folder.
https://www.nexusmods.com/stardewvalley/mods/4626
https://www.nexusmods.com/stardewvalley/mods/15242