Idk if the way the code works would even be possible, but if not a version for this, can I put into the universe that I'd love for someone to make a poly friendly version of this? Like I LOVE the idea of being able to customize the nickname/pet names partners use, especially since some default ones don't seem to match the character (Sebastian, Shane, or Abigail calling someone Pookie?? Harvey, Elliot, or Penny calling someone Hot Stuff???), but having a version that you could set the pet name for each partner would be fantastic.
(I also wish that they used pet names while dating, at least at higher heart levels, so it's a less sudden change with how they talk to you, but that's a separate issue)
Please note that there are one or two spouse dialogues in the game that always say "Dear" or "Honey" without randomly choosing a cute nickname from any lists. For example, the dialogue when receiving a stardrop from your spouse will always say "Honey". This mod changes all spouse nickname dialogues except those ones.
this is so sad for me because the dialogue that prompted me to come search for this mod in the first place WAS the stardrop one :( "dear" is fine, albeit bland, but being called "honey" is something i associate with my abuser and i want to make it stop and go away in my nice chill farming game that i play to relax :(
i'm still definitely installing and using this, of course. it's an improvement for sure! but if anyone knows how i could change those set-endearment instances as well i would seriously adore you forever ;;
does this work with other dialogue mods? i have this one installed: https://www.nexusmods.com/stardewvalley/mods/2544 (canon-friendly dialogue expansion for all friend-able characters)
Would it be possible to set a value to nicknames so that they can be used throuhout the relationship and change with heart levels? Basically have the mod look up the relationship point value to check if it should use the nickname or not. Or would that wind up being an entirely separate mod?
For some weird reason I get the symbol of an arrow instead of a nickname on occasion... Not sure if it's only a certain nickname it's trying to use or something else..
Hmm. That looks like one of Stardew's text replacer symbols... I think it's the one that replaces @ if you use that symbol in your player name itself, (or if @ is found in any string that isn't sent through the parser function that replaces @ with player name).
I can pretty safely say it isn't caused by my mod; this particular dialogue entry isn't found anywhere in the base game files, so it is probably being added by a different mod and isn't meant to use a spouse nickname at all. You would need to find out which dialogue or character mod is adding this one, and contact the creator so they can fix it!
I'm not sure. @ is supposed to get replaced by player name, but I think I read somewhere that it doesn't work in all dialogue types. I know it works in event dialogue and in mail data, but I guess it doesn't work for whatever dialogue type is being used here. Since it's not my mod and I don't have much experience with dialogue modding outside of events, I can't be more help sorry.
Maybe it's being used in a schedule dialogue? Those types are fussy and often work differently in certain ways.
Oh! I found it. Here's a possible solution: Go find and open the [CP] Immersive Spouses/assets/Leah/LeahGiftTastes.json file.
There's one entry in there. Very carefully, take out just the part of the text that says this:
#$c {{LoveChance}}#This looks good, @! I love it, thanks a bunch!$h#Oh?! This is for me? Thanks! That reminds me, I actually have something for you too! [797 606 446 204 645 373 279 341]
And replace it with this:
#$c {{query: 1 - {{LoveChance}} }}#Oh?! This is for me? Thanks! That reminds me, I actually have something for you too! [797 606 446 204 645 373 279 341]#This looks good, @! I love it, thanks a bunch!$h
I think this should keep all the same behavior, but fix the @ replacer issue. Feel free to pass this on to the Immersive Spouses mod author, and direct them to the note in the documentation on $c dialogue command here to explain why the change is necessary.
(Looks like they have some other instances of the error too, with Elliott's spouse dialogue for example)
Hi! Sorry to bother you, but I'm having the same problem but with Elliot, and I tried to use the fix you wrote out for Leah but it didn't work. Any ideas?
Hi! If you're seeing this sort of error, it's the same situation - it must be added from another dialogue mod you have installed (probably whichever one is changing Elliott). If something like the suggestion I wrote didn't fix it, you will need to contact the author of that mod. Sorry not to be more help, but it's not anything to do with Custom Spouse Nicknames.
So I have to say I saw and commented on the Reddit thread that inspired you to make this and I was stalking Nexus to see if you actually did it. Bravo, I think it's a very cool idea.
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(I also wish that they used pet names while dating, at least at higher heart levels, so it's a less sudden change with how they talk to you, but that's a separate issue)
this is so sad for me because the dialogue that prompted me to come search for this mod in the first place WAS the stardrop one :( "dear" is fine, albeit bland, but being called "honey" is something i associate with my abuser and i want to make it stop and go away in my nice chill farming game that i play to relax :(
i'm still definitely installing and using this, of course. it's an improvement for sure! but if anyone knows how i could change those set-endearment instances as well i would seriously adore you forever ;;
its actually not that hard to do
"DefaultNickname2": "Hun",
adding
"DefaultNickname3": "Dear",
Would the new nickname be able to be pulled?
Not sure if it's only a certain nickname it's trying to use or something else..
Also what is your farmer name?
https://cloud.transition-heidelberg.org/index.php/s/6g8x7r8Sn8wRpjR
My Farmer's name is Momo
@
if you use that symbol in your player name itself, (or if@
is found in any string that isn't sent through the parser function that replaces@
with player name).I can pretty safely say it isn't caused by my mod; this particular dialogue entry isn't found anywhere in the base game files, so it is probably being added by a different mod and isn't meant to use a spouse nickname at all. You would need to find out which dialogue or character mod is adding this one, and contact the creator so they can fix it!
Maybe it's being used in a schedule dialogue? Those types are fussy and often work differently in certain ways.
Go find and open the
[CP] Immersive Spouses/assets/Leah/LeahGiftTastes.json
file.There's one entry in there. Very carefully, take out just the part of the text that says this:
#$c {{LoveChance}}#This looks good, @! I love it, thanks a bunch!$h#Oh?! This is for me? Thanks! That reminds me, I actually have something for you too! [797 606 446 204 645 373 279 341]
And replace it with this:
#$c {{query: 1 - {{LoveChance}} }}#Oh?! This is for me? Thanks! That reminds me, I actually have something for you too! [797 606 446 204 645 373 279 341]#This looks good, @! I love it, thanks a bunch!$h
I think this should keep all the same behavior, but fix the @ replacer issue. Feel free to pass this on to the Immersive Spouses mod author, and direct them to the note in the documentation on
$c
dialogue command here to explain why the change is necessary.(Looks like they have some other instances of the error too, with Elliott's spouse dialogue for example)