tModLoader

tModLoader

[VSC Framework] Dialect
59 Comments
libero2711 21 Jun @ 11:32am 
this makes it so every single time i talk to an npc the dialect (vanilla) one is used instead of any other npc dialogue panel mod i have. i dont understand how it works
Eather99 26 May @ 8:39pm 
Could you add a blacklist for the NPCs it modifies? Because for some reason it's incompatible with Autoreforge. I have to change the dialogue panel for the mod to work with the goblin. It's getting a bit tiresome to switch between dialogue panels all the time.
TiraboTurbos 9 May @ 8:11pm 
Oh? Then what the hell is Azure talking about?
Moonlight Glint 9 May @ 2:12pm 
It is, and they've been compatible for several updates
TiraboTurbos 9 May @ 1:54pm 
??? Lol? I assume Dialog Panel Rework is another mod? If this AND that one both touch NPC dialog, then I doubt it'll ever be compatible.
AzureBlooet 9 May @ 1:14pm 
someday they'll let this mod recognize dialogue panel rework as one of the default options, and then the world can finally begin to heal
MajesticFrog2017 15 Mar @ 10:32am 
Could you add a feature to disable the auto switch that turns on this mods dialogue box so I don't have to manually click 3 times to see it over the Dialogue Rework Panel mod? It would be much appreciated and I do enjoy your work.
Moonlight Glint 28 Feb @ 10:34am 
The in-game mod browser shows a little icon that you can hover over to see mods that use the mod as a dependency (and the mod's dependencies)
Tipsy Hobbit 28 Feb @ 10:19am 
I can't seem to uninstall the mod. Its no longer listed in my workshop installs, but its still showing up in game. Also can't seem to find it in my mods folder when searching by the ID 2988092558.

Is there a list of mods that use this as a dependency available?
Cern0ch 22 Feb @ 3:37am 
I would very much appreciate if you could add a config setting to set the default view since i have the Dialogue Panel Rework mod and I have to click the button 2 times every time to see the panel from that mod
Moonlight Glint 20 Feb @ 10:59am 
While it obviously wouldn't work for texture packs that change the overall shape too much or have details that aren't in the corners, you could draw chunks of the vanilla texture onto a render target to create a spritesheet in your format
ThomasThePencil  [author] 20 Feb @ 4:45am 
yeah!
so basically, how DIalect's dialogue box sheets work is that you have a 3x3 sheet of "tiles", each one bein' 15x15 at base (30x30 when upscaled), with 1 pixel's worth of space between them (so 2 pixels when upscaled). the four corner are each drawn once, the edges are drawn at least once and extra times when needed for more lines, and the center tile is drawn to fill in the box
importantly, this is not only a massive deviation from how vanilla's dialogue box texture is handled (that one is just one giant texture that gets part of its middle carved out as need be), but it also means that Dialect's boxes cannot have the same dimensions as vanilla's, since 30x30 does not evenly divide into the 500x500 vanilla dialogue box texture
this makes it extremely difficult to allow Dialect to account for dialogue box resource packs and actually have them look good or potentially even work, especially if they add extra details to the dialogue box which shouldn't use the tiled approach
Moonlight Glint 20 Feb @ 12:38am 
Is there something I'm missing, or is the reason it can't work a matter of the spritesheet for dialogue panel styles having a different layout than the vanilla NPC chat background?
I think I have an idea as to how to make it work if it's just that.
ThomasThePencil  [author] 19 Feb @ 6:29pm 
@Words and Philosophy
many thanks for the kind words!

1. makin' Dialect's boxes account for resource packs is actually something that I can't do because of the way Dialect works. it's something that does bother me, because it really doesn't mesh well as a result, and the full explanation as to why isn't really something I can explain in Steam comments, but tl;dr compared to what we have currently, the alternative is me combin' through the I don't even WANT to know how many resource packs are on the vanilla Terraria workshop and painstakingly re-formattin' each one to be DIalect-compatible. it's just not built for it without a TON of extra effort, unfortunately

2. this is actually something I might do in the near future, as it seems like a very useful thing to have! a very good suggestion, to be sure
Words and Philosophy 19 Feb @ 2:56pm 
Other than that, a very very solid framework. I adore the functionality you've managed to pack into the relatively simple vanilla dialogue panel
Words and Philosophy 19 Feb @ 2:56pm 
I have just two requests, for consistency

1. If a dialogue panel does not have a Dialect version, please inherit the vanilla texture. ATM, using a texture pack will not apply to Dialect's dialogue panels, causing visual inconsistency. If a mod adds a Dialect panel, obviously that mod's textures should be used, but not if no panel is provided.

2. Save the selection for each dialogue panel, maybe by NPC? Mods like Spirit rely on the vanilla panel, while Mod of Redemption relies on the Dialect panel, meaning that you have to keep switching. If this framework remembered your selection per NPC, this would be avoided.
Moonlight Glint 18 Feb @ 10:37pm 
They used to conflict, but now there's deliberate interaction between the two, suggesting they work together
Averath 18 Feb @ 10:02pm 
Will this mod conflict with Dialogue Panel Rework? I don't fully understand what it changes, so it may very well be something completely separate. Just want to ensure I turn things off before attempting and mods that use this as a dependency.
ThomasThePencil  [author] 4 Feb @ 4:39am 
alright! the chest name editin' bug is fixed now. for real this time
Moonlight Glint 1 Feb @ 9:35am 
I don't know exactly what causes it, but I know inserting the equivalent of [code]if (Main.editChest) return;[/code] at the beginning of the method fixed it in 1.1.6.1.
ThomasThePencil  [author] 1 Feb @ 4:23am 
okay. so the chest edit fix didn't work! so now I'm tryin' to figure out what the fuck DOES cause it
Dд1ээr52 31 Jan @ 11:47pm 
Please fix the chest editing bug.
$$$|{iller$$$ 26 Jan @ 2:20am 
Seems like the fix for the chest name editing did not helped - i still cannot edit them - it works if i disable this mod.
71081775 26 Jan @ 1:35am 
miao
Moonlight Glint 24 Jan @ 2:22pm 
Not just you, already reported elsewhere, DialogueCycleButtonUI.Draw just needs to check if the player is editing a chest's name
Agamemnon 24 Jan @ 8:48am 
i dunno if its just me, but for some reason with this mod installed i can't rename chests.
izak 2 Jan @ 5:45pm 
can you add controller support please
nosrednA 29 Dec, 2024 @ 8:03am 
Will you fix the issue of the auto reforge mod not working?
テラリアに興味あるタ 25 Dec, 2024 @ 8:01pm 
bad
Suika EX 24 Dec, 2024 @ 6:04am 
After a mental breakdown...
nosrednA 20 Dec, 2024 @ 11:20am 
Never mind
nosrednA 19 Dec, 2024 @ 9:20pm 
Is anyone else having an issue where there hotter, cursor, and settings buttons diaper?
Moonlight Glint 16 Dec, 2024 @ 1:04pm 
It's pretty easy to end up adding enough buttons to one NPC to run out of room in the dialogue panel, are there any plans to make them move to a second line instead of just going off the
side of the panel?
TheSusGod 12 Dec, 2024 @ 8:09am 
this applies specifically to vanilla npcs who have quests in this system, as the changes made to the vanilla dialogue panel prevent that chat button from being used
TheSusGod 10 Dec, 2024 @ 5:28am 
compatibility issue with Spirit Mod's quest system; the quest option cannot be accessed with NPCs that have quests
Starfallbreakfast 8 Dec, 2024 @ 3:52am 
there is a compatibility issue as said below with mods that change the reforge system, please fix :steamthumbsup:
テラリアに興味あるタ 6 Dec, 2024 @ 2:59am 
issue: Enable this, Mods changing Reforge-system are not working(Sorry bad English)
Saferiver82367 4 Dec, 2024 @ 2:15pm 
i can confirm with mister sanguis that it is a compatibility issue so if you have it disable the better dialog till it gets fixed
Mister Sanguis 2 Dec, 2024 @ 2:07am 
Reporting for bug: Broken compatability with Better Dialogue Pannel mod. Using it alongside now makes unable to open neither NPC dialogue pannel, nor shops and some inventories.
Tnemunom 1 Dec, 2024 @ 2:39pm 
Void Serpent Claws
Crow 6 Aug, 2024 @ 4:11pm 
Velociraptor Sword Calligraphy
Best Username To Exist 22 Jul, 2024 @ 10:20pm 
Victorious Sign Colourer.
appsolutely not 16 Jul, 2024 @ 9:17pm 
verbally sensible companion
Plant 27 Jun, 2024 @ 12:39pm 
Very Smelly Chopsticks
squee! 7 May, 2024 @ 5:08pm 
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TiraboTurbos 1 Apr, 2024 @ 2:20pm 
Virtual Sock Champion
professional clown 10 Mar, 2024 @ 6:32am 
was vsc verified yet? i remember hearing about it back in 2020 iirc.
Captain Demozan 6 Jan, 2024 @ 1:22am 
Versus Saxton Cale
Marsipan 28 Nov, 2023 @ 12:29am 
vertical speed conservation. god, it's like you people don't even watch pannenkoek
Luxarion 15 Nov, 2023 @ 2:24pm 
after 2 mental breakdowns...