My Thoughts / Reason for Creating this Mod: So, I've invested approximately 100+ hours in this WONDERFUL game and... seem to have exhausted almost all dialogue options available. I know the characters from inside and out, where they'll go on certain days of the week, the exceptions of these days, their response to every given question... name it! And, I don't blame Stardew Valley for this issue, rather, the entirety of the RPG genre. Every RPG gets to the point, where, you've invested in so many hours that it becomes... tiresome, almost; you've married everybody, heck, even if you don't like them just to get every nook and cranny of detail possible, you've been a jerk, you've been a goodie-goodie, you've been a sarcastic little twit just to elicit a reaction, you've done it all. This applies to all games that implement a "social" system, which, RPGs are notorious for; as thought, this problem persists in titles such as Rune Factory - Story of Seasons - Harvest Moon in general - and, that's what the game is inspired by, your average farming simulator / RPG!... You're guaranteed to run out of text to read, reactions to respond to - so, why not EXTEND the life of how long you can enjoy it? Why not have somebody revive your love for the characters? Breathe life, and depth, back into the characters you've come to love? Look no further! Okay, so, What Does it DO, Exactly?: FIVE TIMES MORE DIALOGUE: APPROXIMATELY 300-350 MORE LINES PER CHARACTER: RESULTS (See below for explanation): 2 (lines per day, approx) x 7 (days of the week) x 7 (possible heart values, being 0, 2, 4, 6, 8, 10, beyond) x 3 (Seasons, not including spring) x 1.2 (Other mis. circumstances, such as rain, community center restoration, in-laws) = 353 (estimated 300-350) Lines of dialogue per character. This does NOT include marriage dialogue. Previously, the amount of dialogue per character was approximately 60, not including marriage dialogue. I am multiplying the dialogue by at least five - six. And, yes - marriage dialogue will be reworked and expanded, too! My 'mod' not only REWRITES EVERY PIECE OF DIALOGUE within Stardew Valley, but, also EXPANDS upon it tenfold; to explain this in terms that somebody who is a computer doofus can understand (haha, honestly, I'm not good at it either,) Stardew Valley uses a system in, which, certain conditions must be meant for dialogue to appear. For example, let's say you had two hearts with Harvey; there is a possible dialogue option that meets these conditions to appear, yet, you can make the conditions even more specific in order to punch in more dialogue. So, let's say, that, instead of Harvey having to have two hearts with you for the chance of the dialogue to trigger, it also has to be winter, and, the community center must be restored. In this instance, we can add in more dialogue that already exists by being more specific and in depth with our dialogue. Stardew Valley tends to skip about, in this regard; as in, Harvey may need two hearts on a Monday to trigger /this/ piece of dialogue, yet, when he hits four hearts on a Monday, there is no dialogue specifically set for a four heart Monday, and, it grabs the next closest thing when you COULD have added in more things to say. ALL DIALOGUE REWRITTEN / PERSONALITY FIX (INCLUDES IN-GAME SCREENSHOTS) The second issue that I'm fixing is the "lack of personality" syndrome, as I call it. You see, I feel like part of this problem could have, potentially, been avoided; yet, at the same time, it was inevitable. As I was working on the dialogue for some characters for examples, you 'ought to take into exception that the dialogue box itself isn't HUGE for deep dialogue. Like... you can fit maybe a full screen of one line dialogue (see below) before the text overflows the box: As you can see, that isn't a TON of room, especially if you want to get more in depth, like me. I took note, that, this line in the game ALMOST fills the entire text box (about a screen full of a line, if that makes sense!) This is a problem; not everybody plays Stardew Valley to socialize, and, you don't want a character's text box to constantly pop up with new dialogue WALLS - that drones them out. At the same time, you don't want the shoddy, stupid little one-liners that revolve around "Ah, the sun touched my face, meh meh!" So, I decided to have SOME pieces of dialogue be lengthy, and others, about medium in length. Each line of dialogue is BASICALLY ENSURED to be worth two text boxes full, instead of one little line; meaning, you have about 2 lines per box, a box for each day of the week with each amount of hearts, according to each season, conditions having to be met (see math above, which, I'm generally terrible at haha.) As for the PERSONALITY? Well, it's evident that some characters need serious help //eyes Harvey from across the room//, and, in order to breathe more life into the characters (aside from rewriting all of their dialogue, of course,) I made them more engaging by adding in several more questions - more mail - more love. They seem less soulless because I put myself into them, the key step of creating an interesting character. Harvey isn't /just a doctor,/ but instead, a socially awkward, shy kind of guy with quirky interests and a little bubble in his step. Elliott isn't just /Fabio,/ but instead, a bit clutzy, and, uncertain of his future due to how big his ambitions are. Silly and uncoordinated, yet, still charming. Maru isn't just a /nerdy girl who wants to help you out,/ but she's also self-deprecating, and, cannot quite see the shine within herself that you can, yet, shows compassion to you, nonetheless. Here's an example of a question being asked early on in the game (YES, MY NAME IS QWDF: ) And, greeting Harvey is less, "bleh meh mBEHME, I'M A DOCTOR, HMURPH LOOK AT MY STACHE (AND YES, MY NAME IS "LMAO NAME: )" (thank my friend for popping up in the lower right corner, he's a scumbag ) THIS ALL LOOKS NICE! ANY OTHER IDEAS? WHEN IT WILL BE RELEASED?: More ideas that I MAY add onto this mod include: More heart events (I may need assistance with these) Character quests (Ties into mail) Maybe, if I were to be very ambitious, a date option? As in, giving the bouquet actually means something more than "haha, look at my smokin hot babe!" THE MOD ITSELF HAS ABOUT THIS MUCH WORK LEFT TO DO: I just started working on the mail, and, unfortunately, have no mail to show you, as of yet. So, the mail needs OODLES more work. Heart events, I need to study up on. This is a maybe, as of now. But - it would ROCK to include it! I have yet to even begin on the minor characters, let along the bachelorettes. Testing it (at least 3 days worth of testing on my own). I need some OTHER people to beta test this thing - see, we all make mistakes here and there (I tend to code questions incorrectly, and, it locks you out of choosing an option.) If you'd like to test out what I have so far. HOW LONG WILL IT TAKE?: Since I'm working on this on my own, and, have no intentions of allowing others to work alongside me (other than testing it out, of course,) it shouldn't take more than a month, if I were to complete one character a day and beta test on time (remember - that's LOTS of work,) it should be out before the Fourth of July. HOW WOULD I DOWNLOAD IT?: I'll provide a download from Nexus with the .xnb files of each character! SMAPI is NOT required! You simply have to back up the original dialogue files (copy them elsewhere,) and place in my .xnb files! If I happen to include heart events, or, a dating function, then this MAY become flexible (as in, if you just want the dialogue, you can have it without needing SMAPI, but if you want a whole new FUNCTION, then you'll need SMAPI, obviously.) COMPLETED WORK (UPDATES): Elliott is complete, not including marriage dialogue (as of May 31st, 2017!) Harvey is about halfway done (as of May 31st, 2017!) Began mail (as of May 31st, 2017!) I will provide updates as this mod progresses! If you'd like to test out what I do have, then, I'll provide links to download the .xnb files on an external site (NOTE: it may be buggy, nobody has tested them but myself.) See you later!