Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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: 45,919 Replies: 146
Viewing posts 1 to 63
Developer (1 edit) (+13)

We've now released preliminary mod support for Idol Manager!  You can download the editor here. The editor can be used to create new events and substories, and you can also add new idol portraits.

For a basic explanation of how to use the editor, refer to this document.


To re-iterate what we've said previously during the Kickstarter campaign, support for mods ranks behind working on the core game on our list of priorities: we believe that working on core gameplay features and content is our highest priority. Certain modding features will be released after we've finished working on the game. This editor is a tool we originally created for internal use, and we wanted to give players a chance to tinker with the development tools we've already created while the game is still in beta.  As such, feature requests for modding tools may not be addressed until after the game is released. (You're still welcome to share feedback, however!)

Questions?  Feel free to ask here!

Hi! I understand that modding features are not currently a high priority, but was wondering if it might be possible in the future to change the names available in the name pool used for idols and whatever other characters? (I have not played the game yet, so please excuse me if this isn't even something that would be applicable!) 

Developer(+3)

Yeah, that's easy to add, I'll do that

Wow, thank you! 

(+1)

You can do that already btw. Not through the mod-editor but in the files. I did it for the K-Pop Mod and worked really well.

Ahh thank you! I saw your posts in that thread and was wondering if there's any way you might be willing to share the list of names you made? I totally understand if not--I just lack personal experience with and knowledge of the Korean language so I'm worried whatever I make would be kinda janky haha. 

(+1)

I mean sure I could send you the file via e-mail or something. I also gave it to the modder of the K-Pop Mod, so it will get included in the first release of the K-Pop Mod, so you could get it that way too.

Deleted 3 years ago

Will this be available on Mac as well?

Developer

Yeah, if all goes well the Mac version should be up by Monday

Developer(+1)

Hey, I just added a mac version of the editor

1. First you'll need to move IM_Data folder into your ~/Documents folder
2. Your mods will be available here: ~/Documents/IM_Data/StreamingAssets/Mods/

3. To install a mod, find the game .app -> right click -> Show Package Content
And copy your mod's folder (~/Documents/IM_Data/StreamingAssets/Mods/*mod_id*/)
into Contents/Resources/Data/StreamingAssets/Mods/

You're the best!!!

It might have been super obvious to everyone else, but when you put in the number for how many fans to add/subtract, the number is a percentage. So if you put that you want to add hardcore fans like  HC=300,  it adds new fans equal 300% of the total fans LOOL. Also, I noticed the color tags don't work, but I might need to post that in bugs, I think?

(1 edit)

I have just created my first event, with a single actor, but when I play my event in-game, and Idol A is the one to show up on the description, once I pick an option, another idol (Idol B) will be the one to show up on the effects pop-up screen instead of Idol A. Any ideas on how to fix that?

I am having this issue as well

(+1)

In the documentation it states:

"All images in accessories, face and hair folders are 1024x1500 transparent png images and should be named as 0.png, 1.png, 2.png, etc"

  • If we want to add more options to these folders do we just continue the sequence, or will we need to change something in the code to have the game call on those extra added textures?

My ultimate goal is to make a mod that allows for customization of your idols, but the first step is just adding more options that can be randomly generated like hair colors, accessories, etc. I would also like to possibly reverse engineer the idols body images to take out the outfits in order to create more options. I know this may be part of your ultimate plan, so if you need any extra help let me know. Especially with the artwork. Thats more my strength.

Developer(+1)

You can't add more layers, but you can add as many hairs, faces and accessories as you want.

One thing to keep in mind is that  there's a 35% chance that an idol will be generated with no accessory, but I can make it customizable (for example if you want to use the "face" layer to render clothes, "hair" to render face and "accessory" to render hair).

(1 edit) (+1)

That is great insight! Thank you so much for the quick response and all the helpful info!!

Would it be possible to have that 35% be variable that can change in the editor possibly? Id probably just make it 100% of the time. That way I could use Accessories folder for all of the clothing and the face and hair would stay in the same directory?

Developer(+1)

Yeah, something like that

(4 edits)

Another question I have regarding the Editor: I tried making a dialogue that, depending on the player's choice, would trigger that same dialogue after one week. However, the dialogue failed to trigger itself, no matter the delay I set for the trigger. Is it possible for a dialogue to trigger itself, or am I doing something wrong?

Edit: I couldn't manage to trigger an event using the Start Event parameter under the Meta target either. Copied and pasted the event's ID, followed by the number of hours to wait, but that yielded no results. Additionally, I am having issues with dialogue options that just don't work (you click on the option in-game and nothing happens), even though the option is correctly set to Choice, and has a Message child node, just like the other option (that does work). I'll compare my dialogue to Default ones and see if I can fix the error on my end.

Developer(+1)

My bad, it's actually days, not hours

Btw, if you loop a "parent" dialogue, it restarts the substory and the game will pick new actors every time. But if it's a "child" dialogue, then the actors will stay the same.

Not sure what the issue with options is, maybe you have some effect on the child message node that somehow breaks it?

(6 edits)

I set the delay to 2. I tried waiting 2 days, but the trigger still didn't work.

The child nodes I'm talking about are "dead end" nodes (there are two of them, neither works). The other nodes, the ones that do work, either trigger a new dialogue, or an event (though this latter trigger isn't working for me). My guess is that the game is not able to finish the dialogue when it reaches a dead end, so it just doesn't activate the child node that has no triggers. 

Edit: I found the culprit. Both dead-end nodes that weren't working featured the 'Emotion > Sad' effect. I removed that effect from both nodes, and now they work correctly. Thank you for your help. Still no fix for the event triggering effect, though.

(+2)

Would it be possible to change the hairstyle/accessories of an existing idol, either through direct player intervention/direction during the game or by the consequences of an event? I feel like this would be a very interesting component to influence and "grow" your idols, so to speak, but I understand if it's not possible or something that could potentially come at a much later time.

Deleted 5 years ago
Developer

Your saves are in a different folder, so you can just download the new version of the game and delete the old one.

Or you can install and update your game using the app https://itch.io/app 

Thank you, I need to remember that next time.

Developer (3 edits) (+1)

Idol Manager beta update 8 is now live. See the dev log for the full patch notes.

Here's a rundown of the parts of this update which pertain to modding:

You can now customize the accessory rate for idol portraits. (By default, only 65% of idol portraits have accessories.) Add "accessory_chance": 100 to the params.json of a portrait to always render the accessory layer. (This can be useful if you want to use the accessory layer for things other than the normal system, e.g. if you wanted to use the accessory layer for hair for a custom portrait, and ensure that idols always have hair.) 

All json files in IM_Data\StreamingAssets\Languages\en are now moddable. Just keep the folder structure.

For example, if you want to mod the folder: IM_Data\StreamingAssets\Languages\en\JSON\Singles\genres.json

Copy it as: IM_Data\StreamingAssets\Mods\*ModID*\JSON\Singles\genres.json

You can use this to make balance changes, rename things, and so on.  If you run into issues or have questions, feel free to ask here.


You can tell the game to ignore certain original files. Create ignore.json file in the root folder of your mod.
The game checks if file path contains one of the ignored words. For example, if you want to tell the game not to not load default portraits and variables.json file, you can do this by creating an ignore.json file with:

[
     "IdolPortraits",
     "variables"
]

Hello, dev boys.

I've started working on a fan translation for IM, and though almost everything is working as intended, some text is still displayed in English in the game. For example: when testing out my translation, I started a new game and was about to create a room. Every room name, tooltip and clickable button, every text that was supposed to be displayed in Portuguese, was correctly displayed as I translated it, except for the 'Recording Studio' room name. I checked the constants.json file, where all the translated text from the New Room popup was, and verified that the id: "AGENCY__REC_STUDIO", item was correctly translated. It is the only line of text in the file that mentions a recording studio, and all other room names have been successfully translated, so I'm just assuming that is the item that's causing this issue.

Hope you can help me with that one!

Developer(+2)

I probably just missed it, should be fixed in the next update. Let me know if you notice any more of these

Thanks for the quick fix.

(3 edits)

Hello there, it is me again.

Yesterday, while polishing my translation of dialogues.json, I apparently have somehow completely broken the file. Now, I don't think I made any changes to the code itself, since I was only making small tweaks to words and phrases. But somehow, after doing that, the game just won't load the translated version of the file. And even though I only made tweaks to the 'intro' and the 'too many dates' parts of the file, the 'the_dancer' dialogue seems to have been affected as well, since I cannot manage to properly run them in Portuguese anymore after making changes to the file last night, though the rest of the translation (translated text from other files) still works as intended. I'll admit, I'm at a loss here. I tried looking for changes I may have made to the game's actual code, but other than a few quote marks and/or commas I had accidentally deleted (and even without those the file still worked), it all seems to be fine. I tried deleting the modded file and readding it to the mod's folder, but that didn't work. I do have a backup of an older version of the file in case I need to use it to restore it to working order, but I thought I'd run this through you guys in order to possibly avoid issues like this in the future, or at least know how to fix them in case they happen again.  Culprit has been found. Never forget to begin your values with quote marks, kids.

Let me know if you guys need any logs, or even the modded file itself, in order to assist me. If there's even any way you can help me, that is. I'm also working on a list of certain values that cannot be translated properly (like the Recording Studio text), and will share it with you once I've gone through all, or at least most of the game's translatable files.

I have a question for you, is there currently a way to change the names with the mod tool? Say instead of the game generating female names for the idols I would be able to have it generate male names?

(1 edit) (+1)

The 'variables.json' file in the Misc. folder has the list of idol names the game can generate. You can add, remove or edit the pool by modding that file. The pools are divided into three categories, though: male names, female names and surnames. You might have to work your way around those limitations to get the results you wish to have.

(2 edits)

Okay :) Thank you very much!


Edit: Is there a way to change the setting to generate male names for the idols? I've gone through and expanded the male name options :) (sorry if there's an obvious answer to this, I haven't actually tried modding a game before xD)

(+1)

You're welcome!

In order to change all the idols' gender to male, you'd need to fiddle a bit with the game's code, though I'm not even sure that would be possible at the moment. For now, I'm afraid the only way to get the idols to have male names is to replace all female names from the list with male ones. Devs might have answers more detailed and accurate than mine, though.

Oo boy xD I'd probably break the code the first few times around lol.  Thank you for the advice ^6^ For now I'll create a copy of my files and changed out the female names for male ones :D

(+1)

Don't ever forget to create backups of the modded files for every change you make. As you may have seen in my last post, I ended up breaking an entire file with thousands of lines of code because of one missing pair of quote marks. That kind of thing can mess with your head!

Yikes, I'll be sure to keep a couple of backups just in case :D

(3 edits) (+1)

Hello, devs.

While working on translating the 'date_groupTalk.json' file, under the "mentor";"stop_good" section, I noticed all dialog messages are present, but one of them seems to be placed under the "mentor" category instead of the usual "dialog" category (so instead of it being "mentor";"stop_good";"dialog", it is "mentor";"stop_good";"mentor"), and the line of text that was supposed to be labeled "message" is placed under the "dialog" category ("mentor";"stop_good";"dialog" instead of "mentor";"stop_good";"message").

Now, I am no coding expert, and I don't know if this is having any effects in-game, but I noticed this chunk of categorized lines were different from the others, and thought I'd give you a heads-up just in case this is not intentional.

Developer(+1)

Thanks! Yeah, you're correct, it should be

{
"Categories": ["mentor","stop_good","message"],
"Text": "[girl] reluctantly agrees to stop being [girl2]'s mentor."
},{
"Categories": ["mentor","stop_good","dialog"],
"Text": "Aw, okay. But we can still be friends, right?"
},{
"Categories": ["mentor","stop_good","dialog"],
"Text": "Why? Do you think I've been spending too much time with her?"
},{
"Categories": ["mentor","stop_good","dialog"],
"Text": "I'm glad I had a chance to mentor [girl2]. I'm sure she's going to do great."
},

While we're on the topic of  'date_groupTalk.json', I think I should let you know that on the ["group","clique_leader","dialog"] group of dialog lines, the very first line of dialog contains a typo I barely noticed myself. Instead of "I've got my on group of private lackeys", I believe it should be "I've got my own group of private lackeys". Just sharing before I forget about it.

(1 edit) (+2)

A comprehensive list of issues I had while translating Idol Manager

Hello, devs! I have just finished translating all files inside the IM_Data\StreamingAssets\Languages\en folder, and created a mod with those files for my Brazilian Portuguese localization of Idol Manager. All the files’ content seem to have been correctly translated, and no changes to the game’s code seem to have been made (or at least I assume none have, since I know from experience that deleting a ‘ , ’ or a ‘ “ ‘ can have terrible consequences: the entire file will stop being recognized by the game, and the original file in English will be loaded instead). Now, that does not seem to be the case this time, though I am still facing a couple issues with untranslatable text (like the Recording Studio one I reported about a few weeks ago), words that cannot be found in the files, text formatting, among other minor problems. Of course I understand the game (and the modding tools) are still in beta, so these kinds of issues are to be expected. You might be aware of some of these, but I’ll include them in this post anyway just to be sure!

Because I’m facing some obstacles in my project that seem to be universal (whoever decides to localize Idol Manager will deal with the same issues), I decided to make this long list of bug reports and suggestions regarding localized .json files, with screenshots that will help you know exactly which portions of the game I’ll be referring to. Hopefully this list will be able to not only fix issues that might reside in my translated files, but also help you dev people and fans with future Idol Manager localizations. If need be, I can share more the translated files with you.  Now, dear developer(s), I must kindly ask you to get comfortable on your seat, grab a glass of your favorite beverage and, with no further ado, ikemashou!

  • [Save/Load Screen] ‘Load’ button
  • [All tabs] Buttons at the top of the window and the tooltips you get when hovering over wach tab icon are in English. In general, clickable buttons seem to feature untranslatable text.
  • [Date] Date lines can be quite puzzling, no matter the topic of discussion between the player and the idol. I’ve tried talking to my idols multiple times, and it seems like it’s hit or miss. I can’t pinpoint a pattern for working and non-working lines, simply because I’m afraid something is wrong with the entire system.Some lines seem to work, some others don’t, and I’d say there’s a 50-50 chance a line will work or not. In fact, I think I’ve seen the same line come up twice - the first time, it was translated; the second, it wasn’t. I checked my date-related translated files and compared them to the original game files in English, and there is no difference between them when it comes to the code, so while it’s not impossible, it’s unlikely that these issues are being caused by changes I may have accidentally made to the game’s code. Also, it seems like trivia displayed in English during the Date talk will also be displayed in English under the ‘Extras’ tab of the Idol’s profile.
  • [Date > Graduation] The graduation dates the idols tell us about (e.g.: “before I turn 29”) are displayed in English, even when the rest of the dialogue line is correctly translated.
  • [Notifications] ‘You’ word, as in the player.
  • [Player’s Office] ‘Socialize’ text while dragging an idol cannot be translated.
  • [Tooltip menus] Upon clicking on any room, most of the options will display their original text in English.
  • [Singles tab] All information displayed about released singles are in English, except for ‘Profit’. Same applies to the Media tab and shows either canceled or in production.
  • [Policies tab] The ‘Policies’ tab is quite the unique case. Apparently, all option buttons (e.g. ‘Image’ > Orthodox, Neutral or Rebellious) are actually duplicated once translated. So my translated ‘Image’ section, instead of having three options, has six of them - three in English, three in Portuguese. Same goes for all the other Policies. It’s quite weird, honestly, and I have literally no idea how that happened, since my ‘policies.json’ file looks identical to the original one, only with the translated text. Tooltips are also untranslatable.
  • [Policies tab] All ‘Push’ related text is unable to be translated. 
  • [Settings tab] All buttons display their original text in English.
  • [in-game Settings screen] All sliders are named ‘Background Music’, in English, and the text always displays ‘100’ regardless of the sliders’ settings. This does not happen on the Main Menu Settings screen.
  • [Audition screen] ‘Finish’ button.
  • [Idol Profile screen] ‘Bonds’ and ‘Extras’ buttons aren’t translated.
  • [Formatting] On several occasions, if the translated text is longer than the original text, some characters might end up being overlapped by other objects on the screen. Of course I understand why that happens, but I’d like to know if it’d be possible to make it so longer text has its font size/character spacing reduced to fit without causing visual bugs.
  • [Bug] When you open Idol Manager with the translation mod activated, the game will boot up in English. In order to actually change the game’s language, the player must head to the Settings screen on the Main Menu and click the checkbox labeled ‘English’. Only then the translation will be activated. It’s not game breaking, of course, but it would be neat if modders had an option to add their own checkbox to the game’s language settings with their translation mod.
  • [Bug] In the 'event_template.json' file, two lines ('bump1' and 'bump2') have the exact same text. Not sure if intended or not, just giving the heads up.

I hope this list helps you and whoever may be interested in translating Idol Manager in the future. Please let me know if I'm being an idiot and all those issues are being caused by my lack of coding knowledge! ❤️

Developer(+2)

Awesome work, thanks! I'll try to fix all or most of these for the next update in ~ a week

Developer(+2)

Hey, do you have your files set up like this? I think you put them in the mods folder and that caused some of your issues (random english text in dates, double policies, no checkbox for your language).

Also, yeah, bump1 and bump2 are intentionally the same, this way we can have events with the same text but different outcomes

(3 edits) (+2)

I'll try to reorganize the files the way you suggested, I'll edit the post with the outcome when I'm done.

EDIT: Alright, I did that and while I did get my checkbox, it cannot be ticked and it has no text next to it. Copied the original 'info.json' and made a few changes regarding ID, Language Name and Author, checkbox is now working correctly. Will explore the game a little and come back with the final verdict.

EDIT 2: Cool, that seems to have fixed some of the issues with English text being displayed instead of the Portuguese text, especially during dates.  That weird bug with the duplicated Policies options is gone too, as well as the policies' names and descriptions being displayed in English. The rest (tooltip menus, 'pushes' text, some isolated terms, etc.) is still the way it was before. Thank you for the help, sadambober!

I was curious if I could use the params.json file in the portraits to change the layer order?? I'd like to get the 'hair' layer to show on top of the 'accessory' layer. 

I was also wondering how I can change the mini-portrait parameters, so that it consistently shows my girls torso's in the mini-photos and menu photos. With their varied poses the mini-photos and the menu portraits can sometimes be off a bit or not show the Idol's face. 

Let me know if you need more information, or screenshots/examples of what I am asking. Thank youuu!! <3

Developer(+1)

I think you should be able to use parameters "mid_left" and "mid_top" in the params.json to get that mini portrait right - I'm using them in default portraits 6 and 7. You'll probably have to clear the cache folder to see changes.

As for accessories, can't you just move hair files into the accessory folder and vice versa?

Yes, I will do that and just switch the files instead of reordering them somehow. I just wanted the labels to match what was in the folder because I am OCD like that, and have plans to expand on the mod later and thought it would make it easier.  Thank you for the "mid_left" and right advice. You're awesome. 

I had another small question. Is there a way to change the artwork for Photoshoots, Advertisements, Dramas, etc? Or is there only currently the option to change the random event artwork?

Developer

Not right now, unless you want to do more hardcore modding, like using something like this https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor

It should be easy for me to make more stuff moddable though, I'll do it in the next update

Thank you!! <3

Hello! Many thanks for the awesome game!

A question regarding the mod support: Is it possible to, aside of the fixed full body picture (using body.png and the rest full transparent), have an idol name fixed to a certain image without generating a random one? Thanks!

Developer

You can edit save files in a text editor https://itch.io/post/729513 , so you could do something like this:

1. Create a new save file right after starting the game

2. Copy idols from other save file (and make sure that everyone has a unique "id"), change their looks, names, other parameters if you want

When editing "textureAssets", you'll need to add id of your mod, like this "asset_id": "2 0 2 TestMod"

3. People then can use this save file to start the game with a premade group

(+3)

Thanks for the reply and the save editing tip!

Though I wanted to know if there was a possibility of having a "pool" of premade characters and get them randomly from auditions instead of the random names and images.

Hey sadambober, are there any plans of making some values such as rent costs, hiatus time, new game bonus multiplier and other numericals moddable?

Developer(+2)

Yeah, that should be easy, I'll see what I can do

(1 edit)

Hi there! I'm working on a story mod and I've got a question with the tool. Is "==" the only operator available for checking variables? Can I also use "!="?

Reason I ask is I want to keep track of random events that will happen multiple times until a certain choice is made and it has to be a meta variable and not an actor one. If that's not possible at this time, would it be possible for it to be added in the future?

EDIT= Also, what about the new relationship stats that were added in 9.0?

Developer

Yeah, there's only "==" right now, I'll add "!=" in the next update

New relationship stats aren't in the editor yet, so you'll have to add them manually. And you can't check for influence or romance yet.

{
            "target": "@actor_0@",
            "parameter": "friendship",
            "formula": "+ 3"
},

{
            "target": "@actor_0@",
            "parameter": "influence",
            "formula": "- 5"
},

{
            "target": "@actor_0@",
            "parameter": "romance",
            "formula": "+ 2"
}

Make sure there's a space between +/- and the number

Thank you, JSON works fine for me! Thank you for adding the feature, it'll really help out a ton with scripting, is it possible to also add condition checks for influence and romance in the next update as well? It's fine if it's only doable in JSON at first, that's all I would need to get this project off the ground. :)

(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 3 years ago
Deleted 3 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)

(2 edits)

Hello. I first decided to make a mod for the game. I want to add my idols and accessories to them. The manual says "Easiest way to create a new portrait is to copy one of the default ones and edit it:

* game_folder * / IM_Data / StreamingAssets / Textures / IdolPortraits /

 but I don't have the" IdolPortraits " folder only "RandomEventIllustrations"

P.S. sorry for google translation

(+1)

hello,I like this game very much, but I think  BGM is too little

how do I  change the BGM of the game

thank you

I would like to know this aswell

Developer(-1)

We're working on a tutorial/documentation that will cover this, but for the moment, the best place to start would be to look at the Steam workshop entry titled "Example: Custom BG, CG, FX and Music"

You can download the mod by subscribing to it on the Steam workshop and then launching Idol Manager on Steam; this will download the mod (check C:\Program Files (x86)\Steam\steamapps\workshop\content\821880 for local copies of all mods you're subscribed to in the Steam workshop.

(This requires that you have the game on Steam, but you should have access to a complimentary Steam key for the game if you bought the game on itch.io; instructions for that can be found here)

Please note that (as per the readme file) only .wav files are supported at this time.

(1 edit)

Please give me a custom staff example.

Hey there! I've been really loving the game so far and have been playing around with my own mods. I was busy creating an unique idol and was wondering if it's possible at the moment to give them custom trivia? 

Hi, I'm starting to create mods and I have some questions :

How work the Faces in the idol portrait ? Is it only for generating random idols or is it possible to associate faces to emotions ? the command "ingore" works the same than the body  in th params.json file?


How work the CG in the mod editor ? there not much expalnation in the guide.


How to change the game CG and BG ?  I can't find the original textures. I only have the random event illustrations.


For the Business, is it possible to associate images or CG for an accomplished business action ?

in the business.json file, there's a line :   -image:["cute", "cool", "sexy", "pretty"]-  is it corresponding to a png file ?


In the Unique Idol folder, if I replace the files in the folder \Textures\RandomEventIllustrations by my on files (with the same name), does it replace in game the textures and only for the unique idol ?

It's a bit long but if you could answer, that will help me a lot.


Thank You

First of all, I am not good at English.

I'm sorry.

I'm making an event right now, and in event A, I'm going to choose an idol that fits the criteria.

At that time, use Meta- >Trigger Event(Same Actor) to trigger the start of Event B.

After event B ends, I want to create a repeating event that returns to event A using Meta->Trigger Event.

Event A -> Event B -> Event A. Even if I select a different idol from the first Event A, the idol that appears in Event B is the idol I selected in the first Event A.

And when that Event B ends, the third Event A will no longer occur.

Is there any way to solve this problem?

You can try adding a custom varibale to the idol you want to use in both events so she'll always be picked. You could also create another custom variable to try and stop the game from triggering Event A again.

I'm sorry, but is it possible to modify the sound effects? I want to change click_good_2.wav and Cash register 5.wav, but I don't know how. I've read Sample: Custom BG, CG, FX and Music and Sample: Custom BG Music, but I only know how to add bgm or put it into existing events.

I don't think there's an easy way to do that as of yet, the only audio you can change in the game is the song that plays in the background during gameplay.

Thank you for your answer. I'm sad there's no way. I tried to modify the assembly with unity, but I gave up because it was too difficult for a beginner. I'll have to wait until the relevant editor or mode guide comes out...

Please let me ask you another question.

I'm not very good at English, so it's possible my understanding is wrong.

I'm not very good at English, so my understanding may be wrong, but I'd like to ask about "Aidio→Custom Sound Effect→filename(no extension)" in the dialogue script.

Does "filename(no extension)" mean that the feature is not yet installed?

If this feature is available, where do I put the Custom Sound File?

Also, about "Meta→Set CG", is it possible to use this script to display a background that I prepared by myself?

It simply means that, if you wanna add a custom sound effect to your dialogue, and you name the sound file sound.wav, for example, you have to enter the name of the file without the extension (which is the .wav part). So if you write sound.wav it won't work, it has to be just sound.

The audio file must go [mod folder]\Audio\Sounds for sound effects, or [mod folder]\Audio\Music for dialogue background music.

I'm actually not sure about that last one, but you could probably try adding an image file to [mod folder]\Textures\CG , use the Set CG function and see if it works. Let me know if it does, by the way ;)

Thank you for your advice.

When I set "Audio→Custom Sound Effect→File Name" in the dialogue message type script, the message was displayed and the file I set was played at the same time.

Also, for "Set CG", I placed a PNG file with a size of 1920x1080 in "Texture→CG" and was able to display it by using "Meta→Set CG→File name (no extension)".

However, when I place actors in "Actors Setup", the prepared image disappears as soon as it is displayed.

Therefore, it is not possible to use it instead of "Location".

Hi Becky

I am writing to express my thanks for bringing Idol Manager to us. I am too enthusiastic about the game I hope it thriving. I sincerely want to share my ideas on how to improve the game. If am I correct, I suppose you are one of the developers? 

I am sorry for posting my suggestions here because I am now having bad internet connection.

Below are some of my ideas.

TLDR

1. Rebalancing the mental stamina of the idol (not much impact on the current game right now) (related to 3. Idol’s preferences too)

2. True End after the story mode (Idol’s ending) (Again, related to 3. Idol’s preference)

3. Idol’s preference on genre (music / lyrics / choreography)

Elaboration:

1.Rebalancing mental stamina

Currently the mental stamina is not impactful on the game. I suggest every activity (like releasing singles) should decrease the mental stamina on the idol. Moreover, If the idol personal preference is not match with the singles / concert, for example, A idol with preference on metal music, but the new singles are of different genre, the idol will suffer more damage on mental stamina.

In addition, 100% of mental stamina should mean 100% of the idol’s ability status, while low mental stamina will yield a percentage of the idol’s ability. (e.g., 50% stamina may cause the idol’s originally 100 dancing skills to 50 dancing skills)

This should cause the player to slow down the money-making process and force them to choose the right member regardless of the flat ability of the idol. Thus, the player could not spam singles and concert on making huge amount of money.

2. True End

After the current story mode, there game has no goal and I suggest having a true ending. 

The ending should be focus on the idol / the idols’ group. For example, I imagine a scenario when after the story, the main character is challenged by the top rival idol manager (from a particular genre of music) from the world. The player then have to, for example, choose to challenge a world class metal band. 

Numerous events could be added during this scenario, for example, the rival manager may recruit your idols, and you have to choose your faithful idol/ idols to conquer the specific genre of music. As mentioned previously, each idol should have its preference on genre, the idols with different preference may leave the group as well.

If the player beat the rival manager, which will yield a true genre-specific ending for the group / idol.

This will encourage the player too play on specific genre to see all endings, and different genre should have different event along the route too.

In addition, Aya / rival (main character) / Fujimoto should also have True ending after the story.

3. Idol Preference

As mentioned previously, each idol should have preference on particular type of music / lyrics / dance, this also add difficult to the game as the player now could not choose the idol with the highest ability, but also have to consider whether the idol match the group’s image too.

Thank you very much for your reading. I am looking forward to your reply and I hope my too- enthusiastic message would not be a bother to you. Maybe l should also try modding by myself?

Best regard

Mr. Humble

Hi there!

As active as I may be as a member of the community, I'm not part of Idol Manager's dev team. You should be thanking Sadambober and Kuiper for their hard work :)

I'm sure they appreciate it either way, and I definitely recommend you look into creating your own mods for the game!

(1 edit)

Hi Bicky

Good day and thank you for your reply

I hope you could answer some silly questions from a modder wannabe .

1. About extending / adding story line in Chapter 6

I took a look into the mod editor, it seems to me that there is no options to extend the story line, seemingly I could not add a "dialogue" that should be specifically execute in CH.6. ( for example, setting the event / dialogue to be triggered after story_chapter_5_xx_xx)

Is the above statement true? if yes, would the future mod editor / the development team allows such function?

2. Editing game mechanics

As mentioned I think balancing the mental stamina / adding idol's preference might make the game more balanced.

I believe I could only edit the above by using Unity? and it would not be considered as a mod lol.


Well by the way thank you again, I hope the developers will add more content in the future.

(1 edit)

For #1, you can do the following:

Head to IM_Data\StreamingAssets\Languages\en\JSON\Events within the folder your game was installed to. Copy dialogues.json, events.json and, optionally, characters.json. Then, go to the Editor's installation folder and paste those files into IM_Data\StreamingAssets\Mods\[mod name]\JSON\Events. That will allow you to make changes to all of the game's base dialogues and events. From there, you can add certain variables and triggers to specific dialogues in order to add new custom content that would only pop up for the player once they completed the game's main story (for example, you could create a custom dialogue, then head to one of the dialogues you have towards the end of the game's main story and add a 'Meta > Trigger Dialogue/Event' effect to one of the nodes in order to have an automatic, timed trigger for your custom content, or you could add a 'Meta > Set Variable' and come up with a custom variable such as 'playerfinishedgame = true' that could be used as a condition to trigger events and dialogues that should only happen after the player has gone through the game's main story.

And yes, in order to edit those values you'd need a .dll decompiler and some knowledge of coding. It's not impossible, I've managed to change some in-game values myself by watching a 15-minute long tutorial on Youtube and downloading DnSpy, but uploading it publicly as an installable mod wouldn't be an easy task.

I've recently downloaded the Editor to try my hand at modding, but I'm not sure if I can add Accessories, Bodies, or Hair with this tool. It's hard for me to create files directly, so I'd be happy if I could use the tool to create these characters... Are there any plans to do so?

Hi, are there any templates for idol sprites so that I can make my own dress for them? ty in advance.

Nvm I found them, but since they have clothes on it'll be a hard time drawing on those. Wish you could provide some with body only if possible.

Deleted 2 years ago

Hello, I want to ask something about mod, particularly about CG, BG, music, and sound fx. I am trying to create an original story so I made a couple of test mods to be able to understand all about it, cause I'm no coder, not a little bit. So far I am able to make custom idol portraits and original story character, but when it comes to making BG, CG, music, and sound, whatever I tried, the assets is not being pulled out, meaning the backgrounds are just white screen and the musics and sounds are silent.

I thought it's just my mods that're wrong so I tried to download a bunch of mod and played each of them separately. Nothing comes out except the idols and the story character.

I play mac version, and most of the time I build the dialogues with mod editor and finished the .jsons in TextEdit, all completely in mac.

I once made an ignore.json to ignore the original dialogues of the game. Maybe that's why?

I really want to create an original idol story despite my little understanding about coding, so I really appreciate all the help.

Does Emotion > Annoyed actually work? I can't see anything happening when I use it.

(+1)

Nope. I've asked the devs about it, it's an unused Emotion they just never bothered to remove from the editor. So yes, you're right, it doesn't really do anything.

Ah, thank you for that. Thought I might be missing some subtle detail. Are the others emotions all functional?

Yup, the other ones work as intended.

Did triggering a Dialogue from an Event get fixed? Or is there a workaround?

Note: This is an automatic translation so it is poorly written. I apologize for that. I am using the Japanese version. 

I tried to create an event using the event editor.

It's a joke event with +50 to all abilities, more fans and a very good relationship.

To create this, I wrote the event text in Notepad, copied it, and pasted it into the editor.

How about that!

I didn't specify any image, but this image was displayed by itself!

Moreover, the idol shown in the picture is completely different from the idol named in the event text.

Furthermore, the idol displayed is completely different from the idol named in the event text, and only one idol has the effect, but somehow two are displayed.

I made two choices at one point, but they didn't show up at all, and I got a different text.

And when I click on it, this image doesn't switch.

The time progresses and I can play, but this large event image is very distracting and hard to see.

The Notepad software I'm using to create the event text is setting the character encoding to "UTF-8", but what am I supposed to do?

I don't even know what's wrong with me, so I hope you can tell me.

I'm new to this and my writing is poor, but please help me!

P.S. For some reason, the amount of compensation is shown in the event text, but I didn't add that kind of negative effect in the editor.

The content of the event text itself is just an insignificant sentence about attending a TV show event, so you don't need to pay attention to it.


Mod tool can't change idol's sprit,include body,face,hair.The function is very import.Please add the function in the next vision.Thanks a lot.

It can be done so manually by following the same file and folder structure as the original game. An example/template mod can be found here, you can use it as reference.

You don't understand.I mean use order to auto chang the idol's sprite in a mod event.The story  character have sprite change order,but idol can't.We can use different sprite to make different pose or face,not the simple emotion.

Hello, I am new here and would like to do some modding for idol manager. I can create a custom idol thanks to some tutorials but there are lots of things that I am not able to do so I want to see whether they are possible:

1. Is it possible to edit customized details, not only age, but also like birthday, relationship status for the customized idol?

2. Is it possible to edit customized chat dialogue, i.e., when you pull the idol to social( general chat, flirt, asking about graduation..etc. ), the dialogues are not generic but can be tailor made?

3. I have been trying to create an event, but when I loaded the mod in, the game time just cannot move on and I am stuck to a point which I cannot hold any audition, what can be possibly go wrong?

 4. Can dialogues trigger effects, like adding money, no. of fans etc. like events?

Thank you very much.

hello! i bought this game on steam about a month ago and have been experimenting with making my own mods ever since. i've been able to learn how to add custom hair, bodies, etc. for idols pretty easily, but there's a lot less instructions available on how to add custom staff. since staffers don't have individual "layers" for hair, faces, and clothes like idols do, i'm assuming that the folder structure is different. however, i'm having the same issue as several other people where my textures folder only has the RandomEventIllustrations subfolder, so i can't check it myself. does anyone know how the folders should be structured / what dimensions each image should have?

(if it helps any, i'm not trying to add one-of-a-kind unique staffers -- just looking to add a degree of randomness to the staffer pool!)

Some have tried doing that before, but to no avail. The truth is there's no simple fold structure that'd be enough to make the game "understand" the what you're trying to do is add custom textures for staffers (it used to work the same way as idols during the early alpha/beta days, but the way those files are handled by the game has changed since). I haven't heard of a single person who's managed to achieve that what you're attempting to do (let alone adding a random pool of accessories and hairstyles to the staffers), but I'd definitely be interested in it if someone managed to pull it off.

Hello I have a question. Is it possible to mod character voice audio files (Such as when you drop them into certain positions in a Single line-up) and to bound specific voice audio files into unique idols?

Hi, i'm having a problem with custom images, i followed the instructions in the word document but the images don't appear in the editor, i tried to see if i could use another mod as a template but then the images of that one didn't appear also

Can I set birthdate for moded idols ?

{

"unique": true,

"unique_id": "xxx",

"birth_day": "dd-mm-yyyy", <---------------------- like this ***

"intro_message": "yyy",

"value": "platinum"

}

Hello can someone help me I don't know how to follow the instructions  

I move IM_Data to my documents and open the app 

Now I open the app and this shows 


I'm following this instruction but I don’t understand help