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Idol Manager

Idol Manager is a business sim about conquering the entertainment industry using any means you deem necessary. · By sadambober, Kuiper

Mod support: editor link and documentation Sticky

A topic by Kuiper created Jun 06, 2019 Views: 42,950 Replies: 146
Viewing posts 21 to 40 of 63 · Next page · Previous page · First page · Last page
(2 edits)

Hello again, sorry to bother with so many questions lol

Is it impossible to trigger a dialogue from an event? I'm running into an issue with the Trigger Event effect using a dialogue id where it gets stuck inside the event prompt and it never closes. I suspect some kind of exception?

I've spent some time with the modding tools, and for story writing purposes there's a few things that are needed:

1- Being able to start a dialogue from an event.

2- Adding variable effect in dialogue

3- Being able to specify if an event is repeatable.

4- More actor conditions: ensure an actor doesn't have a variable (!variable), friendship check, romance check, influence check, age check, boyfriend check, bullied check, bully check. The last bunch aren't that important but number one is critical to ensure a sequence of events.

5- Remove variables from actors. Right now you can only add.

It's so frustrating that the tool is so well put together for such a small indie title and yet it's just a couple of steps from being a full fledged vn tool. The dialogue system is so easy and intuitive!

EDIT

Okay, so for anyone else looking for alternatives, I've found some workarounds in the meantime!

Turns out you can assign variables on dialogues, it's just now an option given by the UI. Just assign the effect you want from the event or dialogue, copy it from the generated JSON and paste it on the other. It should work!

Developer(+1)

Yeah, no problem, let me know about things like this. I was planning to work on the editor for the next update anyway (I want to add CGs and custom characters / BGs / music / sound effects). And btw I will open source the editor after we release the game if anyone wants to add features or even repurpose it for their game.


>3- Being able to specify if an event is repeatable.

Do you mean it should automatically trigger every X days? Or you want to trigger it again from within itself (I think it should work. If it doesn't then that's a bug that I need to fix)?

Thank you! I really appreciate how you guys take feedback so earnestly. Open sourcing the editor down the road sounds great, I'd be glad to contribute myself :)

>Do you mean it should automatically trigger every X days? Or you want to trigger it again from within itself (I think it should work. If it doesn't then that's a bug that I need to fix)?

Well, that's the thing. It's not clear how events work, if they are repeatable (by being drawn randombly and such). I think being able to specify if they can repeat or if they are one time only would add a lot of flexibility. Right now, players are stuck with whatever character my story mode selects, but if we could use the events system instead, they could cancel it until a character they want is selected, or they could make the selection themselves like with promotions and photoshoots.

My initial assessment was a tad hyperbolic though. I'm making good progress on the mod right now thanks to some workarounds by manually adding variables into actors through the JSON. Biggest thing I'm missing is a NOT operator on actor variable checks :)

Developer

Ah, okay. By default there's a 30 day "cooldown" before another event can be triggered randomly, then there's a 10% chance every day to trigger an event. The same event can't be triggered randomly for 360 days (except for templated events - dating scandals and conflicts)

Oh, that really explains it. Thanks! Does that also apply for dialogues?

Developer

No, I need to fix this actually. Right now they don't trigger randomly (because there's only one substory in the beta - the dance one, so I hardcoded it).

It's supposed to be X days between substories, and each substory should be triggered only once per playthrough.

Ah, I see! That also explains why no matter how long I fast forwarded nothing happened lol.

Well, at least on the writing side of things, nothing's really stopping me. It's gonna take me a while to write all the events I have planned :P

I'm working on a post right now to show my progress!

Yes! I would like to be able to set my Event to be repeatable even more tightly, something like every week, or every Monday, or every 1st of the month, or even every day!

Conversely, being able to trigger an event at the end of a dialogue would be neat. I had a planned mod I had to temporarily drop because I needed to trigger events from dialogues and dialogues from events, but that didn't seem to work.

(1 edit) (+1)

A comprehensive list of issues I had while translating Idol Manager (v2.0)

Hello you, whoever's reading this right now.  I've been working on a full localization of Idol Manager for the Brazilian Portuguese language since mid July, and have found myself my fair share of bugs and issues along the way. Though Beta #9 fixed some of those problems, some still remain in the game, while some others might actually have been added to it after the latest patch. Here's an updated version of the list I posted roughly a month ago, with some bugs that haven't been fixed since my first list and some others I either forgot to add or simply hadn't come across before v1.0. Hope it helps!


  • The good old 'Load' button in the Main Menu's 'Load Game' screen. I swear I'll cry tears of joy they day I see that single button translated, I don't even care about the other buttons :P
  • Idol cards still feature some overflowing elements.
  • 'Salaries' screen also features overflowing elements.
  • Some text issues in the 'Policies' tab. 1 2
  • This chunk of text could use some resizing/reformatting in the 'Contracts' screen.
  • This tooltip in the 'Loans' screen cannot be translated.
  • The 'Pushes' tooltip text, while translatable in the 'Constants.json' file, still displays its original text in-game.
  • This one is the weirdest of them all, and I've only noticed it today, totally by chance. I ran a few tests with some other events, and I've seen it happen in all occasions. Apparently, all events will have their last option displayed in English, along with most of its 'Results' text, and the SMS text. Here's a screenshot that illustrates this bug. In all five occasions, the only string that wasn't translated was the one belonging to the last option, as shown in the screenshot.


Well, I guess that does it for today. While text resizing is cool and all, if need be, I can always try to find other ways to fit text into their allocated spaces correctly without having do deal with any overflowing issues. Abbreviations and replacing words with shorter synonyms are always valid options.

Thank you for reading, and I can't wait for Beta #10!

While we're talking about localizations, I'd like to know if it would be possible to make variables such as [actor_0:manorwoman], [player:SirMaam][player:heshe] and [rival:manwoman] translatable? Right now, either you work with Sir/Ma'am; he/she; man/woman, or you just replace that variable with a gender neutral term, which is what I've been doing with my translation of Idol Manager.

(2 edits)

Hello, sadambober, it's me again.

I noticed that some files have been updated with this latest patch. Although you always separate the new strings from the old strings in 'constants.json' (and I thank you for that), I haven't noticed the same trend with the other files. I just wanted to know if the other files that have been updated feature new strings or any changes that I should be transferring to my translated files, and if you intend to separate the new stuff from the old stuff in the rest of the game's files as well. 

EDIT: To be more specific, I'm talking about files that are text-heavy. I know 'genres.json' and 'lyrics.json' have been updated to be compatible with the new trend system, but there's not a lot of text that needs to be translated there, so I don't need to worry about losing a lot of work by replacing the old, translated version of the file with the new, untranslated one. 'dialogues.json' and 'template_reactions.json', though, have also been updated with the latest patch, and I can't really replace my localized version of those files with the new one without losing a lot of progress, though of course, if some important changes have been made to the file's code or any values related to it, I can't just ignore the updated version.

Developer(+2)

In template_reactions.json I only fixed conflict_bump2_reprimand_1 - I replaced "It seems like [actor_1]" with "It seems like [actor_0]"

For dialogues.json and random_events.json the game first loads original English files and then gets translated text by IDs, everything else is ignored. So you can ignore all changes in effects/requirements and all that other stuff, only actual text matters. I'm planning to make other files load like this too, so you won't have to worry about genres etc.

Btw you can use something like this to compare files from a new build and an old build https://www.diffnow.com/compare-clips You should probably backup JSON folder from each build just in case

Awesome, thank you!

Question: Is it possible to mod the random conversation topics that appear when chatting with idols ("x stubbed her toe this morning")? What about the weird quirk thingies ("has a poster of Leif Ericson")? I love them but I feel like there aren't enough right now and would like to add some

(1 edit)

I'm sure it's possible to edit the ones that are already in the game via the game's files, but I am not sure about adding new ones.

Developer (2 edits) (+1)

Yeah, check these files:
*game_folder*/IM_Data/StreamingAssets/Languages/en/JSON/Idols/trivia.json
*game_folder*/IM_Data/StreamingAssets/Languages/en/JSON/Idols/date_conversation.json

Just copy them to your mod's folder and edit them
*game_folder*/IM_Data/StreamingAssets/Mods/*your_mod_id*/JSON/Idols/

Keep in mind that:
1. Your edited files will be loaded in addition to the default ones (unless you tell the game to ignore original files, see https://itch.io/post/822259 )

2. ID's in trivia.json should be unique. You can just use some random numbers like 12000, 12001, 12002 etc. This way people can use multiple mods that change these files. 

(1 edit)

Very cool, thank you. Should I use the same trivia types that are already there or is it unimportant? What do they do if anything?

Developer (1 edit) (+1)

"_default" and "family" are the main ones, and the others are variables you can use (like "Has an older [sibling] who [older_dev]"). You can't add new types

(3 edits) (+1)

Oh boy,  am I on fire today!

Hello sadambober, it's me again. Are we on a first name basis yet? Feels like we should be after so much back and forth.

Anyway, I've come across a bug during my awards sequence, and I'm only posting about it here because I'm not sure if that was my doing or if it's something with the game itself instead of my translation (would be surprised if this were the case). I blame it on Boris, he looks suspicious.

The thing is that every string containing [award_host_female:polite] or [award_host_malee:polite] is completely skipped during the awards ceremony. When I click in order to go to the next line of dialogue during the awards, nothing happens. Then, I click again, and it skips to the next line.

Since I'm pretty sure the characters.json file does not require any kind of translation, I just copied the original file to my translation folder, no changes made. I even used Sublime Text to see if there were any errors in the code, but I got nothing. 

I swear to god that if I'm responsible for this, I'm doubling all of my idols' salaries.

I already regret promising that though.

Tasukete, sadambober-san. Onegai.

Developer

I just tried to play it with your translation and everything worked fine, no errors or skipped lines. Have you fixed vars.json? It's either that or something else you've done after sending it to me

Okay, I admit defeat - partially. I could have sworn I had fixed vars.json, but apparently I just brain farted and totally forgot to do it. Either that, or Boris is sabotaging me.

Either way, thank you. It's my idols' lucky day.

Can you make a video explaining modding? I'm still confused even with the doc...

(+1)

Hello, I am trying to make a mod but I am not sure if it is possible. I am pretty new to modding and its my first mod on this game. What I am trying to do is to add "unique" characters to the game, alongside the randomly generated ones. For example, I want to make a list of unique characters in the game, possibly with their own ratings and stats as well. I also want to give them unique images instead of the randomly generated ones, like for instance, if I had Irene from Red Velvet as a unique character, then she would have a picture of Irene instead of the generated portraits.

These unique characters would then be obtainable through auditions and would have unique stats. Basically, I just want to know how to add unique characters and add images to them, while still keeping the other generated characters.

Sorry if my explanation is unclear, message me and I will be more than happy to elaborate.

Developer(+4)

You can't make custom stats for them, but you can make portrait + name.

To make a static portrait, you can have the entire portrait in body.png
You still need to have at least one hair file and one face file, so you can just make them transparent: hair/0.png and face/0.png 

You can set the name that will always be used with this portrait in params.json, it would look something like this:

{
"left": 264,
"top": 176,
"first_name": "First name here",
"last_name": "Last name"
}

(+1)

I was wondering if there is a way for me to change "Group Name" to "Company Name" when starting the game?

I would like to change the focus of the game from immediate promotion to preparation of your idols. So I would essentially like to be able to name the company, and then also debut groups within the company umbrella. I plan to use the modding tool to make story elements that focus on your idols and their trainee process and debuting. But I just have to get around the fact that they start immediately as a member of your first group somehow .... 

Possibly have a group called "Trainees" that every Idol is put in automatically, and then create your first group through the "second" group menu? Would just have to get rid of the 10 Idol requirement to form new groups?

I would love to know if any of this makes sense or is actually doable? <3 

Also, I LOVE THE PROGRESS SO FAR!!!! <3 Waited so long for a game like this! Love it!

Developer(+2)

I think you can overwrite some of the constants in Constants\constants.json with a file like this:

[
      {
            id: "MM_GROUP_NAME",
            text: "Company Name" 
      }
]

That should work in theory. If it doesn't, then that's a bug and I'll fix it. You might also have to restart the game after enabling the mod for it to work, I'm not sure.

I'll check if I can do something about the other stuff, should be easy

Hello,

I am thinking of adding albums to my gameplay. I was thinking of it working similarly to the Concert. Like the page opens and I get to name the album, add the songs I want (singles produced that I won't release as solo singles, so I have to produce a LOT of singles), and I choose the concept and price. Then sell it. Do I need to change the Constants file or do something else? Could you explain it to me, if it's not too hard? (Pretty sure it is but you know, I wanna try it anyways.... haha)

Thank you! <3

Developer

You'd have to do some pretty hardcore stuff to make something like this, our built-in tools won't be enough.

You can start from this page: https://wiki.nexusmods.com/index.php/Unity_modding_tools (I never actually worked with any of this stuff, so I can't help you much)

(2 edits)

Hello, it’s me again.

Could you tell me what I have to change to create more than one sister groups without getting more idols?

Hello! I'm currently trying to add custom portraits to my game, but I am having trouble finding the "IdolPortraits" folder in my data files and game files. The closest I have gotten to seeing the idols files is from the cache folder from my game folder. I wanted to see all the idol assets so I can get inspirations and bases for my own portraits.

Developer

Check this post: https://itch.io/post/2822544

Ah, you're a lifesaver! Thank you!

I'm working on an event that, depending on the player's choice and the outcome, could repeat itself in the future or not. In order to do that, I created a variable called 'goodcoffee', where 'true' means the event will not pop up again, and 'false' means it can reappear in the future. However, I set 'goodcoffee = false' as a condition for the event to be triggered, and that variable itself can only be acquired by the player after that event. My question is: if I keep the condition as it is right now, will the game assume that, if player doesn''t have 'goodcoffee = true', it automatically means it has '= false'? Or will it just assume the variable doesn't exist and never trigger the event in the first place? How could I go about achieving my goals by working with the variables in case that doesn't work?

Additionally, I'd like to ask if it'd be possible to add room conditions to the mod editor, such as 'If player has a break room, this event can be triggered'. And while I'm at it, I'd like to know what that 'Custom' event condition is for. It's not mentioned anywhere in the guide.

Developer(+1)

A few things to keep in mind:

1. Events get triggered randomly only once per playthrough

2. When you trigger an event manually, event conditions are ignored. Actor conditions still get checked though, but not if you used "Trigger Event (Same Actor)"

3. "goodcoffee == false" is only true if goodcoffee was explicitly set to false. But "goodcoffee != true" is also true when this variable doesn't exist. 

4. Don't forget you can also add variables to idols. For example, you can add variable "coffee" to an idol when the first event get triggered. Then in some other event you may or may not add "goodcoffee" to the same idol. And in actor requirements of a third event you set that an actor should have "coffee" but not "!goodcoffee".

5. I think custom conditions don't actually work for events right now, only for dialogues. There is a custom condition "has_breakroom". You can test it: add a CHECK node with "Meta" -> "Custom" -> "has_breakroom"

 I'm working on a small mod related update, so maybe I'll do something about it.

6. Also, if you add custom condition "high_prio" to a random dialogue, the game will prioritize this dialogue over all other events and dialogues. (meaning, when it's time to drop something on the player, the game first checks if any of the high_prio dialogues are triggerable).

Again, this only works for dialogues now, but I'll add it to events too

One last question: how do you figure out the parameters for the idol's small icon in params.json? 

Developer

Portrait size should be 1024x1500. Add a 360x360 square where the small icon should be and count pixels from left and top:

mid_left and mid_top are used for the middle size version (862x1013). By default mid_left: 162 and mid_top: 0, like this:

Deleted 2 years ago
Deleted 2 years ago

Sorry if I'm asking too many questions, but for custom portraits, how do we know if they're in the game? Do you keep doing auditions or stuff like that until they show up? 

Developer

In the example mod, there's "ignore.json" file:

{

            "Ignore_Idol_Portraits": true,

            "Ignore_Files": []

}

You can add it to your mod to remove all default portraits from the game. (But keep in mind that your old save files probably won't work when this mod is enabled because of idols in your group that use default portraits)

(1 edit)

Seeing those new triggers that got added to the editor has got me very excited to work on more events and dialogues. However, I had been thinking about a couple of scenarios I couldn't work on because of the tool's limitations, and when I saw the new 'DateTime' variable, I thought I finally had the means to get where I wanted to get with my creations. Unfortunately for me, 'DateTime' is limited to weekend, weekdays and seasons. I would like to know if there's currently a way to set a specific date as a trigger condition for a dialogue/event, or if you ever intend to add that to the editor. Something as simple as picking a day of the year would already be huge, since we could get really specific with special dates like Christmas and New Years, but being able to set a specific day of the week (e.g.: an event that only triggers on Fridays), or a specific day in general (such as a dialogue that could only be triggered on February 5th of 2037) could make things even more interesting.

Also, I would like to know if some of the legacy triggers will be reimplemented in a usable way in the future. Some of those are just what I needed for some scenarios I had in mind.

Developer (1 edit) (+1)

Okay, I'll probably add more datetime conditions

For the legacy ones - you can only use them for events, not dialogues. And also they're very specific, here's the actual code for them: https://pastebin.com/4eC3d6a3

Also, this is not implemented in the editor, but you can actually check for any policy, not just dating. You'd have to look up policy IDs in policies.json and manually edit your dialogues.json or random_events.json file

And while we're at it, here are all custom conditions https://pastebin.com/kFDw6KBS

(15 edits)

When using 'Meta > Variable' for an event condition, the instruction text states "name = value". However, 'Meta > Variable' for event option effects states that it should be "name == value". Are those correct?

And while I'm at it: any chance we could have an event choice affect all of the group's idols without having to add multiple actors  (sort of like a 'Group > Dance -10')? Another suggestion would be adding a 'Hiatus' effect that could be applied to idol actors on events/dialogues (I think there's an 'Injury' effect available on the editor, but it's only available on Events as far as I know, and I'm not really sure how it works).

Also, a bug I just came across: the dropdown menu for adding story characters as actors on a dialogue seems to be broken. No options appear when I click on 'Character'.

Additionally, do you plan on making dialogue background images, music, SFX and all that stuff available as loose files? Since most of the game's files are now bundled, it definitely makes it harder to determine  how the 'Bittersweet' track sounds, for example.

Developer

About variables, if anyone else is confused:

First of all, normal variables and idol variables are different.

Idols either have a variable, or not. You set them like "Girl1 -> Variable -> nice_variable", and remove "Girl1 -> Remove Variable -> nice_variable".

Then, to check if an idol has a variable "Variable -> nice_variable". If you need any idol without the variable, do "Variable -> !nice_variable".

================

To set a normal variable, you do "Meta -> Set Variable -> nice_variable = true". (you can use any word or number with no spaces, not just true)

Then, to check it you do "Meta -> Variable -> nice_variable == true".

Variables can also have numeric values, for example "Meta -> Set Variable -> nice_variable = 5"

Then, you can do "Meta -> Variable Math -> nice_variable + 1" (only + and - work)

And then, to check the value "Meta -> Variable -> nice_variable > 5" (you can use ==, !=, > and <)

Developer

You should be able to use "Injury" in dialogues. You can leave the formula field empty.

(1 edit) (+2)

A suggestion: I'd love it if we had the possibility to add traits as conditions for actors in dialogues/events. That way, we could have specific events for idols with specific traits.

** THIS IS GOOGLE TRANSLATE **

Hello, I'm trying to add a portrait that switches images in "Dress".


But, since the position of the face is different in each image, I am having trouble setting the small-face-icon (360x360).

I challenged the following. 

I prepared a PNG of 1024x3000, placed the image for small-face-icon outside the display range, and specified the position in params.json. This attempt failed. 

Do you have any good ideas?

My MOD DATA

Hi, you can try having a 1x1px blank .png file for face and accessory just to act as a placeholder. It's worked for other modders in the past, might work for you too.

Thank you for your reply!

But, I am not good at English and it seems that the content is not conveyed correctly.

My problem is this

Folder and file structure is this.

I tried this my idea

Folder and file structure is this.

face\0.png


params.json

{ "left": 512, "top": 1589 }

This challenge failed.


Is it impossible after all?

Developer

Yeah, I don't think it's possible right now.

I'll try to add an option to set different "left" and "top" for each dress.

Thank you so much!

(1 edit)

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