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Yeah. That one, if I recall, works quite differently. Everything is in a super-duper password protected zip. (Most likely handled with sdkencryptedappticket64.dll).
From a quick look around, even if extraction is successful, repacking causes issues. And -- don't quote me on this, though -- some files are further encrypted.
Doraemon: Story of Seasons is the easiest of the three to mod in theory, but that's even more niche. Having said that, now the only real obstacle to modding this (at least to a basic level) has been overcome. (And this game looks like it is easier to mod in practice, too... limitations of existing tools notwithstanding).
On a side-note: if anyone wants to mirror anything I am putting on Nexus or whatever, go right ahead. My only request is the usage rights are kept very liberal and permissive (i.e. no real restrictions on use or inclusion in modpacks etc) :)
Would put it on there myself but... Ugh, effort.
A shame, but it is what it is I suppose.
I have been messing around some more this morning and birthdays can be modded. As can marriage eligibility:
https://steamcommunity.com/sharedfiles/filedetails/?id=2619097483
It may take a bit more work and experimentation (and it might mean having to have a modded marriage candidate appear at the wedding in normal clothes), but I don't see why marriage mods aren't completely off the table.
There is also EyeColorId and HairColorId in the same bit, but couldn't get it to work. Had it worked, basic NPC appearance modification (without touching the Texture2D stuff) might have been possible.
Absolutely! :)
I've not found the specific bike speed yet (or if I have, I quickly skipped over it), but player & horse speeds are in GameSetting. Here are the default values:-
Wait, so you telling me that it's possible to make a Lars a bachelor?
It's not impossible. What's not clear yet is how much extra work it is to make a non-bachelor(ette) a bachelor(ette). It definitely isn't just a case of changing the Marryable parameter in CharacterMaster. There are events to wrangle with too. And it's still not fully clear how it impacts schedules etc.
As of v1.1.0 the game is still very much moddable.
I'm taking a look now. Initial thoughts would be modifying the following parameters in ObjectMaster:-
to be:
(cross-referencing the DropGroupId with the item ID in DropMaster).
Taking this approach would stop all growth, however. (Even manually planted trees). I am sure there is a better parameter to change elsewhere. In fact -- rather annoyingly -- I am pretty sure I have come across something that actually governs automatic grass/tree growth before. And what's more annoying is I forgot to record where that actually was.
I'll keep looking. If I do find the thing I am looking for, I'll throw it up as a mod that's ready to go.
I appreciate it. how fast everything grows has always troubled me.
- make placed walking tiles not show "Clear away" unless you have that tile selected.
- One Bell to rule them all (Place a bell near house that puts all livestock to pasture)
- Animals don't mind the rain (you can put animals to pasture when it rains, but not when it snows )
- Slow down ( 1 min in game time = 10 seconds instead of 3)
- stop time (time does not advance until you go to bed
- Real time (Real time: 1 minute in real life = 1 minute in game. I f you decide on this one can you also modify the calendar in game to include all the months? to much? yeah probably)
- Auto Egg Collector (Deposited in a container in coop)
- Auto Milker
- Auto Shaver
- Silo increase from 99 to 999
- Silage increase from 99 to 9,999 and Deluxe fodder to 999
- Harvest Scythe (Swinging the scythe at full charge can harvest all the crops in it's range)
- Ultimate Hammer (charge the hammer to level 2 to greatly expand the range to whole screen. and you can change lakes and water holes to normal ground )
- Ring of the Earth Spirit (within it's range of a charged hammer strike: it passively causes all grass and trees to be cut, all harvests \ rocks \ water puddles to erupt, and shells to be collected, and if makers have items completed they are collected, enemies also perish ) in order to make it active it is an item like a tool and must be highlighted
>>> these two below are probably impossible so not going to worry, just a suggestion <<<
-Finished MAKER Product deposit to container ( Maker deposits to > Container on RIGHT side)
-Maker pulls from Container (Container on LEFT side > deposits to maker