Nicknames
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No racism, sexism, anti-semitism, brigading, doxxing, or ANY form of abusive behavior. No discussion of hacking or piracy or the buying, trading, or selling of ANY type of product or service (digital or otherwise). No advertising of any product or service (digital or otherwise, and this includes streams or any service involving 'subscribers'). No discussion of religion or politics. Do not link to other adult sites, with the exception being discussion of other adult games in Offtopic/allowed subforums; i.e. no pornography.
Do not spam, do not try to circumvent any automated tools that are part of these forums or any linking to these forums. Do not judge others based on their preferences for custom stories, their opinions, sexuality, etc., and most certainly do not bring it to the moderators.
Respect the moderators and each other and all will be well. Report any violations of the above rules. Do not violate local or international laws (including, but not limited to the laws of your country and/or the laws of the United States) while making use of these forums. The IP address of all posts are recorded to aid in enforcing these conditions.
We will use username, e-mail, AND IP bans without reservation, and mods hold the final word in such decisions.
Nicknames
Be able to change the name of a character, which includes the in game name within dialogs.
Re: Nicknames
You can already change one NPC name in the CSC, but you're right, you'll need to fix it everywhere as this is not a variable.
Re: Nicknames
Well, what you can do, without changing dialogue text itself, is to change display name of the character on the fly in the custom story.
For example, you could rename Madison to Mads, if some trigger event happens (like if Friendship level is over 6/10, for example).
It a simple rename option, the same one used for items (for example to change Soda to Tampered Soda), which works on characters too.
.
Another creative use of this would be to have twins characters, where you rename same character based on story progress. Of course, you could never have both twins at the same place, since it is still single character entity, but it could be interesting for some custom story, nevertheless.
For example, you could rename Madison to Mads, if some trigger event happens (like if Friendship level is over 6/10, for example).
It a simple rename option, the same one used for items (for example to change Soda to Tampered Soda), which works on characters too.
.
Another creative use of this would be to have twins characters, where you rename same character based on story progress. Of course, you could never have both twins at the same place, since it is still single character entity, but it could be interesting for some custom story, nevertheless.
Re: Nicknames
I guess this will only work on the wheel action, not in all dialogs where "Madison" is written as-is.peter980 wrote: ↑Mon Jan 07, 2019 2:46 pmWell, what you can do, without changing dialogue text itself, is to change display name of the character on the fly in the custom story.
For example, you could rename Madison to Mads, if some trigger event happens (like if Friendship level is over 6/10, for example).
In such case you will have to use alternative text with a criteria. Which is way heavier than just printing a variable withing a dialog's text.
Re: Nicknames
Sure... but do you really address other person so often with the first name in the conversation. It may not be that lot really.
Also, the text interface will have new nickname during dialogue, near character icon, which is a plus.
Also, the text interface will have new nickname during dialogue, near character icon, which is a plus.
Re: Nicknames

So this would be possible?
Re: Nicknames
Yes.
Here is example from Gone Bad Pary story:
Here is example from Gone Bad Pary story:
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Re: Nicknames
Oh, Neat!
I keep that in mind
I keep that in mind
