Here's an example portrait guide, courtesy of TheLimeyDragon#1993 on Discord. The first portrait is used when the dialogue doesn't specify one. The first six represent specific emotions (see Modding:Dialogue#Portrait commands), followed by any number of custom portraits. The dialogue portraits are stored in Portraits/NpcName. and the kissing sprite/direction varies depending on NPC:.frames 36–38 (female) 48–50 (male) are reserved for marriageable NPCs (Contains Wedding sprite).frames 40–47 (female) and 44–47 (male) must be the Flower Dance dance, if they participate.the first sixteen frames are generic movement (four frames per direction).Some positions are reserved for certain actions: Here's an example sprite guide, courtesy of TheLimeyDragon#1993 on Discord. The overworld sprites are stored in Characters/NpcName, including movement and animation frames. The following criteria are used to select from among the strings: These shared strings can be customized for a specific NPC by editing them conditionally, such as only on the NPC's (non-shared) birthday. The Strings\StringsFromCSFiles asset contains the generic responses given by NPCs to birthday gifts based on their gift preferences and manners. See Modding:Object data for the item IDs. If a dialogue field is empty, the game will use a generic dialogue text. The line can be broken down into 5 pairs of dialogue + item IDs in this order: Love, Like, Neutral, Dislike, Hate. See Modding:Gift taste data for more info.Ībigail : "I seriously love this! You're the best, 128 220 226 276 611/Hey, how'd you know I was hungry? This looks delicious!//What am I supposed to do with this?/-5 -75 -79 16 245 246/What were you thinking? This is awful!/330/You brought me a present? Thanks.// " #!String The Data\NPCGiftTastes asset contains their gift preferences ( e.g., which gifts they love or hate), and their responses when they receive one. The location name and tile position where the NPC starts and ends each day. Can be empty if not applicable ( e.g., /fall 13//SeedShop 1 9/). This affects generic dialogue for revealing likes and dislikes to family members. The season and day for the NPC's birthday. This is used when improving friendship points for all NPCs in a given region, which is currently only used for the Luau friendship boost (which only affects NPCs in the Town region). Whether the NPC lives in the Desert, Town, or Other. This toggles the romance features ( e.g., 'single' label in the social menu, bouquet gifting, and marriage). Whether the NPC is datable or not-datable. This affects dialogue, whether children in marriage are obtained through adoption or pregnancy, and the reserved frames' positions on the spritesheet. Whether the NPC is male, female, or undefined. Whether the NPC is positive, negative, or neutral. This affects some generic dialogue lines. Whether the NPC is outgoing, shy, or neutral. Whether the NPC is polite, rude, or neutral. Children are also excluded from item delivery quests. Why are you digging in the trash?"), and the gift they choose as a secret gift-giver. What are you doing?" and a teen would say " Um. This affects generated dialogue lines ( e.g., a child would say stupid and an adult would say depressing), generic dialogue ( e.g., a child would respond to dumpster diving with " Eww. Whether the NPC is a child, teen, or adult. This name isn't shown to the player, but will be used when referencing the NPC in other files. The key (before the colon) is the internal name which uniquely identifies that NPC. Abigail : "teen/rude/outgoing/neutral/female/datable/Sebastian/Town/fall 13/Caroline 'mom' Pierre 'dad'/SeedShop 1 9/Abigail"