Romanceable Rasmodius - Narrative Overhauled and Marriageable Wizard
This mod builds off of the Wizard Narrative Overhaul mod by haywrites to make the new, narrative-overhauled Wizard a marriage candidate. Essentially, I've taken haywrites' mod and expanded it with heart events and unique post-marriage dialogue to make his version of the Wizard romanceable. This mod is fully portrait-mod compatible, which means you can use whichever Wizard appearance you like best (including the vanilla one). I use DCBurger's Portrait Mod, which is what you see in the images, but it is not necessary; the mod will work with or without it.
Features:
- Fully romanceable Wizard.
- A new Wizard house, including a bedroom for the Wizard.
- Wizard spouse room.
- 2, 4, 6, 8, 10, and 14-heart events with the Wizard.
- Everything from Wizard Narrative Overhaul.
- 70+ new lines of post-marriage dialogue for the Wizard.
- New festival dialogue for the Wizard (it changes, based on your heart level with him).
- New festival maps, which make the Wizard accessible during ALL festivals.
- Compatible with any portrait mod!
- Purple-haired babies.
Notes:
- This mod includes haywrites' Wizard Narrative Overhaul mod. This means that all of the pre-marriage dialogue for the Wizard comes from his mod (with some minor modifications to the ten-heart dialogue). You do not need both.
Install
Unpack and copy both folder ([CP] Romanceable Rasmodius) into your StardewValley\Mods folder
Make sure you have Custom Fixed Dialogue
Enjoy!
Config options:
- Overwrite Generic Dialogue: There is an option to overwrite some of the generic marriage/romance dialogue. In the vanilla game, all spouses will say the same lines in certain circumstances (eg, everyone says the same thing when you give them the bouquet or the pendant, and there are post-marriage lines that everyone has a random chance of saying). I have replaced all of these with more Wizard-appropriate lines, so that they fit with his persona. This is disabled by default; if you choose to enable it, note that all the generic dialogue is overwritten, which means that if you marry someone else while this is enabled, that NPC will also say the lines I wrote for the Wizard. If you do want to use it (don't worry, it's not permanent and it's easy to turn on and off) simply edit the config.json file inside the mod folder; change "false" to "true".
- Wizard Babies: If you want purple haired babies, open the config.json file and set "Wizard Babies" to "true".
- Wizard Sprites: This mod is set up to use the vanilla sprite by default. If you want to use my custom sprite (designed to fit with DCBurger's Wizard), open config.json and set "Sprite" to "new". If you want to use a different sprite from a different mod, instead set "Sprite" to "custom", which will disable the sprite update from this mod, and allow you to install whichever sprite update you want, independently.
- Portrait Mode: (NineExpressions or TwoExpressions). Set this to TwoExpressions if you're using a portrait mod such as DCBurger's that only gives the Wizard 2 expressions. Otherwise, leave as NineExpressions.
- Portrait: (vanilla or custom) Set to custom if you have a portrait mod to avoid any conflicts with loading Wizard's portrait. Otherwise the mod will load the vanilla Wizard portrait (expanded to include 9 expressions).
Triggering the Heart Events:
- 2 hearts: Enter the Wizard's tower at any time of day.
- 4 hearts: Go to the mountain, after 8pm. (Note: This event requires at least 1 heart with Linus to trigger.)
- 6 hearts: Enter the forest after 8am when it's sunny. (Note: This event requires 2 hearts with Leah to trigger.)
- 8 hearts: Enter the Wizard's tower at any time of day.
- 10 hearts: Once you give the Wizard the bouquet and reach 10 hearts, you should receive a letter in the mail the following day, asking you to meet him in the secret woods. Go there between 8am and 5pm after reading the note.
- 14 hearts: There are four events, the first three are very short and will trigger one after another RANDOMLY with a 50%, 25% and 25% chance, respectively. To trigger any of these, you must have upgraded your house TWICE. The first event occurs when entering the farmhouse 10pm and 12am. The second occurs when entering the farmhouse between 7am and 5pm. The third happens when leaving the farmhouse between 6am and 7pm. The fourth and final event will take place on the Summit map (included in this mod) between 7pm and 12am. If you don't want to reach 100% completion to see the final event, either open the smapi console and enter `debug ebi 3073009` OR install noclipmode to reach the summit.
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