I'm trying to overwrite an existing character with a new one using Content Patcher. I've had success with 90% of it, but when trying to edit the schedule to include location-specific dialogue, I've hit a wall. I have tried: Editing the schedule itself in my content.json to include the message: "Tue": "800 ElliottHouse 6 7 0/1100 SeedShop 10 20 0\"...D'you think I should do potatoes tonight, or cabbage?$7\"/1730 ElliottHouse 7 7 2/2100 ElliottHouse 1 5 0/2400 ElliottHouse 13 4 1", Editing the Strings/schedules/Elliott and then referencing it like the original schedule xnb does: { "Action": "EditData", "Target": "Strings/schedules/Elliott", "entries": { "Tue.000": "...D'you think I should do potatoes tonight, or cabbage?", }, }, ---------- "Tue": "800 ElliottHouse 6 7 0/1100 SeedShop 10 20 0 \"Strings\\schedules\\Elliott:Tue.000\"/1730 ElliottHouse 7 7 2/2100 ElliottHouse 1 5 0/2400 ElliottHouse 13 4 11", Editing the dialogue itself to include a location key: "Action": "EditData", "Target": "Characters/Dialogue/Elliott", "entries": { "SeedShop_10_20": "...D'you think I should do potatoes tonight, or cabbage?$7", SO FAR, the only successful method has been the last. However this is not a perfect or even preferred workaround as it eats up the dialogue for the entire day, meaning the player will miss out on a lot of dialogue instead of having both the daily dialogue and the location-specific dialogue! Is there anyone who knows a for-sure method to get both daily dialogue and location-specific dialogue when using content patcher like this?
I'm not a dialogue modder so I can't help much, but you could try asking in #modding on the Stardew Valley Discord. Some of the dialogue modders there might be able to help.
So...was this solved, or...? Because I can take a look at the content.json for the middle one and see if I can get it working.