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Don't Starve Together

Found 6 results

  1. Version 1.0.3

    1061 downloads

    Hey, you! Are you tired of having the same Maxwell speech for every single character? Well, so was I, but not anymore! This mod adds custom Maxwell intro and adventure speech for every single character, including RoG and SW excluive characters! Please, report any bugs to me and if you find any typos, a string that contradicts with canon lore or simply something that would be better in a different way, let me know! Thanks Steam download: http://steamcommunity.com/sharedfiles/filedetails/?id=912750748 Special thanks to @Fidooop for all the code he gave so this mod could exist and to @GiddyGuy for giving me constructive feedback regarding the quality of my strings
  2. Sometimes, Don't Starve Together can come up with new items, and so new strings on the character's speech files are created. And because of that, it's possible that the speech files I created may be outdated from time to time. And when I try to manually input those strings into my mod's speech file, the speech file becomes broken and defaults back to Wilson's. So, I'd like to know if there's a way I can catch those new strings and insert them into my speech file without breaking it! If it is possible.
  3. Ever since don't starve hamlet came out, I noticed the speech files aren't where they used to be, where were they moved to?
  4. " style="border:none;width:100%"> My goal right now is to create a random generated speech within companions to make them feel more alive and to kinda make me not feel alone . but ly it keeps on registering it as not a string. i know that i added it to the modmain yet it still doesn't show up. please if you can help me that would be awsome, i'll poste the code for the follower and the string local assets = { Asset("ANIM", "anim/perd_basic.zip"), Asset("ANIM", "anim/perd.zip"), Asset("SOUND", "sound/perd.fsb"), } local brain = require "brains/smperdbrain" local MAX_TARGET_SHARES = 5 local SHARE_TARGET_DIST = 30 local function nicewords(inst) inst.components.talker:Say(GetString(inst, "CHATTER")) end local function OnDeath(inst) SpawnPrefab("small_puff").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst:Remove() end local function OnStopFollowing(inst) --inst:RemoveTag("companion") end local function OnStartFollowing(inst) --inst:AddTag("companion") end local function KeepTarget(inst, target) if inst.components.health.currenthealth < (inst.components.health.maxhealth/10) then return false else return inst.components.combat:CanTarget(target) and inst:IsNear(target, 10) -- Hounds keep target for 10 end end local function OnAttacked(inst, data) inst.components.combat:SetTarget(data.attacker) inst.components.combat:ShareTarget(data.attacker, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES) end local function OnNewTarget(inst, data) inst.components.combat:ShareTarget(data.target, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES) end local function die(inst) inst.components.health:Kill() end local function KeepTarget(isnt, target) return target and target:IsValid() end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddDynamicShadow() inst.entity:AddLightWatcher() inst.entity:AddNetwork() inst.AnimState:SetBuild("perd") MakeCharacterPhysics(inst, 50, .5) inst.DynamicShadow:SetSize(1.5, .75) inst.Transform:SetFourFaced() inst:AddTag("companion") inst:AddTag("dab") inst.AnimState:SetBank("perd") inst.AnimState:PlayAnimation("idle_loop", true) inst.AnimState:Hide("hat") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst.components.locomotor.runspeed = TUNING.PERD_RUN_SPEED inst.components.locomotor.walkspeed = TUNING.PERD_WALK_SPEED ------------------------------------------ inst:AddComponent("eater") inst.components.eater:SetDiet({ FOODTYPE.VEGGIE }, { FOODTYPE.VEGGIE }) inst.components.eater:SetCanEatRaw() ------------------------------------------ inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "pig_torso" ------------------------------------------ inst:AddComponent("health") inst.components.health:StartRegen(TUNING.BUNNYMAN_HEALTH_REGEN_AMOUNT, TUNING.BUNNYMAN_HEALTH_REGEN_PERIOD) ------------------------------------------ MakeMediumFreezableCharacter(inst, "pig_torso") MakeMediumBurnableCharacter(inst, "pig_torso") ------------------------------------------ inst:AddComponent("follower") inst:ListenForEvent("stopfollowing", OnStopFollowing) inst:ListenForEvent("startfollowing", OnStartFollowing) inst.components.follower.keepdeadleader = true ------------------------------------------ inst:AddComponent("inspectable") ------------------------------------------ inst:AddComponent("talker") inst.components.talker.fontsize = 35 inst.components.talker.font = TALKINGFONT --inst.components.talker.colour = Vector3(133/255, 140/255, 167/255) inst.components.talker.offset = Vector3(0, -400, 0) ------------------------------------------- inst:ListenForEvent("death", OnDeath) inst.components.health:SetMaxHealth(250) inst.components.combat:SetDefaultDamage(33) inst.components.combat:SetAttackPeriod(TUNING.PERD_ATTACK_PERIOD) inst.components.combat:SetKeepTargetFunction(KeepTarget) inst:ListenForEvent("newcombattarget", OnNewTarget) inst:ListenForEvent("attacked", OnAttacked) inst:DoPeriodicTask(1, function() nicewords(inst) end) inst:AddTag("frick") inst:AddTag("sm") inst:AddComponent("named") inst.components.named.possiblenames = STRINGS.SMPERD_NAMES inst.components.named:PickNewName() MakeHauntablePanic(inst, 5, nil, 5) inst:SetBrain(brain) inst:SetStateGraph("SGperd") return inst end return Prefab("smperd", fn, assets, prefabs) --this is for the modmain----- PrefabFiles = { "wakadoodoo", "smperd", "eggd", } Assets = { Asset( "IMAGE", "images/saveslot_portraits/wakadoodoo.tex" ), Asset( "ATLAS", "images/saveslot_portraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wakadoodoo.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wakadoodoo_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wakadoodoo_silho.xml" ), Asset( "IMAGE", "bigportraits/wakadoodoo.tex" ), Asset( "ATLAS", "bigportraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/map_icons/wakadoodoo.tex" ), Asset( "ATLAS", "images/map_icons/wakadoodoo.xml" ), Asset( "IMAGE", "images/avatars/avatar_wakadoodoo.tex" ), Asset( "ATLAS", "images/avatars/avatar_wakadoodoo.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_wakadoodoo.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_wakadoodoo.xml" ), Asset("ATLAS", "images/inventoryimages/eggd.xml"), Asset("IMAGE", "images/inventoryimages/eggd.tex"), } local require = GLOBAL.require local STRINGS = GLOBAL.STRINGS local RECIPETABS = GLOBAL.RECIPETABS local Recipe = GLOBAL.Recipe local Ingredient = GLOBAL.Ingredient local TECH = GLOBAL.TECH -- The character select screen lines STRINGS.CHARACTER_TITLES.wakadoodoo = "wakadoodoo" STRINGS.CHARACTER_NAMES.wakadoodoo = "wakadoodoo" STRINGS.CHARACTER_DESCRIPTIONS.wakadoodoo = "*can summon his fellow tribe members\n*controlls an army of gobblers\n*is frail and weak" STRINGS.CHARACTER_QUOTES.wakadoodoo = "\"Ooga Booga\"" -- Custom speech strings STRINGS.CHARACTERS.WAKADOODOO = require "speech_wakadoodoo" -- The character's name as appears in-game STRINGS.NAMES.WAKADOODOO = "wakadoodoo" -- The default responses of examining the character STRINGS.CHARACTERS.GENERIC.DESCRIBE.WAKADOODOO = { GENERIC = "It's wakadoodoo", ATTACKER = "That bush man looks shifty...", MURDERER = "Murderer!", REVIVER = "wakadoodoo, friend of ghosts.", GHOST = "wakadoodoo could use a heart.", } STRINGS.NAMES.SMPERD = "Bush Tribal" STRINGS.CHARACTERS.GENERIC.DESCRIBE.SMPERD = "strong fellas" STRINGS.NAMES.EGGD = "egganomicon" STRINGS.CHARACTERS.GENERIC.DESCRIBE.EGGD = "what a wierd book" STRINGS.RECIPE_DESC.EGGD = "only the shaman of the forest can summon the spirits" AddRecipe("eggd", { Ingredient("bird_egg", 1), Ingredient("cutgrass", 6), Ingredient("dug_berrybush", 1), }, RECIPETABS.MAGIC, TECH.NONE, nil, nil, nil, nil, 'frick', "images/inventoryimages/eggd.xml") STRINGS.SMPERD_NAMES = { "Billy", "Dipper", "Joe", "Jan", "Vito", "nome", "Peter", } STRINGS.SMPERD = { CHATTER = { "Kill two birds for the price of one.", "Give a man a fish and you lose a fish and he gets a fish", "Contrary to popular belief, the egg did not.", "i miss berries", "I love you.", "i'll protect you", "i hope we get hats", } -- AddMinimapAtlas("images/map_icons/wakadoodoo.xml") -- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL. AddModCharacter("wakadoodoo", "MALE") sorry i sent quite alot thnx anyway even if you read this
  5. Version 1.0.1

    98 downloads

    This is my first mod all it does if give Wes speech lines and disables his mime moves This mod is only combatible with DST He is voiced by a unused character called Wallace enjoy and thanks to SuperDavid for making this possible
  6. This is my first try at modding all I want is to make a mod that takes a existing character but gives him new speech lines when the mod is active also the character only has no speech file. What do I do.