Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

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: 42,942 Replies: 146
Viewing posts 6 to 25 of 63 · Next page · Previous page · First page · Last page
(+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 4 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.

Viewing posts 6 to 25 of 63 · Next page · Previous page · First page · Last page