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Post by sasa620 on Feb 25, 2024 19:51:11 GMT -5
Hello, I just started playing around with making an NPC mod and need a little help. I know how the kitten mechanics work in the game (you need to be married and maxed out, then one day you go to sleep and before you start the next day spouse's dialogue pops up asking if you'd like to start a family) but how does that look in the game folder with the meta data and lang and all that jazz. Also how is that prompt triggered in the game?
If you make an NPC mod how would all that look in their folder?
Thank you for your time. 😁
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Post by Skrillning on Feb 25, 2024 20:32:44 GMT -5
Dialogue about having kittens is found in the "languages" folder of gameresources. If you open English, for example, look under "lang_spouse_ask_kittens" and "lang_spirit_ask_kittens" for the dialogues. They are specific to the type of NPC (spirit or cat). I don't believe the circumstances of how they activate can be edited.
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Post by sasa620 on Feb 25, 2024 21:08:21 GMT -5
Dialogue about having kittens is found in the "languages" folder of gameresources. If you open English, for example, look under "lang_spouse_ask_kittens" and "lang_spirit_ask_kittens" for the dialogues. They are specific to the type of NPC (spirit or cat). I don't believe the circumstances of how they activate can be edited. So if the NPC mod is set to dateable then the whole kitten mechanics should work as it does with the game NPCs and there's nothing special I'd have to put in the mod folder?
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Post by Skrillning on Feb 26, 2024 18:07:06 GMT -5
Yes, they would work as a normal NPC would!
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Post by sasa620 on Feb 26, 2024 21:39:58 GMT -5
Yes, they would work as a normal NPC would! Thank you so much for your help! You're awesome!
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Post by Skrillning on Feb 27, 2024 11:34:20 GMT -5
Yes, they would work as a normal NPC would! Thank you so much for your help! You're awesome! No problem! Glad I could help!
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