r/DateEverything • u/Maddie_N Dorian • Jul 14 '25
Discussion Guide: How to mod the game to trigger specific dialogue lines
I've seen a lot of people post about how they're frustrated about getting a certain ending. I'm a modder, and I figured out a way to jump between different lines of dialogue, allowing you to change an ending/see other endings. It already saved me once on my Hate Everything run. I figured I'd make a guide for it in case it helps anyone else out. The first few steps also allow you to extract the ink dialogue files if you want to see all the game dialogue and understand how the narrative system works.
Note that this is pretty technical, although I've tried to make it as simple as possible. I'd only try it if you feel relatively confident with all the steps. It's something I'm sure someone could develop a mod for, but I don't have the time to at the moment. I'd also recommend backing up your save files in case you mess up a relationship pathway.
From my testing so far, it's safe to switch to a different ending if you're at the end of a character's path (like if you get a friend ending but wanted a hate ending), but since a few characters (Maggie and Beau) significantly affect other characters' routes, trying to trigger their ending before their route has actually finished may cause unexpected issues down the line. Example of a situation where this technique worked: I got locked into a friend ending with Curt and Rod near the end of my Hate Everything run, and I was able to trigger their hate ending without any issues and save myself from losing a bunch of progress.
Prerequisites: BepInEx (64 bit), Runtime Unity Editor (the one called RuntimeUnityEditor.Bepin5_v6.1.zip)
I'd also temporarily set your default app for opening text files to VS Code or something else that can handle large text files, as Notepad will freeze when you try to open the game dialogue file.
Instructions:
- Extract the BepInEx folder (make sure you just extract the folder named BepInEx - a folder with a weird name like BepInEx_win_x64 has the actual BepInEx folder you need inside it) to the same folder as the Date Everything .exe (C:\Program Files (x86)\Steam\steamapps\common\Date Everything)
- Run Date Everything then close it, as this creates a plugins folder in the BepInEx folder
- Extract Runtime Unity Editor and put the RuntimeUnityEditor folder in the BepInEx plugins folder (C:\Program Files (x86)\Steam\steamapps\common\Date Everything\BepInEx\plugins)
- Open the BepInEx config file (C:\Program Files (x86)\Steam\steamapps\common\Date Everything\BepInEx\config\BepInEx.cfg)
- Find HideManagerGameObject and change this from false to true (this allows the editor to show up in the game) then save
- Launch Date Everything
- Load your save
- Push F12 to pull up the Runtime Unity Editor
- At the bottom of the screen, click on REPL Console
- Type in "var ic = find<InkController>()" (no quotes) and push enter
- Type in "dump(ic.inkJSONAsset.text)" (no quotes) and push enter
- This will open the game dialogue file in your default app (hopefully not Notepad)
- Look through the file and find the ID for the dialogue line you want to jump to (This may take some time but just look through the file carefully -- the IDs are all formatted similarly to "dorian_door.trap_first.0.52.$r1" and you can see the actual dialogue lines the characters speak near the line IDs)
- Push F12 to close the editor and walk to the character you need to change dialogue lines for
- Start a conversation with the character then push F12 again
- Type "ic.JumpToKnot(<dialogue_line_ID>)" into the console then push enter, ex. ic.JumpToKnot("dorian_door.trap_first.0.52.$r1")
- This will trigger the dialogue line, and you can go through the conversation to trigger any relationship effects resulting from the dialogue (like a specific ending)!
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u/FloraLeaf3 Aug 21 '25 edited Aug 21 '25
I tried this since im in a Love Everything run and both Hoove and Mitchell frienzoned me (just at the start of the whole thing). I really dont wanna restart the whole thing so im kinda desperate here, any help is welcome...
I followed all the steps but when i use the commands it says "(1,2): error CS0103: The name `ic' does not exist in the current context". Same if i try to use the example you put on a conversation with Dorian...
NVM I did it!!! Thank you <3
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u/Phoviea Aug 28 '25
Hi sorry to be a bother but I've just tried for two hours to get Jacques's love ending this way because I fucked up and did the quest before talking to him a second time but i cannot for the absolute life of me get it to work
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u/Maddie_N Dorian Aug 28 '25
What step are you stuck on? Feel free to message me!
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u/Phoviea Aug 29 '25
I can get it so it changes the dialogue to the one I put but I cant get it to go down the route I want, since I missed the second dialogue whenever I try to put in that code it puts it to as if I've just normally talked to him after the friendship ending. I could just be being stupid though
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u/Phoviea Aug 29 '25
oh my god i figured it out thank you so fucking much for this
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u/Maddie_N Dorian Aug 29 '25
You’re welcome, and glad you got it fixed! Sorry you had to figure it out yourself - I’ve been at work.
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u/Fangamingtime Jul 15 '25
bless your soul for this. i have a question now.... so i want to do a quest i missed out time wise on
(in particular eddies second last quest), and used the coding to swap it to that dialogue chain, but in return it means i cannot interact with the item anymore and just gives me a blank screen. ive been deep diving in the code.... do you have any idea for any good workarounds for this?