Stardew Valley

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  1. CopperSun
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    If you bought a membership but the NPCs aren't commenting on it, you need to visit Joja and look at the development form (talk to Morris). For some reason this is how the game triggers that conversation topic.
  2. AConyl
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    Hi, I noticed there are two versions available for download. I was wondering if you've fixed the reveal taste bug for v1.0.1? 
    1. Hawkeye7808
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      Changelog for V1.0.1:
      Fixed revealtaste
      So I'm thinking yes?
  3. Harrpager
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    Hey, if I add this to my game now, after I've already yeeted JOJA outta town, is it gonna change anything?
    1. CopperSun
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      No, this mod only adds letters and dialog for when you're on the Joja route, and the events it edits are related to the town improvements. If you install the mod, nothing will happen. On the other hand, it'll be already in your mod folder for your next playthrough! :D

      However, Sam and Vincent's Cola Shop is adorable content for whether you're on the Joja route or no!
  4. Messajah
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    Thanks a lot, I read through the JSON code and can see that a lot of work and pain went into writing the dialogues! This is a must-have mod for any Joja playthrough. I totally agree with you that vanilla's "Oh wow, who could have magically fixed all our problems!?" dialogue makes no sense when they all would obviously have seen Joja's construction machines in the town.

    I noticed that your mod is almost exclusively editing clearly tagged conversation topics, such as "cc_Minecart".

    But there are a few areas where it's editing direct event IDs, via their dialogue/scripts.

    I read your description which says that "almost anything should be compatible", but am curious about a few things:

    1. Did you add new dialogue IDs, or just overwrite existing ones? The must-have Canon-Friendly Dialogue Expansion mod works by adding new IDs to give NPCs new conversation topics. I hope its dialogue IDs don't conflict with Joja Immersion. :/

    2. I noticed that your mod has a "do not edit cutscenes" feature to prevent conflicts with Stardew Valley Expanded cutscenes. That's nice, but according to this list, Joja Immersion is described as "NPCs now notice and comment on Joja making improvements to the town. An absolute must for any Joja run, and compatible with SVE (as of SVE 1.13)." Does that mean that your "avoid editing cutscenes" boolean is no longer needed after SVE 1.13? Any ideas?

    Well, if you're able to answer any of this, that would be appreciated. Awesome mod either way, I'm installing it now since it looks really cleanly implemented and hopefully won't conflict with the aforementioned dialogue expansion mod. Your writing is definitely high quality and fits pretty well into the game. Only characters like Jas and Vincent (kids) felt a bit out of place when I read their dialogue in your mod, since they're meant to be like 7 years old and should speak in really simple sentences. :D But overall, absolutely awesome mod! Thanks!
    1. CopperSun
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      Hi! First, I'm glad you like the writing! However, I"m going to guess you have some experience doing peer review? I'd like to gently tell you that the comments section of a mod offered for free (I don't even take donation points!) is not the best place for am unsolicited, detailed critique. Think of this as a dish brought to a potluck rather than a cooking competition. :)

      Regarding your points:
      1. Since you enjoy delving into code, I suggest you look at CFDE as well as the original dialog for each NPC and compare. :) When I released this mod, there was nothing for Joja routes (even SVE had not yet done its Joja route at the time). I even had to add a couple conversation topics (what I think you are calling "dialogue IDs") that simply didn't exist on the Joja side.

      Here is a tutorial for getting started with modding dialog: https://stardewmodding.miraheze.org/wiki/Tutorial:_Adding_New_Dialogue

      2. I'm glad you think the config is "nice"! Generally, when a mod offers a config like that and states that it is compatible with something else that does the same thing, it means that you can use the config to make the mods work together in the way that you want. You'll see this in many other mods, especially those that have run into problems with SVE's expansive changes to the game maps.

      2b: I think you must be new to modding, or you'd know that SVE changes what it changes with almost every iteration. :D That's why it's important to put the version number of when a mod was compatible with SVE; it's very possible and sometimes even likely that a later iteration of SVE breaks the attempt at compatibility.

      Re: Jas and Vincent: All of the NPC dialog in this mod was created after reading literally every single original line they have in the game. If you feel that Jas and Vincent are out of character, I assume you also think CA's own writing for them is out of character. I also suggest you meet and talk to more young children.

      Good luck on your Joja run! I find them very relaxing myself. May I also suggest the new Lorax custom NPC mod while you're at it? He offers some interesting views on your actions in the valley.
    2. Messajah
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      Hi, thanks a lot for taking the time to reply. :) You guessed correctly... I am used to providing detailed feedback since I'm a programmer and frequently involved in peer reviews of source code, so I'm used to it.

      Regarding Dialogue Expansion:

      It sounds like you've checked compatibility with CFDE back when this was released?

      Alright, I've searched through every event ID and message tag in Joja Immersion, and used ripgrep to find which exact messages conflict between Joja Immersion and the latest version of "Canon-Friendly Dialogue Expansion". The only conflicts (where the mods both overwrite the same messages) are these lines:

      Emily (cc_Bus):


      • Dialogue Expansion: "The bus is finally back in service, and we can go to the desert! Have you met my friend Sandy yet?$h#$e#I'm also glad that Pam got her old job back.$h"
      • Joja Immersion: "Hi @! I'm so happy the bus is fixed.$h#$b#My friend and I can write letters, but seeing each other in person is the best, don't you think?$h",


      Lewis (cc_Bus):


      • Dialogue Expansion: "@, did you hear? It seems the old town bus started working again overnight!$h#$b#That old thing has been dormant for some time... This is truly a great mystery."
      • Joja Immersion: "@, did you hear? Joja fixed up the old bus last night!$h#$b#Morris even asked me to recommend a bus driver and they've hired Pam.$h#$e# Maybe I was wrong about him...$2"


      I also did a general search for "cc_" in the Dialogue Expansion mod, and saw that it doesn't add/edit any other lines related to the community center except the two bus-related lines I just listed. So writing-wise, the mods should be perfectly compatible with each other without stepping on each other's toes story-wise.

      The only necessary step to guarantee compatibility, is to make sure that Joja Immersion "wins" and overwrites Dialogue Expansion's "CC bus" lines, with the Joja-flavored variants. The way to do that, is to ensure that "[CS] Joja Immersion" loads after "[CP] Canon Friendly Dialogue Expansion". Mods load in alphabetical order based on their folder names, and the things I just quoted are their folder names. So it seems like out-of-the-box, Joja Immersion will be loading afterwards and overwriting the lines properly.

      So yes, the latest Canon-Friendly Dialogue Expansion is compatible from what I can see, and it's one of the most popular mods, so it's good that we're compatible with it. :)

      Regarding Stardew Valley Expanded: I was just curious about whether they made an effort after SVE 1.13 to not step on Joja Immersion, since you had written on the wiki that they're "compatible with SVE (as of SVE 1.13)". That phrasing implies that everything after SVE 1.13 is compatible (due to the use of "as of" which ambiguously means "starting from"). There was no other information on the wiki about what that meant, nor was there any mention of Joja Immersion in SVE's 1.13 changelog, and Joja Immersion itself is at version 1.0.1 so the version number on the wiki clearly didn't refer to Joja Immersion's "disable cutscenes" config... which was why I asked what that "SVE is compatible after 1.13" meant, since you wrote the wiki entry. Do we need to use the "Disable immersive cutscenes" option in Joja Immersion, or is SVE compatible with the edited cutscenes? It seems from your answer that SVE is only compatible if the "immersive cutscenes" are disabled in Joja Immersion. I'll keep that in mind, and would suggest clarifying it on the wiki if that's the answer. Because the wiki is really misleading when it claims that SVE 1.13 and later are compatible with Joja Immersion "out of the box without any config changes", the way it's currently phrased. Perhaps you simply meant that you've reviewed the code in SVE 1.13 for dialogue conflicts and didn't find any. In that case, a much clearer Wiki summary would be "compatible with SVE if you disable the Immersive Cutscenes, and there are no dialogue conflicts (last checked: SVE 1.13)". I don't expect anyone to continuously review for conflicts, by the way. Just suggesting more clarity in the way the wiki is phrased.

      Regarding Jas and Vincent: I just extracted their vanilla dialogue XNBs and read through it and I don't agree that your mod follows their style at all. Your sentences are up to 3x longer than the vanilla "kids" style, and use more complex and awkward sentence structures, while the vanilla sentences are super short and basic. And even little details stand out, like how vanilla Vincent dialogue never really says the player's name anywhere and at most uses "Hi there, mister! / Hi there, miss!" (without any player name), while you write out a weirdly capitalized "Look, Mister @! / Look, Miss @! / Have you met the man who lives in a tent, Mister @? / Have you met the man who lives in a tent, Miss @?" in yours (which is a greeting he never uses in vanilla, and even the capitalization is wrong, as is the fact that you're making a kid end a sentence with an awkwardly inserted "Mister Jacob" out of nowhere, which almost makes it sound like it's Mister Jacob who is "the man who lives in the tent, Mister Jacob"), or how vanilla Jas uses "..." to begin/end almost every sentence in vanilla, while you don't use that anywhere.

      There are also lots of really awkward sentences for the kids, such as "Guess what! Yesterday Sam took me to the bus stop!" which would flow more naturally as "Guess what! Sam took me to the bus stop yesterday!", or at the very least putting a grammatical comma between "Yesterday" and "Sam", like "Guess what! Yesterday, Sam took me to the bus stop!"... And then there's all the long and clunky sentences, such as "Look, Mister Jacob! I got to keep a souvenir when Sam was working on that big rock pile by the lake!" which isn't how any kid let alone any human speaks (try speaking that sentence out loud and feel the tongue-twisting, droning awkwardness that would bore any real kid), which could be simplified to something more flowing and more boyish and child-like, such as "Look at this! Sam found a cool rock and gave it to me. He was playing with a big rock by the water!".

      There's also some really weird sentences, like when Vincent says that he was "hanging out" with Linus: "I was hanging out with him because Sam said the bridge was too dangerous", which just draws attention to the weird concept of Vincent and Linus "hanging out" alone together (something we never see in-game since Vincent is basically glued to a leash by Penny), and is also a weird choice of words for a little boy. He wouldn't say that he was "hanging out". That whole sentence doesn't fit the game at all

      Most of the kid's sentences feel awkward in various ways. Take this Jas sentence for example: "Vincent and I made a house for snails for you."... That's such a weird sentence structure, and would flow more naturally as "Vincent and I made a snail house for you."

      It's also super weird that every Vincent line is about all the cool things he did after every repaired project, but 3 of the 5 Jas lines after each project is about how "Vincent did that cool thing with XYZ, but Shane refused to let me go with them" and Jas being sad instead of happy after each construction project... And Vincent is happy that he's gonna go see a movie when the cinema is complete, while Jas just sadly wonders if she will get to see a movie too. Wtf.

      A lot of little things like that all add up to ultimately making your Jas/Vincent writings feel both a bit awkward and not fitting with the vanilla style. For starters, I would remove the "@" (player name) from most of Vincent's dialogue, and remove the weird capitalization of Mister/Miss, and add "..." everywhere to Jas' dialogue lines, to get closer to vanilla even if the sentences are still longer and more complex. You could also use ChatGPT and ask it to re-write the sentences how kids would speak naturally. But overall, Jas and Vincent are two pretty inconsequential characters that I barely even bother talking to, so it doesn't truly matter. I would rate those kid character dialogues as "awkward but not the worst in the world". And the other writings are great since you weren't constrained by trying to make "kid language" for the other characters!

      Overall you did a fantastic job with the writing. I am sure you've spent days writing and working on the phrasing of all the new dialogue lines, so I understand the work that went into it, and I greatly appreciate that you've shared the mod with the world. It's awesome to finally see the villagers react to Joja's greatness. I've endorsed it, to help its search rankings. :)

      Thanks again for answering the questions, and for the fun suggestion about the Lorax mod (it's news to me!). If you haven't seen it, I also recommend "Junimo Dialog", which is fun in a "we're a corporate Joja lackey" way, where your Junimo workers make snarky comments about how you're making them work hard at your farm. ;) I hope the CFDE compatibility status update helps, and thanks again for everything. Take care! :)


      Edit: I also noticed a bug in the %revealtaste for Jas. You can't just do that in the female gender dialogue. Your current Jas line says "Guess what, Mr. @!^Guess what, Ms. @!%revealtasteJas595$h". It means that only female players learn about that taste. It has to be in both gender dialogues.

      Anyway, here's a mod which fixes all issues mentioned above: Joja Immersion - Dialogue Fixes. You are welcome to bring those fixes back into the main mod, in which case I'll simply delete the patches. If not, they stay up there for people who want to fix the awkwardly written dialogue for Jas and Vincent. Oh and the patches don't use any of your copyrighted writings at all (that's kind of the whole point).
    3. CopperSun
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      O_O

      I'd like to gently tell you that the comments section of a mod offered for free (I don't even take donation points!) is not the best place for
      an unsolicited, detailed critique. Think of this as a dish brought to a potluck rather than a cooking competition. :)
    4. CopperSun
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      Dude, I locked this post because I understood that you were trying to help, but I was trying to tell you nicely but firmly that I didn't want that much feedback on something I made for free. And now you're releasing a mod (that doesn't allow comments) to implement your "fixes"???!

      I truly do applaud people learning to mod, and not only allow but encourage people to expand on many of my mods, like the Lorax, but I am hugely protective of my writing and this leaves a very bad taste in my mouth.

      I'll be leaving this discussion up for a day or two for context as I have in fact reported your "mod", but I will then be deleting it. (Edit: as the mod in question has not been removed by Nexus, this comment will stay up for the foreseeable future)

      Please know that until this moment I was a little exasperated, but not angry or mad. Now, I'm quite steamed, and hope you take some time to think about why.
  5. ariasonata
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    You know, I've been playing with this for a long time now, (I actually do a joja route sometimes just for this mod), and I gotta say, the change in responses from the villagers, and the added extras brought by this mod are refreshing <3 Thank you so much for creating this!
    1. CopperSun
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      Aww, that's exactly why I made it. <3
  6. rong3039
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    HI!  I translated your mod to Korean. Can I upload and introduce it on stardewvalley cafe?
    (https://cafe.naver.com/starvall?iframe_url_utf8=%2FArticleRead.nhn%3Fclubid%3D28468938%26articleid%3D113108)

    I love Joja route, so I was looking for some dialogue mods about it. And finally, I found your mod and I really love it.
    So I did it, the translation. I want to many korean use this mod and love joja route.
    Can I upload it? I will wait for your reply!
    1. CopperSun
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      Sure! Just link back to the original in the mod description, please. :)
    2. rong3039
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      Of course  I will do! Thank you :-)
    3. rong3039
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      I uploaded it! I wanted to upload it in NEXUS, too. But some error message over and over pop up, so I gave up. lol
      Thank your mod again! I really love it!

      https://cafe.naver.com/starvall
    4. CopperSun
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      Weird, i don't know what would be up with Nexus but you could probably try contacting support? But congrats on the release!
  7. VocalMagic
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    I've only recently tried (again) to try to play Stardew Valley again, and then all youtube videos I get are all Stardew Valley related, and lots of them talking about Joja, and how Joja's not all that bad. And how Pierre and the rest of the town management are terrible.

    So I started to loose interest in SV again, because "Joja bad, mayor using tax money to make gold statues good" narrative is kind of depressing.

    But this, along with the Joja shareholder mod might actually get me to keep playing.

    Morris can still be a jerk, but as long as Joja actually uses funds to repair the town infrastructure, Morris's general disposition is preferable to me over Lewis and Pierre's
    1. CopperSun
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      I hope you enjoy it! I worked quite hard on the dialog.

      If you would like some more Joja suggestions, a list is available here: https://stardewmodding.miraheze.org/wiki/Recommendations:_Selling_Out_to_Joja

      Note that SVE has a very involved Joja plotline which may or may not interest you; I personally prefer to play without it for maximum compatibility with other mods and because I prefer some other characterizations, but it would be near criminal not to mention it when talking about Joja mod options. :)
  8. Harrpager
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    is this SDVE compatible?
  9. ch0opera
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    I have not been able to bring myself to sell out to Joja yet, but I do appreciate this mod. If I ever start over on a new playthru I think I'd go the bad guy route with this. Thanks ;)
  10. poamelio
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    I haven't considered going down the Joja Route yet, but this mod is about to convince me to go all in! I just wonder, is this compatible with Canon-Friendly Dialogue Expansion and Stardew Valley Expanded? 
    1. waterscapes
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      Also wondering this. 
    2. CopperSun
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      Read the description. :)
  11. HannaVictoria
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    This mod has made me realize that even the Community Center route is underdeveloped. It's better than nothing, but its kind of odd they all just automatically accept that things are magically fixed with no follow up questions
    1. CopperSun
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      Makes you wonder what else happens in town. :D