Put character art in the NPC's sprites/ and portraits/ folders. Image paths are selected by file name; they are not set in TOML.
NPCs/Rei/
├── sprites/
│ ├── Default.png
│ ├── Hospital.png
│ └── summer.png
└── portraits/
├── Default.png
├── Hospital.png
└── Marriage.png
Image sheets#
sprites/Default.pngis the default character sprite sheet. It uses four columns of16 × 32pixel frames, with walking poses arranged by direction.portraits/Default.pngis the default portrait sheet. It uses two columns of64 × 64pixel faces.- The game uses the sheets as sprite and portrait assets. Keep the frame grid and image dimensions consistent with Stardew Valley's expected character sheets.
To select standard or custom portrait expressions in dialogue, see Portrait expressions.
Variants and fallback#
Any image other than Default.png is treated as a variant named after the file:
sprites/Hospital.pngorportraits/Hospital.pngis used when the NPC is in theHospitallocation.sprites/summer.pngorportraits/summer.pngis used during summer.
For each image type, the selected file follows this priority:
- A variant matching the NPC's current location.
- A variant matching the current season.
Default.png.
Use the location's exact game name and a season name (spring, summer, fall, or winter). Location variants take priority if both location and season variants exist. If the matching variant is absent, the next fallback is used.
Wedding artwork#
For a marriageable NPC, draw the wedding outfit in frames 36, 37, and 38 of sprites/Default.png. Those are the three wedding ceremony poses. A blank frame can make the NPC invisible during that pose.
An optional portraits/Marriage.png is shown while the NPC speaks wedding vows. Without it, the normal portrait is used. See Marriage.
Images are not localized. TOML text and data can be translated separately; see Localization.