Modding:Custom wedding events: Difference between revisions
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imported>BarleyZP Format headings, fix typo, and add "see also" section |
imported>Sunbeam135 |
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← [[Modding:Index|Index]] | ← [[Modding:Index|Index]] | ||
This page documents how the game stores and parses data for [[wedding]] events. This is an advanced guide for mod developers. | This page documents how the game stores and parses data for [[Marriage#The Wedding|wedding]] events. This is an advanced guide for mod developers. | ||
==Format== | ==Format== | ||
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[[Category:Modding]] | [[Category:Modding]] | ||
[[ru:Модификации:Пользовательские свадебные события]] | |||
[[zh:模组:自定义婚礼事件]] | |||
Latest revision as of 10:57, 3 January 2026
← Index
This page documents how the game stores and parses data for wedding events. This is an advanced guide for mod developers.
Format
The wedding event can now be changed by editing the Data\Weddings data asset, which consists of a data model with two relevant fields (listed below).
| field | effect | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| EventScript | The event scripts which play the wedding. The game will use the script for the spouse NPC/player if it exists, otherwise it'll use the default script.
This consists of a string → string dictionary, where...
The event scripts also have access to three extra tokens:
| ||||||||||||
| Attendees | The other NPCs which should attend the wedding (unless they're the spouse). This consists of a string → model lookup, where the key is the internal NPC name, and the value is a model with these fields:
|
See also
- See Modding:Event data for more information about event scripting.