#archived-modded-support
1 messages · Page 125 of 1
If you've deleted mods from your mod folder in the past you might have deleted it
We'd need a log to know
you said you can't do that now though
oh okay
yes, sorry about that. I did upload one earlier this morning though with the mod enabled
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Pro, with 81 C# mods and 141 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
Not as far as I'm aware. When i get whatever errors on smapi i just freeze for a maximum of 3 seconds. The error you both flagged up about the spouse warp seems to be a first for me, the game completely froze and if i didn't restart the game it seemed like the error would just keep going on smapi. I may try to verify to see if it does anything since it can't hurt to try
well, figure out what time it happens at, then next week in game at that time be at the bus stop to see what rude NPC is colliding
This has console commands, so I don't see why it wouldn't work.
unless
you might have to write debug remove_seed_box or something
nah, it should work fine withotu debug
it just says to write remove_seed_box into smapi console
debug is for the game's internal console command system
Then what they're saying doesn't make sense
type help into console and upload that log
and it's an unknown command and to type help for known commands
nontrivial chance the mod renamed its console commands and forgot to document
lol
I can do that in a bit ty for advise
https://www.nexusmods.com/stardewvalley/mods/5253 this is the mod btw
I'll try that thank you for the help. It's weird as i was warping at ginger island so the fact it's a bus stop problem, I'll keep an eye out...
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Can't really do much without it here. Could be a bad mod since it isn't vanilla
But it's not a "eyeball it and we know"
are those paths you're holding or like wallpaper flooring?
wallpaper flooring
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Professionnel, with 89 C# mods and 204 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
That's... quite the log. Wow. There's a lot of potential issues here.
Just to rule it out though since you have XNB mods in your mod folder, verify your game files
If that works, cool. If not... we've got a laundry list of things to check here, since it looks like your game is losing it in several respects (mods not loading, patches not occurring, etc.)
okk Im gonna try
I'm hoping it's the file verification though. Otherwise there's a... lot to dig through and I'd have to check which mods are targeting the farmhouse
It doesn't...
ok back to what i was saying, i cant sell trippleshot expresso, or magic rock candy
Damn. Alright, second probable thing is the farmhouse mod you have by muscat since I honestly do not see it on Nexus. If you can give a link to that mod, I can check its code, otherwise I need you to temporarily disable it, load the file, and try to put wallpaper/flooring on
As long as you don't save, cassy, nothing should be lost if you temporarily disable it
Saving will alter the file, so don't go to sleep after loading the file (or go to the mines or anything like that)
https://blog.naver.com/whiskerycat/222194025456 thats the mod
Dammit, a naver mod. Yeah, gonna have to temp disable, I don't have an account there
okk
Just so you're aware as to why, it's possible the naver mod in particular coded the bathroom but didn't code the farmhouse walls and floors in the extra rooms to take wallpaper
We'll see once you load your file and then attempt to apply flooring/wallpaper (and again, do not save unless you want your stuff to be lost)
if it;s the ones you get from the museum, you can't sell those
they're special
Wait, whaaaaaat? But... but why?
Everythhing you get from the museum has the special flag set. you can't sell thouse
I've been trying to figure out a safe place to unset that falg because it's annoying af
Also I've been meaning to check if the Museum Store mod of yours still sells a stardrop and if there's a way to disable that so brb
that should be fixed
(you can also no longer buy crystallaria, that was also a mistake)
I never tested on an endgame save so I forgot that was a thing
Oh, whew. Got it, hadn't checked the Museum store in a bit, and when I saw Stardrops there I was like "....okay I need to stay away from this for a bit" XD
To be fair, I'm sure some people would love buyable stardrops XD I just personally don't want that so I had to check
that was super not intentional haha
It's meant to do "the chair you get one of and thus can never really decorate with? now you can have two"
or a full dining room set 
I admit I laughed when I saw the stardrop for sale and was tempted
My brain says it was 75K buuuuuuut it's been a bit since I checked
After all, you only really need one set for a dining room, so you can do it all in one go XD
The crystal chair used to lowkey annoy me
like, I like it! But, like, just oneeeee????
(Though more Skeletons is fantastic, and I know one of my friends will abuse that to hell and back when we do the modded file)
I wonder how many people will do fun things with the decorative walnut bushes in my next release set
do any of you guys know what might be effecting this
(you can axe it! but shaking it does nothing)
yeah
Then that's why
oh okay thanks!
It works but I want to keep my mod do u have a solution ?
fwiw, wallpaper/flooring being jank for renos is a known issue
Yikes... kinda figured. I think at this point you'd have to learn tiled to edit the map file to fix it.
there's a nice little mod in nexus with a greenhouse in the southern room that has the same issues and I can't for the life of me figure out why
it's correct in tiled!
Oh no... really? Welp
i also do not know why sometimes it's jank
That's.... well, cassy, I'm going to be the bearer of bad news then. If you want to keep that mod, you'll have to deal with the floor/wall stuff
people come in with problems sometimes
I don't suppose 1.6 fixes it?
Dunno, 1.6 is mostly on bugfixing rn
Fudge
hm ok thanks for your help !
also we might need to figure out like, where in the code is failing (or at least Pathos would, but it would make his life better if we figured it out)
and I haven't the faintest
Yeah, the unfortunate thing about mods (and foss software in general) is that sometimes you have to wait for someone to want to deal with it
and the number of people who can is pretty small
True, but that'd be something for later. Given the type of bugs being found in the alpha, it's not a priority
so either you learn yourself, or you wait
(the default southern renovlation room works fine with wallpaper! Mod-added rooms can replicate it perfectly. IT does not work. I do not know why)
(Playing on Steam Deck)
Trying to add two mods, specifically Custom Crystalariums and Prismatic Tools, but I’ve checked the mod compatibility doc, the files, etc and they just will not work in-game. They don’t even show up in the mod config menu. Anyone else have this issue of putting new mods into a folder and they just don’t show up?
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Just a heads up - a lot of older C# mods predate the mod config menu and will not appear in it at all
in general, if a mod doesn't appear in the menu, it doesn't mean that it isn't loaded - all it means is that that mod doesn't have GMCM integration OR didn't load
OH
atra, quick Q
GMCM - you know why (in a non-technical sense) it would be a required mod on multiplayer saves?
oui?
It shouldn't be a required mod on multiplayer saves
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 1.3.37.0) on Unix 5.13.0.36, with 48 C# mods and 17 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
It was for... StephBro, I believe the user was
- Custom Crystalarium Mod 1.4.1 because it needs newer versions of some mods: Mail Framework Mod (needs 1.15.0 or later).
it was really confusing but that was the ONLY mod difference and their farmhand wouldn't load in
literally, they gave both logs
Prismatic Tools seems to be there as nromal
I thought it said mail framework was optional, but i guess it failed because it saw it but it wasn’t updated
Mail Framework's, well, a framework
the way that smapi dependencies work is kinda interesting
Frameworks are very non-optional usually
the tl;dr is that optional means you can just not have it, but if you have it, it does need to be the minimum version
I think it's that if it's there, it has to be right
That makes sense, I’ll try it out
that's actually the minimum smapi version!
Oh, now I'm confused XD (Don't worry, I'll just check manifests later, normally those are pretty easy to parse)
Dependencies have minimum version option as well
Hello, sorry if it shouldn't be posted here, but can anyone help me what fish is that?
I'm using ;
stardew valley expanded,
Ridgeside
Stardew valley aquarium mod
might ask in #modded-stardew, you can use Lookup Anything too
Use lookup anything to figure out what that is
(we jokingly say we don't play the game in this channel)
Or take a guess alphabetically haha
heaven knows I don't know what anything is
oh wait, aqiairum, dunno if that has lookup anything compat
Lookup anything is very much something you don't have to use, but when you're confused just hover over whatever you're confused about and press the hotkey
i bet the pink thing is a jellyfish
Aquarium has lookup anything compat
I can lookup anything the pufferchick there
Now, the where doesn't show up
But the what does
There's a mod I have that sometimes fails on some fish but I think this is because there's weirdness with conditional fish includes and MNF and whatnot
stardew progress
nah it's one of the simple fish info or fish info or something idk
Okay they work (I think) but now no textures for items are showing up
!log again
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
I doubt the Crystalariums would have broken textures
Also, isn't item textures breaking that hard some sort of JA issue if I recall correctly?
probably not?
try updating prismatic tools
your last log says it's not the latest one
I got the latest one off the mod compatibility doc
@scarlet quail if a mod is written in a bad way, it may require GMCM when integrating with it
!compat this website?
See https://smapi.io/mods for a searchable list of mods updated for the latest versions of SMAPI and Stardew Valley, with links to download them. :)
the log will bleed red in missing method exceptions of that's the case.
I wrote a mod that failed to work without GMCM 😆 but not loudly, just silent fail
(now fixed)
Yeah that one
try the link the log website gives you?
Ah shit, so it's not GMCM's fault but because a mod would integrate itself poorly, the C# stuff would go bad without GMCM?
i haven't paid a lot of attention to prismatic tools but I'm pretty sure this is a known issue with some versions of it
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 1.3.37.0) on Unix 5.13.0.36, with 49 C# mods and 17 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
There’s the latest log
the mod could try to integrate, without checking if it actually managed to grab the GMCM API (which might not be there, because GMCM isn't loaded)
Look at the updates box at the top of the website
That... ugh. It makes sense and then also means that I can't internally classify it as similar to CJB in that case
And of course, it's not something that GMCM can PR, plus who knows how poorly some code is written... uuuuuugggh that's annoying for mod support purposes
I get it. But also, ugh
I joke sometimes we should make the default templates on the wiki have nullable at error
I would rahter have someone pop into chat asking why their mod isn't compiling
honestly we should change all possible examples to nullability enabled with 1.6
than deal with runtime errors
I'm trying to get some mods working for stardew, just a handful but when I open the game through smapi none of them load and I can't figure out what the problem is
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Looks like it’s working now, thanks y’all
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Home, with 68 C# mods and 42 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
what do I have to do?
You have two sets of Content Patcher and two sets of GMCM
did you install from a collection?
You need to delete one Content Patcher and one GMCM
don't do that, collections are built for skyrim not stardew
no, I had a bunch of mods before but I disabled most of them in vortex
well, you're using the wrong versions of a bunch of things, which is usually a collections thing 😦
Because like....50% of json mods use Content Patcher (not an actual stat), it not working torpedos 99% of your mods you're looking for
So one copy has to go
the second content patcher is content patcher animations, thats a dfferent mod
(that's pretty close to the actual stat haha)
Not according to your log it ain't
- Content Patcher because you have multiple copies of this mod installed. To fix this, delete these folders and reinstall the mod: Mods\Content Patcher 1.27.1-1915-1-27-1-1655681001\ContentPatcher, Mods\ContentPatcher.
Delete the 1.27.1 folder probably
Plus - actually, screw it, I'm gonna grab my log anyway because someone was like "no way you have 300 mods" earlier so I'd rather have it on hand. I can show you what Content Patcher and Content Patcher Animations would look like if they were both installed
well when I went into the folder there was only one copy of content patcher
Then delete that copy, boot SMAPI again, and give us the log
okay i deleted a couple things and now the mods load but its loading even the disabled ones
Honestly, I don't know how Vortex works
^
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Home, with 68 C# mods and 42 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
That we can't help you with really
would just moving the mods out of the folder fix it?
As long as nexus doesn't redownload it yes
lemme try that
Any ideas what might cause the Trash Can upgrade at Clint's to appear as an actual tool you can "use"..? Log doesn't seem to show any worrying errors, but just in case: https://smapi.io/log/d14d693242754017985c30b51c353561
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Home, with 163 C# mods and 257 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Ah.. nvm.. I think I know why
okay I think I figured it out, I must have stopped using vortex the last time I was doing mods and just put them in my steam mods folder instead so it was freaking out
SMAPI does not install on my linux system. I tried older versions as well as both the manual and automatic way.
I only receive one error bash: ./install on Linux.sh: cannot execute: required file not found
are you missing any of the files when you download SMAPI? like do you have...idk does linux have antivirus?
does it say which file is missing?
bash "install on Linux.sh"
when there are spaces in files, you must quote the filename
it's good practice to get used to automatically adding quotes too
I tried it rn and got this install on Linux.sh: line 4: internal/linux/SMAPI.Installer: cannot execute: required file not found
ah, okay, so does the file internal/linux/SMAPI.Installer exist?
it does.
okay, cd to that directory and try just running that
I just got the fresh installer again, just in case and rechecked if the file exists
literally try something like ./internal/linux/SMAPI.Installer
Yup and here's the result bash: ./SMAPI.Installer: cannot execute: required file not found
i am in the folder
what version of Linux are you using
NixOS 22.11
are there any dependencies that are not mentioned in the wiki?
I installed openssl 1.1
the sdk or runtime?
i installed dotnet6 runtime after checking reddit. does it specifically require 5?
well, stardew uses net5 for now
it actually should be using its bundled version of net5
but that has issues on some versions of Linux (openssl is the one we know about)
so this is just testing if we can get net5 working for you rn
Alright
Custom crystalariums just doesn’t work, on latest version and logs doesn’t tell me to update
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 1.3.37.0) on Unix 5.13.0.36, with 49 C# mods and 17 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Yeah Custom Crystalarium's json is missing a comma it looks like
How recently did it update?
/home/deck/.local/share/Steam/steamapps/common/Stardew Valley/Mods/CustomCrystalariumMod/data/CrystalariumData.json this file specifically
There's only dotnet 3, 6 and 7 in the distros. Should I try the proton version?
Ah, likely my own fault then. Tried adding more stuff
JSON is a standard format for machine-readable text files, often used by Stardew Valley mods. If you need help with a JSON file, you can upload it to https://smapi.io/json, view an automatic validation summary on that page, and share the link with others.
that's not a good sign
question. Are you on mac hardware?
Ask #modded-stardew
Honestly, aditya, Stardew 1.6 is going to use NET 6.0
Nope, just a thinkpad.
that's probably the only thing I can tell you, I don't recognize your OS and it looks like it has a lot of special handling for packages
and NET 5.0 is EOL and has issues on some versions of Linux anyways
if your package manager only has 6, there might be a reason for that
looks to me like NixOS has a community, I wonder if they know why that's the case
Stardew 1.6 should be entering beta ~soon (where soon might be, you know, more than a month)
and is going to dotnet 6, which will be great for Linuxers
when I go into the crafting menu I get an error and item bag crafting doesn't show up https://smapi.io/log/aa719bc0df834dacbc2c9081fff366e5
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 11 Pro Insider Preview, with 95 C# mods and 73 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
...oh holy fuck
Atra, sequence contains no elements is back
well, no matching elements
so that's the issue then
item bags isn't broken, it's a mod conflict
But yeah, that's why they were asking earlier
Does anyone know if/when smapi for mobile 1.5 will come out?
no
but you can check in #governors-mansion using !androidsmapi command anytime
They say every time someone asks, it gets pushed back a day... 😛
can any1 help me download sdv expanded on a macbook ☠️
i literally just cannot figure this out at all
!sve
Stardew Valley Expanded (https://www.nexusmods.com/stardewvalley/mods/3753) is a mod which adds a lot of new content and areas to the game. It has many dependencies, so be sure to follow the install guide which is on the github wiki along with FAQs and troubleshooting steps for common issues: https://github.com/FlashShifter/StardewValleyExpanded/wiki
why not
heyo! im having some issues in properly installing the "cats and dogs" mod (link: https://www.nexusmods.com/stardewvalley/mods/7407?tab=description) and im unable to get the animal breed chooser thing to pop up. smapi says i need to add cat and dog images to the mods assets folders, but idk what these images are and where to get them :') any and all help is appreciated!
Perhaps these? If you look at the requirements section this mod is linked under "mods that require this mod". https://www.nexusmods.com/stardewvalley/mods/14794
Ive tried going off the wiki and everything but i just cant figure out how to actually get it on the game n such + the tuts i can find r kinda outdated
@tulip nymph It seems as though you can just use pngs and put them in the assets folder, so you should be able to use any animal png you want.
Can you get any mods to work? It sounds like you're not booting SMAPI
why can't you figure it out, what's happening?
Have you installed smapi?
Oh my question was redundant my b
thank you so much!! i would have never got that asdfsjasa
you're welcome!!!
is someone able to tell me a bit more about why its not recommended to use xnb mods anymore? is it just because you're full on replacing game files and smapi can't pick them up/check for updates or is there any other reasons??
That's one reason
yeah i honestly dont know why either
the otehr is that most xnb mods are quite old (often Stardew 1.3 or earlier), so they're often just flat broken
and you sometimes don't know until you reach a certain part of the game and things start crashing
it's not great
fortunately you dont really need the file in xnb form, you most likely need to unpack it
ahhhh okay, i've found so many recent portrait/sprites i want to use from naver and they are mostly xnbs. i've been trying really hard to learn how to convert xnbs to cp, even using a converter, and i'm having zero luck because i'm just not this tech savvy lol.
!xnb
XNB mods often break the game and are not recommended. See https://stardewvalleywiki.com/Modding:Using_XNB_mods for more info (and a list of Content Patcher alternatives), and https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files to fix problems caused by XNB mods. For mod creators, see https://stardewvalleywiki.com/Modding:Editing_XNB_files for help unpacking & editing them (including for use with Content Patcher).
The people who can deal with that type of thing often have the skills to convert the xnb mod to a CP mod anyways
Can you use one? Sure. Will things necessarily happen? Maybe not
the last link there is a tutorial I think
but as a general ground rule we say "don't use them"
i've watched and read the tutorials. it's just not something im grasping unfortunately.
after reading the tutorial if you need any help dont be afraid to ask!
well do you have the xnbli tool?
Don't forget xnb Compatibility is going to go down the drain in 1.6 Even more than right now
what number are we on? 1.5?
Yep
i downloaded multiple tools for it and haven't been able to get them to work. my brain also cannot grasp anyting to do with like, coding. i found AnotherPillows xnb2cp converter and even tried using that, but I cant even figure out how to get Node to work. I also tried using holythesea's CP2AT converter and cannot for the life of me figure out how to get python to even install the stuff it needs
1.6 is in alpha
the nodes thing is for alternative texture converter i think,
sorry no its
Its for XNB2CP
convert to fashion sense, so unless your trying to put clothes or hair in you dont really need it
i dont know about that one, and it doesnt really make sense to me bc the code in the json is what determines what kind of file it is
this is what works
i think its the manifest/jsons that are really getting me. im not grasping the whole like, coding and creating manifests at all. i feel like i'm reading so much and not retaining any of it lol
when you open it youll a bunch of stuff in there look for these two folders. If you are unpacking an xnb you will place your xnb file in the packed folder. if you are packing something up INTO xnb form, you put it in the unpackedfolder.
im able to unpack and pack xnbs and thats basically all i understand.
after your xnb file is in the packed folder, click this^
ohhh
youre confused at what to do with the files once theyre unpacked?
yes, i can unpack and pack but have no idea how to go about converting them from xnb to cp. :'(
im more of a visual learner so im not sure if it's just the only having stuff to read aspect. its like word salad in my brain
...youre confusing me. if you want a cp mod youre going to have to rewrite the .json form. you cant "convert" that
its a code format
xnbs dont have jsons though..
listen closely, if you want to make a cp mod, you will have to write the code yourself in the correct format. you cant "convert" code formats, xnbs are unpacked usually for their pngs
i never said i was wanting to convert a code
im telling you thats what u have to do if u want a cp mod
!manifest
manifest.json is the file that tells SMAPI that a folder is a mod. Here's the wiki page on manifests, which has some things you can copy-paste into the manifest.json if you're making a mod: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
ty elizabeth
yes, i stated i cannot figure out how to create jsons or manifests.
!software um maybe try one of these json editing softwares and it will look nicer?
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
Also #making-mods-general might be more suitable for this conversation
well, if youre looking for the correct format elizabeth gave u you the link up there ❤️ , also you can look inside mods youve installed and look at their jsons.
thanks!
so I just installed the romance robin mod and it makes robin into a custom npc called ram. and I want her to get robins custom portrait from jier hd portraits. so I need to change the target on the portraits from robin to ram. how would I do that?
can you not just replace the ram portrait png in the assests file of the romance robin mod with the picture you want to use?
i tried it. dind't work but i can try again
you changed the name to Ram.png right??
yes
hmm. thats usually what i've had to do with my mods like romanceable rasmo when i wanted to swtich out the portrait. i do know some mods don't allow you to change the portrait as easily though so this could be one of them. do you have portraiture? it might work by putting the image you want in the portraiture files under the Ram name?
This might be something that making mods can help with more?
they aren't making a mod though
they just want to switch portraits out for one they downloaded
They’re editing a mod
🤷 just a thought. I guess not.
But I don’t know either besides replacing the ram portraits with Robin
Can you send a screen shot of the assets?
- what portrait mod are you using?
jier hd portraits.
Oh you said that
of which mod?
the edited assets
So would be in the robin romance mod
Are jier’d portraits showing up on the characters besides robin/ram?
yes im not having problems with the portrait mod.
it is just that i want to switch the ram portrait to the portrait mod one bit it doesn't work
this is how the foled looks currently
im wondering if it needs to be put in the hd portaits mods files as ram ?? jiers portraits needs hd portrait mod to work, right? not portraiture??
yes
have you renamed the hd portaits png to match the one the default one for ram
i assume you switched her name to ram in the hd portraits file?
the thing is that in hd portraits there is nothing i can change her name to
the picture you want to use for her portrait isnt in the hd portraits images folder?
wait are you talking about jier hd portraits or hd portraits?
I'm talking about HD portraits, the mod that is required to get Jiers portraits to work.
no the picture i want to use it from jier hd portraits
...i know
It sounds like what you need to do is copy and paste the picture of Jiers robin portrait into the HD portraits folder and then rename it to "Ram".
Jiers portraits need HD portraits mod in order to work, and you have zero issues with your Jier portrait mods other than this one, correct??
that may be because it has to pull the portraits from HD portraits, but there's no Ram portrait there
botting up to test rn
let me know!!! fingers crossed!!
i feel like the list of people who clearly understand how to write CP patches for hd portraits is very small lol
i tried hd portraits and could not get it to work lol. everything was so....zoomy
you probably didn’t edit the base.json or sth and used portraits of a different dimension lol idk i’m just guessing
(the zoom thing also happens if there aren't enough portraits for the number of expressions I found out
Took me forever to figure out what I was doing wrong with this one set of Miku portraits. Turned out: nothing. There just weren't enough lol)
did not work instead i got a zoom of defoults robins hair
im laughing because this is exactly the case, i edited nothing and then gave up lmao
i probably spent like an hour staring at the docs and then had like an "oh" moment where i was like "ok NOW this makes sense" lol
just for me to use like 2 HD portrait mods lol
this is happening with me with portraiture, except instead of zoom i just get nothingness. at first i was like ...ummmm and now im like "oh, you just are supposed to be blushing but you have no blushing image...alrighty"
well also other portrait mods that would otherwise have me overwrite the originals lol but i'm not really a huge portrait mod person outside of DSV and stuff
i don't wanna back read lol but what are they trying to do here?
i am trying to replace the portraits from the robin romance mod to the jier hd portraits mod but i can't get it to work
(also skimming back i convert XNB mods all the time! just need to learn the steps and then it's all a very rote process
)
so you have the robin romance mod
yes
and would like to use the jier hd portraits for robin?
for "robin" caouse in the mod robin becomes "ram"
want me to like screen share them?
no lol it's fine i'm trying to think what this would look like in my head
and what you've done
bc i don't use robin romance mod lmao
this is generically what one of my HD portrait mods looks like though for one specific character
yeah the jier mod look about the same
if this is the entire folder for the mod then it's missing bits
is that to get them to work seasonally, holy? 
I've only ever had to do it for a single set, but I will be saving this for future use 
i can send the whole scrips if you want
yeah
okay and then within that assets should also be another json
like with the portrait pngs
in assets there is all the pngs
and one more json
yes "size256.json
it'll be like base.json or robin.json or something
ok
what's the inside of that json?
you like how i literally always do things the hard complicated way lol
but it's so robust!!
if you ever have some time to talk about this one day i would sooo much appreciate it, im absolutely lost. i even got lost when trying to use your cp2at converter because python hates me, so that should show my skill and ability levels greatly lol.
i stare at python all day hahaha 💀 what were you trying to do?
actually maybe just upload the content.json that you have to http://smapi.io/json
i like refuse to download an AI portrait mod lol
me?
yes
the "size256.json"?
the content.json
literally just...set it up 😭 i didnt even get past installing the python requirements because it wouldn't work. nothing in this world has ever made me feel as inept as stardew mod creation.
but what do you have inside of whatever mod folder this one is? that content.json
but like what specifically are you trying to convert
like unpack an XNB? convert an XNB to CP? convert a CP mod to AT?
that is the portrait folder of the romance robin mod after i changed the default ram to that ram
but that did not work
why are some named ram and some veronica
like i don't understand where you are at in this process is the problem lol
holy i'll tell you what i was trying to do once you're done helping out here so i dont confuse you or throw a whole bunch of messages at ya <3
oh i'm in and out anyway lol you can just drop some lines and if i miss them you can poke me lol i'll get to them when i can if i don't respond like immediately
so you need both ram and veronica at the same time?
but they are two different characters
theres a version of that mode without veronica too
yes
i need the content.json that you have attempted to edit
like the result of those edits
unless you just didn't edit the json at all
well i didn't
i don't know what i am doing so i am not just trying to edit some json in a mod
ok in the robin romance content.json can you ctrl+F like "portraits" or something?
it should be like Portraits/Ram and Portraits/Veronica or something
basically how it works is that the base.json (the 256size.json in this case ig lol) is telling HD portraits how wide your portraits png is
so the number 256 means that each portrait itself is 256px wide (and bc there are two portraits per row, the entire png is 512px wide)
honestly this is probably #making-mods-general now lol i'm about to go on a ride
i found
{
"LogName": "Portraits",
"Action": "Load",
"Target": "Portraits/Ram",
"FromFile": "assets/portraits/Ram.png",
},
is that what i am looking for?
ok
i'll pop in there too with my crap cause i think it fits there better tbh lol
hey guys,
im having a bit of trouble with the museum and building stuff for my farm at robins, the cursor just stops working whenever i go to place something with either.
i also noticed if i place something into a chest, the cursor goes back to the first slot of the chest, but it can fix itself if i take something out of the chest somehow. but if i close the chest, and open it again, it will in fact be bugged again.
heres my log: https://smapi.io/log/cfec2184ef72486485945ebbaeb2cc95
i just updated help wanted after i uploaded this log, sve is the latest version despite the log saying so, and the empty file is fixed too, that happened during updating mods, the glitch was happening before it, just to clarify
and clips of the glitch: https://imgur.com/a/0YLU1Lr
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 1.3.37.0) on macOS Unix 13.1.0, with 84 C# mods and 174 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
i wanted to know if there is an easy fix for the ancient history mod https://smapi.io/log/e3711467d1a44796b224b0227e0b287e?Sections=ModUpdateList
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 7 Professional N , with 38 C# mods and 123 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
thank you for advance
well atra, I re-added ot and it seems alright now so... I've no idea. FIshed out all the sunset nudibranches anyway
(I need to fix the JA fish pond deshuffle code. Maybe in two weeks)
!patchsummary
Can you do these steps to provide more info?
- Load your save and view the content that should be patched.
- Type
patch summarydirectly into the SMAPI window and press enter. - Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
- Post the log link here.
Hiya, I could use some help with launching SMAPI. I'm not launching with any mods, just a clean install. The only log it gives me is:
[17:48:08 INFO SMAPI] Mods go here: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods
[17:48:08 TRACE SMAPI] Log started at 2023-02-22T22:48:08 UTC
[17:48:10 DEBUG SMAPI] Waiting for game to launch...
[17:48:12 TRACE game] NoFpsCap: This feature is not available ```
even in clean install there should be main 3 mods no?
console commands error handler and save backup?
also sounds like smapi issue i would recommend you to go back 1 version
!log
@plush geyser Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Hey i need some help, i downlaoded this map but its not showing up
Yep, those three mods were there, I just meant I didn't install any other ones. Restarting my computer fixed the issue!
(And for anyone else who has a similar issue on NVIDIA, make sure to add the SMAPI.exe to your graphics settings, that helped too.)
Im not sure about this one, but a lot of a farm mods require you to use generic mod configuration to set the mod to the farm type you chose when making the game
it won’t change from the selection menu
good thinking, im gonna check that out. Thank you
most custom farm maps use farm replacement, which means that it won’t show up as “Custom Farm Map”, it’ll just be “Standard” still
Okay... @upbeat patrol and @left hollow - I'm not sure what's going on, but my children are regressing from NPCs back to ordinary kids when it starts a new day. I'm using Free Love in conjunction with Little NPCs. In other information... a lot of dialogue seems to be borked and I've no idea why. So if anyone can offer insight on that, that'll be grand. I haven't really played a day through to save since the end of January so I'm unsure how recent this happened, or with what update, but I did update most of my mods two days ago. Am married to Jasper and have Dwarf as a room-mate. Here's a very painful log: https://smapi.io/log/5523814f978540e19b63053438b174ae UPDATE: reloaded the save and child one was present but child two had gone. When I came back to the farmhouse the night before, Jack was also absent (a debug where jack brought up an "object not found" error) but he was still in my social menu. UPDATE 2: I rolled back Little NPCs to the pre-GI fixed one and my game back a day and the kids were back and present on day two, so that might help? Although the fact one child vanished part way through the day of me playing is cause for some concern. I will keep checking... Sorry Aedenthorn for tagging you, I think this may be more a Little NPC issue than a Free Love one. (Also I'm going to work now so won't be stressing over this for the next 12 hours, lol).
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Home, with 108 C# mods and 306 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
i tried using the normal one but its just the normal one
is it meant to replace the normal one
Did you go into the generic mod config menu and set the map to replace standard farm though? If you did, upload the log
you where right, that did the trick. Thank you again
the description says it replaces forest farm by default
I think that someone else just the other day said they were having a similar problem and ended up making a bug report. Idk if that helps you
um that's not me you're responding to
always read your mod descriptions lol
Sorryyy
well if it's a known issue it does help, yes!
I am not positive but I think.
and now I've lost Jack again
smapi wont load my mods because it says their manifects arent valid, can anyone help?
https://smapi.io/log/e2010eb32582465885e5e740b06db6e6
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Home, with 21 C# mods and 29 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it
is this vortex
no I'm doing it in the steam directory now
JSON is a standard format for machine-readable text files, often used by Stardew Valley mods. If you need help with a JSON file, you can upload it to https://smapi.io/json, view an automatic validation summary on that page, and share the link with others.
Can you send a screen shot of what’s in the folder for boogies secret notes?
No, i mean go into your mods folder in your computer directory, open the folder for boogies, and screen shot that
that was in response to elizabeth
Oh my bad
I have no idea waht's wrong with the manifest but If you looked and it's fine then I suspect Vortex or a similar program is breaking things
I guess I'll just delete and reinstall all the mods tomorrow to see if that fixes it
You might want to reinstall smapi too. I say this because I see the one error says something about an empty vortex folder, and I think uninstalling smapi will get rid of residual folders.
does anyone know of the safety of the unofficial always on server update?
I really need help with zuzu city mod
I've looked into the smapii support thing and nothing shows up for it
It lags soooo bad like 1 frame per 3 seconds and lags my game until I go to bed.
I've deleted cc_downtown and tried cc_reload and nothing has helped
I'm the host for my friend and my game and it only lags when they're in the server next to me or somewhere else. They have a laptop that's older than my PC and there's doesn't lag.
Can anyone PLEASE help me? 😭
just bumping this
Are you the one hosting?
Yes
That’s why you’re lagging and your friend isn’t. Much more is being asked of your computer. This isn’t an issue with the mods it’s just the limitations of your computer unfortunately.
Depending on if you have free ram spritemaster might be able to help you, but that mostly helps with load in from what I can tell
does anyone understand this
I do not. Is this in a json file?
i dont know how to code is recognzing the images
yes i do for this mod
bc the other format doesnt work
wdym lol
i normally use this structure^ but it doesnt work on crab pots for me
hello! just wanted to ask, does this look like i've done it right?
Files with the extension .zip, .rar, or .7z are archive files, which you can extract to get the actual files inside. For a .zip file, just right-click (or long-press on Android) it and choose the option like extract or uncompress. For .rar and .7z, you need to install third-party software first, like 7-zip https://7-zip.org/ on Windows (get the x64 version), Keka https://keka.io/ on macOS, PeaZip https://peazip.github.io/ on Linux, or ZArchiver https://play.google.com/store/apps/details?id=ru.zdevs.zarchiver on Android.
thank you!
just find a crab pots mod
i’ve retextured crab pots with AT and definitely did not need to do manual variations lol
what do you think i have been talking about this whole time? that was a crab pot mod. Also i dont know why it wont work with the format i usually use but im just gonna learn this new format
literally just change variations to the same number instead of specifying individually though
Okay so I’m trying to install sve but I can’t
Lighting keeps flashing, and i have no idea what causes it. it looks like when textures are fighting with eachother, only with lighting. if anyone has any idea how to help i would really appreciate it <3
(smapi log: https://smapi.io/log/2cc61d3331734445b2f7b1c99937c974)
Log Info: SMAPI 3.18.1 with SDV 1.5.6 (build 22018) on Microsoft Windows 11 Home, with 98 C# mods and 73 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
(yes i know i should update things but i am.. lazy to)
what are you talking about?
im not replacing those textures, im adding in the duck textures
why are we taking about crab pots then
because those are the textures for the crab pots..?
oh you want to just slap them in?
yeah 😂 i figured out the format and ive added the textures in
all is good
i’d just make a new one bc i like keep track but
i hate having multiple mods for the same thing it creeps me out
and you can’t like scroll down or anything? lol
what if you click on the files tab
lol did u scroll
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
I'm having an issue where MNF fish sprites do not appear in inventory. I made a bug report and the creator suggested to try loading without Mineral Town. So I disabled that mod, but the sprites still appear only in the water. any ideas? https://www.nexusmods.com/stardewvalley/mods/3578?tab=bugs (see MNF fish sprites do not appear)
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Pro, with 96 C# mods and 142 content packs.
Can you remove all of these except MNF?
(like yes, they shouldn't break it, but just checking)
one at a time or all at once?
They're all fairly harmless to disable at once I think
will do
Other things to try next:
I haven't unlocked the bus yet so I haven't visited Mineral Town
Help stuck In a cutscene and can't skip or escape it
Is there a console command to end it?
I'm curious as to what cutscene you're stuck in
Using alt s to end the event doesn't end the cutscene loop
I think there is but I'd have to check the console commands page
Custom event acene
(and one of them breaks your flags so I don't want to give you the wrong answer)
"Acene"?
Other mods to try disabling:
- SpriteMaster
- BAGI
- Custom Ore Nodes
- Custom Resource Clumps
- Fishing Rod Recolor
Scene
SpriteMaster was the first mod Trent suggested to disable for troubleshooting - wasn't it. I'm about to load the game without the first group of mods you suggested disabling
i think fishing rod recolor is part of Grandpa's Tools
Have you done a patch export Maps/springobjects
and verified whether or not the issue is happening on the exported version?
the icons appear now, so one of the first group of mods you suggested disabling, is the culprit
Jodi
iiinteresting
Hmmmm... odd. Jodi added cutscenes since main ones should work fine... well, not much I can do to help fix it for the future
let me grab the console command at least
either put them back 1 by 1 or do a patch summary witth them all back in
the weirdest thing is that they appeared in the water before with Visible Fish - just not in the tooltip when caught, nor fish info overlay, nor inventory
.... okay, all console events are end and restart
perhaps event repeater documentation will help here
I'm re-enabling one by one
try typing stopevent in the console, assuming you have event repeater
type emergencyskip then
Keeps looping again
I believe the conclusion was that visible fish uses aquarium sprites
Aquarium sprites are on a totally different spritesheet
The event ended but I'm guessing game doesn't know where to put me and I'm at Jodi house so it puts me here again and does the event
So that's why emergency skip fails
well, then you gotta do what I do in that situation, even though you're gonna have to do a few of them in a row
debug warp Farm
then emergencyskip
then keep debug warping places until your UI comes back
I think you can also debug ebi an event that isn't broken
That too
when I said 1.5.6 doesn't have hell, I may have been lying
Earthy Recolor is the last mod I'm enabling
But generally you'd need to find an id
this is 1.5.6's verison of purgatory
and/or hell
you can warp, but you can't leave
.q 6020
[#6020] "So, there is no hell in 1.5.6" - @lament prairie (22 Feb 2023 @ 02:47:34 AM UTC)
(welcome to the hotel california...)
Eh, you can get your UI back eventually though
I've done it before, I just generally don't keep the day
Worked. The only time Pierre was useful 
earthy recolor re-enabled and the MNF sprites are gone https://i.imgur.com/I3yFJz4.png
but they are present in the patch export
Earthy recolor is the culprit???
it's bizarre. I used Earthy on my last save and did not experience this issue
okay, how are you with grep or find in files
because I bet it's not about Earthy, it's about something that changes in response to Earthy
so you might want to find every file that has a dependency on earthy
the mod unique ID from the earthy manifest
make sure to turn off case sensitivity if that's a thing
ok, I made a copy of the save file to a new folder on my desktop. what file extension should I add, so Notepad can access it to search? I was able to open the file in n++ but find is showing 0 results
I meant find in the whole Mods directory
So every json file within that whole folder
oh ok
Search "DaisyNiko.EarthyRecolour" (14 hits in 12 files of 11509 searched) C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\East Scarp 2.2\[CP] East Scarp\assets\Data\WorldMap.json (3 hits) Line 69: "HasMod: |contains=DaisyNiko.EarthyRecolour": false Line 139: "HasMod: |contains=DaisyNiko.EarthyRecolour": true, Line 163: "HasMod: |contains=DaisyNiko.EarthyRecolour": true C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\East Scarp 2.2\[CP] East Scarp\content.json (1 hit) Line 290: "HasMod": "DaisyNiko.EarthyRecolour" C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\East Scarp 2.2\[CP] East Scarp\manifest.json (1 hit) Line 22: { "UniqueID": "DaisyNiko.EarthyRecolour", "IsRequired": false }, C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Walk to the Desert Redux 1.3.1-alpha\[CP] WTDR\content.json (1 hit) Line 27: "HasMod": "DaisyNiko.EarthyRecolour" C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[A_TK] - Farm Project - Waterfall Forest\[CP] - Waterfall Forest\manifest.json (1 hit) Line 59: "UniqueID": "DaisyNiko.EarthyRecolour",
C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[CP] Alvadea's Tilesheets\content.json (1 hit) Line 20: "HasMod": "DaisyNiko.EarthyRecolour" C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[CP] DaisyNiko's Earthy Recolour\manifest.json (1 hit) Line 5: "UniqueID": "DaisyNiko.EarthyRecolour", C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[CP] DaisyNiko's Tilesheets\content.json (1 hit) Line 67: "HasMod": "DaisyNiko.EarthyRecolour", C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[CP] Gwen's Medieval Craftables\content.json (1 hit) Line 144: "When": { "HasMod": "DaisyNiko.EarthyRecolour" }, C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[CP] Simple Foliage\content.json (1 hit) Line 68: "When": { "HasMod": "DaisyNiko.EarthyRecolour" } C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[CP] Simple Foliage\manifest.json (1 hit) Line 15: {"UniqueID": "DaisyNiko.EarthyRecolour", C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\[CP] Stardew Valley Reimagined 3\content.json (1 hit) Line 168: "HasMod":"DaisyNiko.EarthyRecolour"
are we doing the MNF mystery again lol
the only one I did not have on my previous save is Alvadea's Tilesheets
idk why but changing patch mode for i think earthy? fixed it for me lol
what exactly did you do, if I may ask?
it appears my issue is also related to Earthy
change MNF's tilesheet from Replace to Overlay?
i think daisy niko’s
wait no
yeah mnf to overlay i think HAHA sorry this was a while ago and i don’t have my computer up
I'll search making mods for that exchange, thanks!!
if it works for you too then we might wanna ping pathos about it lol
bc that’s weird
i can’t believe i figured that out though lol it was weeks
Does anyone know of a retexture for the Return Scepter?
what kind
they’re usually bundled with other tool retextures
It's a tool, I thinnnk so tools retecture
Ohhh
Grandpa's i like
I am using Skell's for my tools
But if that only does tools and i have to get a separate one for return scepter then ok
She doesn't covet the scepter then I guess
i found this
oml
I am a dummy. she does
but when I search MNF modfolder for the term "patchmode" no results
the default patch mode is a replace
so i probably added a patch mode to the springobjects patch
hello does anyone know why my alternative textures is randomly overriding default textures when ive asked it not to and randomized textures are turned off
ok, let me look at daisyniko's earthy to see if I can just CP the code directly from there
grep or search “springobjects”
and then for that patch just add PatchMode: Overlay,
this is what i saw when i searched for spring objects in MNF
lol greg
// Sprites { "Action": "EditImage", "Target": "Maps/springobjects", "FromFile": "assets/new_fish.png", "FromArea": { "X": 0, "Y": 704, "Width": 384, "Height": 32 }, "ToArea": { "X": 0, "Y": 704, "Width": 384, "Height": 32 }, }, { "Action": "EditImage", "Target": "Maps/springobjects", "FromFile": "assets/new_fish.png", "FromArea": { "X": 0, "Y": 736, "Width": 128, "Height": 16 }, "ToArea": { "X": 0, "Y": 736, "Width": 128, "Height": 16 }, }, { "Action": "EditImage", "Target": "Maps/springobjects", "FromFile": "assets/new_fish.png", "FromArea": { "X": 160, "Y": 736, "Width": 224, "Height": 16 }, "ToArea": { "X": 160, "Y": 736, "Width": 224, "Height": 16 }, }, { "Action": "EditImage", "Target": "Maps/springobjects", "FromFile": "assets/new_fish.png", "FromArea": { "X": 0, "Y": 752, "Width": 384, "Height": 64 }, "ToArea": { "X": 0, "Y": 752, "Width": 384, "Height": 64 }, }, { "Action": "EditImage", "Target": "Maps/springobjects", "FromFile": "assets/new_fish.png", "FromArea": { "X": 16, "Y": 800, "Width": 128, "Height": 16 }, "ToArea": { "X": 16, "Y": 800, "Width": 128, "Height": 16 }, }, { "Action": "EditImage", "Target": "Maps/springobjects", "FromFile": "assets/lionfish_legacy.png", "When": {"UseLegacyLionfish":"true"}, "FromArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16 }, "ToArea": { "X": 336, "Y": 544, "Width": 16, "Height": 16 }, },
I just went in and added "PatchMode":"Overlay" after each fromfile line
did you notice it during other seasons or only in spring objects?
springobjects isn't necessarily a spring thing lol it's kind of just like
✨objects✨
with a boing boing spring lol
huh i'm not seeing the edit in the file i have
i should load up that save again lol
i definitely have not updated more new fish recently lol so
mnf hasn't been updated since september last year
yeah
going to load and see if it works
and i forgot to use commas after each line...jeez
the sprites are not there
Ummmmm so I have the Free Love mod and the uhhhh choose where you get married mod and I don't know why I'm stuck in an infinite loop here? And my friends screen is just showing me instead of him? I honestly didn't check if any of these mods were compatible with stardew valley expanded but ummmmm, help?? Currently trying to remember how to get the game log but when I went to boot up the game again because I assumed it would count as crashing it just started booting up like normal?
Take a smapi log if you're still in the game. People can help you better if they can look at the problem that way.
question, does anyone actually know how to make a proper ja to dga overhaul for the flowers+AGs+etc or is it just not worth it
i tried doing it but im pretty sure i almost irreversibly screwed up my save file 
How do I get my smapi log?
!log and follow the instructions on the site
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
modded, pc
"modded pc" doesn't explain what's happening here
i dont know whats going on too
sigh
no quarry mine
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
ill send a screenshot if that helps
It's better to send log instead of screenshot unless asked. The instruction on sending log is in the link above
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 21362) on Microsoft Windows 10 Pro, with 25 C# mods and 5 content packs.
Try disabled balance valley mining?
No
I mean you can try disable that mod first to see if the problem still occur
thank you, it was the problem
i dont know how tho
it was suppose to help with the selling prices of minerals, i dont know how it corrupt the map
thanks again
You can try this one
https://www.nexusmods.com/stardewvalley/mods/13970 as balancebvalley mining is part of this bigger mod
i will try it, thanks
Im having trouble getting stardew expanded to work my smapi didnt add the mods to the mod folder so i had to manually add them and now when I try to open it says this:
[Stardew Valley Expanded] Did not detect mod(s) required for Stadew Valley Expanded...
[Stardew Valley Expanded] Please download, or make sure you have installed the following correctly:
[Stardew Valley Expanded]
[Stardew Valley Expanded] → [CP] Stardew Valley Expanded by FlashShifter -
[Stardew Valley Expanded] https://www.nexusmods.com/stardewvalley/mods/3753
[Stardew Valley Expanded] → [FTM] Stardew Valley Expanded by FlashShifter -
[Stardew Valley Expanded] https://www.nexusmods.com/stardewvalley/mods/3753
[Stardew Valley Expanded] → [JA] Stardew Valley Expanded by FlashShifter -
[Stardew Valley Expanded] https://www.nexusmods.com/stardewvalley/mods/3753
[Stardew Valley Expanded] → [SAAT] Stardew Valley Expanded by FlashShifter -
[Stardew Valley Expanded] https://www.nexusmods.com/stardewvalley/mods/3753
[Stardew Valley Expanded] → [STF] Stardew Valley Expanded by FlashShifter -
[Stardew Valley Expanded] https://www.nexusmods.com/stardewvalley/mods/3753
Reinstall SVE
just SVE?
And also smapi doesn't add mod, you need to manually add it to the Mods folder or use Stardrop mod manager
Yes just SVE
ok on the guide it said it did and it created the folder but i did manually add all the other mods including stardew expanded but it just didnt work lol
Screenshot inside SVE folder you extract
Inside SVE folder, there should be some folder named with prefix such as [CP], [JA], etc
That's only StardewValleyExpanded. When you extract SVE zip file, let the folder be and move it into Mods folder
I redownloaded it and added it to the file and it WORKED!!!!
When you extract SVE zip file, there will be folder named Stardew Valley Expanded. Inside it, there are some folder such as StardewValleyExpanded, [CP] Stardew Valley Expanded, etc
WOOR WOOR
WOOT WOOT*
YAYYYY THANK YOUUU. This has been an hour and a half of me just being like “ok wtf…”
Sometimes following video tutorial can be misleading as it tends to be outdated fast
Yeah that’s how I started and it was ermmm confusing
Hi
im having so many troubles with smapi and the mods i have instaled
Is someone willing to help me? It's true i have many mods installed but none of them are incompatible with each other
Please
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
ok so i have a list HAHAH
Ridgeside village bugs:
- Plants, trees, bushes etc overlapped with new buildings.
- Old missions i had disappeared (trinnie's sunflowers, yuuma's lost ring)
- WHY DID IT CHANGE SO MUCH??? DID I MISS SOMETHING
- Various important mods such as Stardew Valley Expanded or Quest Framework with the same message (X uses deprecated code and will break in the next major SMAPI update)
- Farm Type Manager does not load and area or an object named hydrangea
- Json Assets does not recognized some modded objetcs like Tapioca, Sesame Seeds, Sweet Sour SAuce, Teriyaki Sauce (don't know which mod are they from)
- Error Handler removed some viallgers, it questions if i removed a custom NPC mod, and i indeed did, but why does it still find them if i removed the files? Did i forget to erase something?
- EntryPointNotFoundException: Unable to find an entry point named 'SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck' in DLL 'steam_api64'.
at Steamworks.NativeMethods.ISteamUtils_IsSteamRunningOnSteamDeck(IntPtr instancePtr)
at StardewValley.SDKs.SteamHelper.Initialize() in stardewvalley\Farmer\Farmer\SDKs\SteamHelper.cs:line 150 (NO IDEA WHATS THAT ABOUT) - Skipped mods such as Even More recipes for JA, fresh meat for BugNEt.
LMAO WHY IS IT SO BIG SORRY
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 21355) on Microsoft Windows 10 Pro, with 45 C# mods and 98 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
u.u
maybe i should say yesterday i decided to update all my mods since like 2021 or early 2022
1/2/3. [overlap][quests gone][change] no idea, did you update during a playthrough? generally it's not recommended, unless it's an important fix or a change you truly want
4. [deprecated code] nothing you should worry about; it's a warning for the developers
5. [FTM] no idea
6. [JA] probably safe to ignore
7. [removed villagers] those are in your save file - Error Handler is telling you it's gonna remove them for good, they should be gone after you save the game again (go to bed)
8. [steam_api64] safe to ignore
9. [skipped mods] you're missing some required mods - this may be okay, as some mods include modules for other mods, which are technically optional, but if you don't have those mods, SMAPI will fail to load them (which makes sense). not sure if that's the case for those specific mods
and yeah, you really have some old mods in there
BJSTimeSkipper definitely doesn't work anymore
hey could anyone help me modding
1/2/3 Yes but because i didn't think it would such a huge change, literally they added like 10 character more and changed a lot of stuff, i was really surprised... I thought it was because of bugs
4. phew
9. So what to i do? Do i need to install some more or just leave it like that?
yep i didn't use it anyways so its fine, do i erase it?
yeah i was thinking that... but i dont know which mods are safe to erase
help please ive wanted to dowload this mod https://www.nexusmods.com/stardewvalley/mods/1293?tab=files&file_id=4987 its called white farm and i went to the files and i picked the vanilla folder,now snapi says that it couldnt be loaded because its not a snappi mod please help?
Most mods are safe to erase. Back in the day it wasn’t exactly safe to add/remove/update mods which used Json Assets, but I think nowadays those are also safe to do
no idea sorry! im here to get help like you sorry
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Okay thank you so much !! Now i only gotta see why the maps r overlapping sighhh
im glad it wasnt that serious tho
It’s an older XNB mod
!xnbzola
XNB mods often break the game and are not recommended. See https://stardewvalleywiki.com/Modding:Using_XNB_mods for more info (and a list of Content Patcher alternatives), and https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files to fix problems caused by XNB mods. For mod creators, see https://stardewvalleywiki.com/Modding:Editing_XNB_files for help unpacking & editing them (including for use with Content Patcher). https://media.discordapp.net/attachments/156109690059751424/575085766426886145/ZolasFury.png
and how do i use that map then?
They might have changed the maps since. Your best bet probably is to use a mod like Reset Terrain Features for .NET 5
Read the above
it says its not recommended but it doesnt explain how can i download it
like
for it to work
yes they definetly changed a lot of terrain since i last updated it, im gonna try
The link does
Although the mod is from 2017, I really wouldn’t recommend trying to use it
AND it replaces vanilla tilesheets too
Maps consist of map data and tilesheets
understandable and where do i check how old is that mod next time?
You'd better find a newer one here, XNB mods are not recommended anymore: https://www.nexusmods.com/stardewvalley/mods/categories/21/
sorry to bother again, but do i need to do something special for it to work? or just put it in my mod folder?
You can check when it was uploaded or last updated on the main page of the mod and you can read and the description, too
and what about the version in here? https://www.nexusmods.com/stardewvalley/mods/1531 its a newer version
does it matter?
Immersive Farm is pretty much up to date I think?
alright let me try
Yeah, put in the mods folder. Then go to the map that you want to reset, hit L (I think?), choose everything you want to reset and then whatever button that makes it go, can’t remember the text on the button lol, probably just „Reset”
Is it?
like inside the game?
It’s just a Content Patcher mod
Yeah
ill try to download the fix versioin
allright it works
i downloaded this https://www.nexusmods.com/stardewvalley/mods/3561 is it an xnb mod?
oleee
Hey!! It worked!! Thank you so much again for the tips and all, ill just ignore the other problems... Haha (=
bruh the map doesnt have a freaking tv
Classic custom map problem
can i add it in tho
me neither, i don't know why they disappeared, i just hope they arent important to the plot hhaa
btw have any tip on how to make the loading screen less eternal?
is it a mod
!sm install this and you can turn off resample if you don't like smudgy looks
SpriteMaster (https://www.nexusmods.com/stardewvalley/mods/4922) is a mod that resamples the game's graphics to be smoother and improves performance.
Thanks!
Also consider to yeet pytk and try to convert mods that relies on it
is that a mod?
Yes it's a mod
how do i use the CJB item spawner mod??
Nowadays we tend to stop using PyTK, it’s the main mod that slows down loading. TMXL, Custom Music and Portraiture require it though
Press I
Also please just read mod page descriptions
omg what
is it okay to erase it?
how do i know which mods are relaying in pytk?
The 3 I mentioned for sure (you have all 3)
ok i forgot that exists sorry lol
You may not need TMXL nor Custom Music anymore though, don’t know/remember, on my phone now
bjs skip time?
or which ones
.
i dont use portraiture but i think the other 2 are required for big mods like rsv or sve
Easy way to know which mod relies on pytk, disable it and smapi will scream at you
LMAO true 😭
Not anymore for those 2
Newest version of rsv and sve don't use pytk anymore
Zuzu might? No idea
ill erase it and see what happens
i dont remember, ill have to check
Zuzu don't either too as i don't have pytk and install zuzu
ok ill try now lets see if they work
Hello, is the mods available for version 1.5 on android?
Not yet
When will it be available?
Thank you!
No prob 👍
wow i really did wrong not wanting to update mods in more than a year and a half...
When you update mods, did you overwrite mods or delete and install new version?
i think overwrite for most of the mods
It's not recommended doing that. It's better to delete old version and install new version. Most mod author said that on their mod page desc
oh
so what do i do
btw deleting those mods made inmersive farm 2 collapse LMAO
dont know why, bc they arent required
IF2 has the remaster version on nexus SVE file section . Or you can try to use IF2 fix
omg what 😭
i reinstalled and the design changed A LOT
Heya, peeps. Been a while since I've been here and it looks like we can now mod PC Xbox Stardew? Does anyone know if you can also get xbox achievements with modded plays? Was just about to play on steam but I prefer earning Xbox achievements.
Lemme know if I should ask in another channel.
I think the getting starting guide has a section on modding the pc xbox version of the game?
!gettingstarted
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
It does and I've followed this, which is why I know we can mod but it doesn't mention anything about Xbox Achievements.
I've already installed SMAPi for PC/Steam but then realized you could for Xbox.
Hmm, I'm not sure about the achievements. Maybe search through this channel and see if anyone's addressed it already
Going backwards about a week I don't see anything mentioned :/
Guess I'm just gonna have to run a test.
Nevermind, found it. I had a spelling error. Ludio Nomen confirms you can
Haha, yeah, just found that. Thank you!
Excuse me what, I swear I had a save file already
I have a backport
im gonna give log
Log found, uploaded to: https://smapi.io/log/d609dd70197d4b61bfc5b3b1a92510f1
Can somebody tell me what I can do to fix it as soon, as possible
Your save file is corrupt
You will need to revert a day Or get a backup from SMAPI to reacquire your save file
Well Shane's work animation broke on me
Does anyone know which mod causes his animation to break? ;w;
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
does anyone know the name of this mod please
How do I revert a day?
!saves
Use this guide to find your save files: https://stardewvalleywiki.com/Saves.
See the section for undoing the last save
So I understand that I have to rename the ''_old'' files to make them not have the ''_old''?
It's generally not a mod that corrupts it
Generally it's something like closing the game as it's being saved, power loss, etc
It worked
Oh
I will send later ty ❤️
Log Info: SMAPI 3.18.2 with SDV 1.5.6 (build 22018) on Microsoft Windows 10 Home, with 170 C# mods and 390 content packs.
Suggested fixes: Pytk isn't compatible with newer SMAPI performance optimizations, consider removing it, One or more mods are out of date, consider updating them
Ah welp xD
I hope that someone can help with the animation error for Shane
It's not happened till recently ;w;
Woof your log has many issues
But none of the error text relates to Shane, so let's see the trace...
I think it from industrial furniture set
Since his animations are erroring, it's most likely due to either Seasonal Cute or NPC Mr. Ginger (since they edit Characters/Shane, which is where the animation frames come from). I'd reinstall both as neither should cause the error normally
I'll reinstall both ❤️
Oh. You also have Longevity
Reinstall that if you're using the "Dynamic NPC Clothing" portion of it
(Since it's a mod I don't use and it edits him via C# code.... I'd bet it'd be that, if that's being used.)
I just took out the Dynamic NPC Clothing folder and will playtest now
If that caused the glitch I'll just take out all the stuff related to Shane in the folders of that mod ❤️
Also my Hot Springs farmcave ain't working but I think I know the issue that's there xD
Could be the Better Farm Cave Forage
https://www.nexusmods.com/stardewvalley/mods/6098 looks like this a bit
The bed?
guys I found but thanks!
hey why wont my modded stardew game launch?
very vague
details?
so whats the issue
did you wait
does vanilla work
ima see
My game crashed when I entered Joja, gonna try again and if it happens again I'll look into it
If you deleted the entire DNPCC folder, that might be why - the modpage indicates that you might just want to delete Shane's outfits instead