If you can get a conversation from another mode, that's right. You can bring what is added to the conversation. However, I can't bring the conversation that can be added directly to events or animations yet.
I created a forum because I wanted to hear opinions about NPCAnimations, a new mod I'm making. If you're interested, come in and leave a comment. thank you.
After editing the dialogue and closing the menu, the game pauses (for example: when you chat with an NPC the time stops) and I can't move at all, I can't do anything and need to restart the game without saving. Do you know how to fix it? Thank you.
Oh, I'm not sure about this, but it's about the game time itself stopping. I've never messed with the game time in this mode... I think it's because the menu doesn't close completely. I will focus on checking this part.
Wow, I'm glad. I guess it was the problem I expected. I quietly fixed it, but I haven't had that error yet so I haven't been able to test it. Thanks for reporting the error
Sorry, my English is not very good, so I used deepl to comment. I used your mod, but among the actual running in the game, when I click on the dialogues button, there is a serious delay. For example, I played one of the Lewis dialogues, but it may not appear in the game until I've exited the page for a while, while I was giving gifts to other people. 😂 I wonder if it's due to the quantity of mods I have? I have 457 mods haha 🤦🏼♀️ Anyway, this mod is great, thanks!
Oh and there's a one more little problem. For example when I play a piece of Demetrius' dialogue and then I have a normal daily conversation with Gus in the game. Gus's dialogue page will occasionally flash when I don't tap the Gus dialogue button. Then when I go to talk to someone else, when the daily dialogue is complete, Gus's page still appears. It even shows up when I'm doing in-episode dialogue. But my smapi log doesn't show the text that shows the error.
I think I know what the situation is. This mode loads all the dialogue when importing a save file, and then only works in the file where the loaded dialogue is saved in the game. It seems that it is a difficult task because there are so many metabolic requirements. I will consider this part and revise it. But it's amazing that there are over 400 modes..
I didn't expect the issue of lines flickering. After using the mode for a while, go in and out of the event menu once. This is because the code is initializing some states based on the inventory menu. I haven't tested it enough... I'm sorry for interrupting your fun play. Thanks for reporting the error. We will fix this problem as soon as possible..
Hi! I've tried version 1.0.1 and it does solve the problem with daily conversation. But this page still appears when I talk with someone during the heart event. And yes my smapi log still doesn't show any erros anywhere.
Ha ha I'm back. I tried the latest version and this page no longer comes up during the heart event. Although there is still a delay after clicking the dialogue button to open it and view the dialogue list, it is an acceptable level. Thank you for improving this mod!
Wow, I almost got cramps in my leg. Haha, thank goodness. I'll try my best to think of a way to make it faster when loading a lot of lists... This will take a while. Thank you so much for the feedback!!
Hello~ I tried to use this Mod but I did not get the same outcome as show in the video TT This is my SMAPI log and red error messages I got after I clicked on this icon [ ▶ ] [table]This mod failed in the Input.ButtonPressed event. Technical details: NullReferenceException: Object reference not set to an instance of an object. at NPCDialogues.DialogueEditMenu..ctor(String npcName, KeyValuePair`2 dialogue) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\DialogueEditUI.cs:line 60 at NPCDialogues.UIManager.EditDialogue(String npcName, KeyValuePair`2 dialogue) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\UIManager.cs:line 152 at NPCDialogues.DialogueUI.OnClickDetails(Object sender, ButtonPressedEventArgs e) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\DialogueUI.cs:line 167 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101[/table]I can't edit any dialogues because after I click this icon [ ▶ ], it went back to gift taste page. I don't know which part I did it wrong TT
First, I have dealt with any doubtful parts. This is for NPCs whose portraits cannot be loaded from the game file. If you encounter such an error while editing a custom NPC's dialogue, please let me know.
Can you let me know if such an error occurs again? Well thank you so much.
Hi~ Thankyou for the update!! However, I found another error TT This is my SMAPI log and my error code The NPCDialogues.DialogueEditMenu menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game. ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')at System.Collections.Generic.List`1.get_Item(Int32 index) at NPCDialogues.DialogueEditMenu.draw(SpriteBatch b) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\DialogueEditUI.cs:line 176 at StardewModdingAPI.Framework.SModHooks.TryDrawMenu(IClickableMenu menu, Action draw_menu_action) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SModHooks.cs:line 114I also recorded my screen, incase it might help. YT LINK Thankyou!!
26 comments
It would be so cool and practical!
https://forums.nexusmods.com/topic/13509864-npc-animation-editor/
Anyway, this mod is great, thanks!
I didn't expect the issue of lines flickering. After using the mode for a while, go in and out of the event menu once. This is because the code is initializing some states based on the inventory menu. I haven't tested it enough... I'm sorry for interrupting your fun play. Thanks for reporting the error. We will fix this problem as soon as possible..
could you tell me after checking? thank you
This is my SMAPI log and red error messages I got after I clicked on this icon [ ▶ ]
[table]This mod failed in the Input.ButtonPressed event. Technical details: NullReferenceException: Object reference not set to an instance of an object.
I can't edit any dialogues because after I click this icon [ ▶ ], it went back to gift taste page.at NPCDialogues.DialogueEditMenu..ctor(String npcName, KeyValuePair`2 dialogue) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\DialogueEditUI.cs:line 60
at NPCDialogues.UIManager.EditDialogue(String npcName, KeyValuePair`2 dialogue) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\UIManager.cs:line 152
at NPCDialogues.DialogueUI.OnClickDetails(Object sender, ButtonPressedEventArgs e) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\DialogueUI.cs:line 167
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101[/table]
I don't know which part I did it wrong TT
Can you let me know if such an error occurs again? Well thank you so much.
This is my SMAPI log and my error code
The NPCDialogues.DialogueEditMenu menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.
I also recorded my screen, incase it might help. YT LINKArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')at System.Collections.Generic.List`1.get_Item(Int32 index)
at NPCDialogues.DialogueEditMenu.draw(SpriteBatch b) in C:\Users\이지현\Desktop\Stardew Mod\NPCDialogues\DialogueEditUI.cs:line 176
at StardewModdingAPI.Framework.SModHooks.TryDrawMenu(IClickableMenu menu, Action draw_menu_action) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SModHooks.cs:line 114
Thankyou!!