#archived-modded-support

1 messages ยท Page 588 of 1

fair vessel
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C:\Users\erinv\AppData\Roaming\StardewValley\Saves\fghfg_251576758\ go to this location and see what is there

zinc adder
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1 sec, ill get u the log without cloud sync doing anything

fair vessel
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At minimum there should be a fghfg_25157675 file and a savegameinfo file inside, plus probably two more called fghfg_25157675_old and savegameinfo_old

zinc adder
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this is with cloud sync off

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and the error saves deleted

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[21:03:14 TRACE Content Patcher] Stardew Valley Expanded edited Data\AntiSocialNPCs.
[21:03:14 TRACE SMAPI] Content Patcher edited Data\AntiSocialNPCs.
[21:03:14 TRACE Stardew Valley Expanded] [AntiSocial] Initially 47 NPCs, removed 5 anti-social ones, returning 42

fair vessel
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Does it work without cloudsync and only break with cloudsync? I'm a bit confused

zinc adder
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this is the part where it just stops

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ok lemme break it down a bit

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So, u can probably ignore the cloud sync stuff, we have it off now

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so its not a problem, the save is completely gone

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clean folder

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whats happening for us is tthis

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She can make a world after reinstalling SVE

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but cant join it after she leaves to title screen

fair vessel
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Did she finish the intro part of the game and sleep before leaving to title screen?

zinc adder
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no she just skipped the intro (it crashes on intro too) and if it works, shes in bed and we just close the game

fair vessel
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Oof. Ok very strange. I'ma take another look through the mods you have installed

zinc adder
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ill try what u said

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ill tell her to sleep

fair vessel
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Especially these:

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!reinstalldeps

native dragonBOT
fair vessel
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And

Delete your startup_preferences, found in %appdata%/StardewValley on Windows.

zinc adder
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"!reinstalldeps"

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whats this^

fair vessel
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It's a command I used to make @native dragon post the instructions

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Follow the link there to reinstall .NET and XNA

zinc adder
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ye im getting her to do it

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she tried downloading the .net, says she has it already

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cant find a way to uninstall it, doesnt show up anywhere, tried using the repair tool, did nothing

fair vessel
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Ok should be good then

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XNA?

zinc adder
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yeah she installed that

fair vessel
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Ok
Once you're done the steps, try it again and post a new log if it still doesn't work

narrow egret
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Heyo i'm having a problem with the automate mod

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it's not working with the alembic

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which I believe is added by artisan valley

zinc adder
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this is a log without SVE

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when it works perfectly

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i think SVE is the problem for some reason

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but it works fine for me

fair vessel
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@narrow egret do you have PFMAutomate installed?

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Oho! Karol we got a useful error i think

zinc adder
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is it the IFR2

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coz thats just coz SVE needs it

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coz SVE is gone so it just doesnt use it

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and uses standard unmodded farm

narrow egret
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I have CFAutomate, but not that. Could you link that when you're done helping this lad?

fair vessel
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Oh I see. btw SVE doesn't need IFR2, it's optional.
You should uninstall IF2R if you're not using it

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i could find and link it, but i would just be searching it on Nexus same as you

zinc adder
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ye, we r trying to use SVE without IFR2

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we know its optional we just like the new farm

fair vessel
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Then you should install SVE but not IF2R

zinc adder
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yup

narrow egret
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Oh, thank you so much!

fair vessel
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Oh! That might be the problem actually. If you have IF2R installed, it breaks all the other farms (even though it only replaces standard farm)

zinc adder
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no, having no IFR2 makes it crash too

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the only thing that lets her into the game is uninstalling SVE

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but i have it too, and it works perfectly

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this the log without ifr2

fair vessel
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You tried removing all 3 IF2R folders, the [TMX], [FTM] and [CP] folders?

zinc adder
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yup

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[21:32:23 TRACE Content Patcher] Stardew Valley Expanded edited Data\AntiSocialNPCs.
[21:32:23 TRACE SMAPI] Content Patcher edited Data\AntiSocialNPCs.
[21:32:23 TRACE Stardew Valley Expanded] [AntiSocial] Initially 48 NPCs, removed 8 anti-social ones, returning 40

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it always gets to this bit

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mine goes fast this

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ill show u what i get

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[20:35:38 TRACE Stardew Valley Expanded] [AntiSocial] Initially 48 NPCs, removed 8 anti-social ones, returning 40
[20:35:38 TRACE SpaceCore] Event: OnBlankSave
[20:35:38 TRACE game] setGameMode( 'playingGameMode (3)' )
[20:35:38 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1920 Height:1080}
[20:35:38 TRACE game] Starting server. Protocol version: 1.4.5
[20:35:38 TRACE game] Starting LAN server
[20:35:38 TRACE game] Starting Galaxy server
[20:35:38 TRACE game] Creating lobby...
[20:35:39 TRACE SMAPI] New day task synchronizing...
[20:35:39 TRACE Content Patcher] Stardew Valley Expanded loaded Characters\Victor.
[20:35:39 TRACE SMAPI] Content Patcher loaded asset 'Characters\Victor'.
[20:35:39 TRACE Content Patcher] Stardew Valley Expanded loaded Portraits\Victor.
[20:35:39 TRACE SMAPI] Content Patcher loaded asset 'Portraits\Victor'.

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as you can see, it goes back the anti social bit

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onto the event and setgamemodes etc

fair vessel
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Oh man. This might possibly be a SpaceCore problem. I have no idea why it's behaving differently for you vs her

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Are you on different OS?

zinc adder
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windows 10

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both of us

fair vessel
zinc adder
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๐Ÿค”

restive zodiac
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@fair vessel

Oh! That might be the problem actually. If you have IF2R installed, it breaks all the other farms (even though it only replaces standard farm)
Can you elaborate on this? In what way does it break all the other farms, do you know?

fair vessel
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I've heard it makes them not work - you can't choose another farm layout while using IF2R

restive zodiac
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There are conditions on everything that check you're using standard farm, so if something breaks it should be reported.

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I don't suppose there's anything in the console when it happens? (Also, is it actually crashing completely to desktop, or is it hanging and never loading?)

royal arrow
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@regal swift hi there, the one you linked is an older version of Karmylla's Spouse Room Edits, which is an XNB file. The latest version of their mod uses content patcher. Please try the content patcher version, and if you used the XNB version, you'll need to check out why XNB mods are not recommended to use, and how to reset your game files (I'll link you both in a sec)

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!xnb @regal swift

native dragonBOT
fair vessel
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@zinc adder I have looked through the entirety of your log and your gf's log (the one with SVE) trying to pick out any differences that might help... didn't really find anything. The only strange thing was that there was an update check error for her as if all of her SVE and IF2R manifests were missing their mod IDs. When she downloaded SVE, did she get the files from Nexus?

zinc adder
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yeah we both got it from nexus, i think i had missing ID ??? too

fair vessel
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Nah yours were fine

zinc adder
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hmm weird

fair vessel
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But anyway, I'm at the limits of my expertise here. Unless someone else lurking has insight, the only thing I can suggest is report it to the mod author with a log

zinc adder
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[20:34:59 TRACE SMAPI] Got update-check errors for some mods:
Immersive Farm 2 Remastered: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
New Objects for Stardew Valley Expanded: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded - PyTK: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded Custom Music: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded Forage Locations: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded Forage Locations - Immersive Farm 2: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
TMX Immersive Farm 2 Remastered: The value '???' isn't a valid Nexus mod ID, must be an integer ID.

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this is from my log

fair vessel
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Oops, so it is. Guess i missed it. I really dunno then.

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Sorry not to be more help

royal arrow
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Do either you (Karol) or your girlfriend use a mod manager, or do you install mods manually?

restive zodiac
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(I didn't see an answer to the question about whether it crashes to desktop or hangs indefinitely, if anyone knows! I didn't see from scrolling up.)

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If it crashes to desktop, does anything show up in the SMAPI console? (It's easiest to check by running the game in windowed mode with the SMAPI console visible to the side of it.)

fair vessel
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We can infer the problem occurs during or immediately before the SMAPI OnBlankSave event, since SpaceCore logs this (when working correctly) first thing after the last stuff before where the crash is

zinc adder
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Do either you (Karol) or your girlfriend use a mod manager, or do you install mods manually?
@royal arrow all manual

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@fair vessel its ok man, thanks for the help, u did all u could :/ we r gunna try reinstall windows and stuff and give her a fresh start

restive zodiac
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๐Ÿ˜”

tawny kindle
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afaik, the ??? IDs are normal for SVE. The author prefers not to have a bunch of redundant update alerts for the same page & uses that instead.

restive zodiac
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(Could just omit it vs invalid ID, though.)

tawny kindle
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(that & there's going to be a sub-file ID system soon, but yeah, just how it is currently SDVpufferuwu )

fair vessel
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But I guess if you omit it it shows up as DEBUG rather than TRACE... fewer confused users that way is an advantage lol

restive zodiac
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That actually seems kind of weird, in a way SDVpufferthink

fair vessel
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You have a point lol

restive zodiac
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"there's an error with this update key" vs "there isn't an update key", the latter seems more innocuous

fair vessel
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Maybe Pathos could change that in 3.6 too

dire fractal
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anyone know this hut mod i cant find it

tawny kindle
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reverse image search didn't find it, so I'm guessing it's on the Naver forum somewhere? (not familiar with using that myself though)

dire fractal
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i cant find on naver

robust bison
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i think ive seen that on nexus before

restive zodiac
dire fractal
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i dont see a config in the file?

royal arrow
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that's generated after you run the game with the mod installed at least once

dire fractal
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oh right i forgot that lmao

royal arrow
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mod authors don't usually package config file with the mod for that reason (also could be troublesome if they update and include the config file, because it would get rid of yours when you install the update)

restive zodiac
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In darker times your Windows json files might not work on Linux/Mac and vice versa, too...

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Tile coordinates were evil ๐Ÿ˜”

naive drum
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Oh nooo

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Whatd mac/linux do differentlyvwrt tile coordz?

restive zodiac
tawny kindle
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Rectangle | Windows: "{X:1 Y:2 Width:3 Height:4}"
SDVpufferthink serializing 4 numbers as an invalid json object inside a string, sure

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(invalid by the current scheme, at least)

limber fjord
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@outer turret I actually didn't have Stardust Core. Weird. I'll try it again having now downloaded that. Thanks

limber fjord
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That fixed it, haha. Thanks @outer turret

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Half the time I don't troubleshoot immediately because this is all on my phone and it's a process haha.

peak wharf
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@urban briar fri did, seems to work, although fyi I think some of your titles are rotated 90 degrees

dire fractal
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(sorry for double ping, I posted on the wrong channel)
@royal arrow thanks for helping others out on my mod page!

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I really need to clean up my mod ._.

turbid surge
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Hello all

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Got a crash log that I was hoping someone could help me with?

naive drum
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!log

native dragonBOT
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Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

turbid surge
naive drum
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!reset

native dragonBOT
turbid surge
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Ok I verified all the files. I will try again thanks!

worthy grail
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hey, i'm experiencing a problem with artisanal soda makers where it... i think shifts the code of all my crops, so now everything that collected in my junimo huts (crops) turned into completely different items (different crops or even artisanal goods)

turbid surge
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It worked! Thank you @naive drum

naive drum
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JsonAssets dynamically creates the IDs for custom crops and items, and currently doesn't check Junimo Huts for custom crops/items when reassigning IDs in response to a new pack being added. SpaceChase is looking into it.

worthy grail
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ahh, okay thank you!!

outer turret
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What's everyones favourite greenhouse mod?

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I just unlocked mine. 20th fall

outer turret
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I've got the oasis! It's beautiful. Am tempted to customize my own.

tight tusk
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it also modifies the cellar too, so it becomes super huge

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i think i can fit 400 casks in that cellar

royal arrow
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@dire fractal you're welcome! And I think for the crops regrowing, a config file that lets users individually select which crops regrow would be relatively simple to implement o:

warm elbow
royal arrow
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Did you post a description of the issue you were having already, Shadow Fox o: ?

signal copper
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!log

native dragonBOT
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Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

signal copper
rough shard
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Anyone know of any good mult-player mods? (to increase the number of players)

fair vessel
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Unlimited Players mod
Social Tab Patch for Unlimited Players mod
EightCorners farm mod

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Always On Server for Multiplayer mod if you want ppl to be able to access anytime

rough shard
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There's an always on server mod? :O

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How does that... work? Like where is it hosted

fair vessel
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The host player runs the mod on their computer. It automates their daily activities when not playing

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Although I guess you could spin up a virtual machine and run a host server from a different steam account, so that none of the human players were the host and all on equal footing

signal copper
fair vessel
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Probably overkill for most users lol

rough shard
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hehe yeah

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Interesting idea

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I don't like the concept for me personally. The idea of working 8 hours and coming back to a different month is cringe >_>

fair vessel
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I could see it being useful if you wanted to run a serious competition with separate wallets or something

rough shard
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Yeah. Lotta applications tbh ^_^

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Would be nice if there was an auto take down feature. Like run server for x hours then shut down

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Say I'm heading to bed and friends wanna play a little longer

fair vessel
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Ooh yeah

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Or like "run until this date in-game then close"

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Say you finished your last regrow harvest of a season and there's still a couple days left...

signal copper
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Mod crashed when loading asset 'Maps\Farm_Fishing'. SMAPI will use the default asset instead. Error details: StardewModdingAPI.Framework.Exceptions.SContentLoadException: The content manager failed loading content asset 'assets\farm.tbin' from SMAPI\daisyniko.survivalisland. ---> System.Exception: Unable to load map with file path 'C:\Games\Steam\steamapps\common\Stardew Valley\Mods\[CP] Survival Island\assets\farm.tbin' ---> System.Exception: The specified Tile Index is out of range

rough shard
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Does SMAPI have a file path length limit? Windows native limit is 260 characters and this is only 86 so it seems doubtful... but the out of range is interesting. Just thinking out loud

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89*

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exactly, logofe. That'd be sweet

signal copper
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it's just weird because it was all working at some point

outer turret
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I went with oasis in the end and cleaned it up a bit. Could i make a warp between cellar and greenhouse? That should be possible yes? (Not that I have cellar yet but still!)

fair vessel
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@signal copper sounds like a missing tilesheet... you downloaded DaisyNiko's Tilesheets?

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!log

native dragonBOT
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Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

signal copper
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downloaded their tilesheets and installed, same error

fair vessel
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Ohhhh @signal copper I just saw you opened the maps yourself in tiled and edited them

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That's what caused this
Ask in #making-mods-general they'll know the quick fix (I haven't used tiled before)

royal arrow
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@outer turret ooooh is it a massive cellar then, that spans from the greenhouse to the farm house o: ? Even if it's not, it should be possible, but idk how you'd implement it. Would you need a 2nd way into the cellar?

torn mason
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you could just add a warp

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adding a visual door so it doesn't feel like you randomly warped in would be better for the experience, but just a warp would do it

fair vessel
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My favorite greenhouse mod is the Spacious Greenhouse one. SDVpufferowo Slightly bigger than vanilla for a nice 6-sprinkler layout, and gorgeous seasonal window

rough shard
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Quick question about using mods. If I am using mods, do players on multi joining my game need the same mods installed? I assume yes, but haven't really delved into mods ever

torn mason
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in general every player needs the same mods installed. The exception are purely aesthetic mods, which would only appear on the machines it's installed on

royal arrow
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It's not 15x15, which my current greenhouse mod is, but that seasonal window is compelling! SDVpufferowo

rough shard
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Thanks, Chronicler

royal arrow
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!mpmods

native dragonBOT
royal arrow
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More detail there ^

tight tusk
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yep I wish more greenhouse mods add shortcuts to the cellar, makes it really quick for my characters to go from one place to another

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especially when I use farm maps where the greenhouse is far away from the farmhouse

rough shard
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Thanks for answering my questions guys.

Gotta start work now ^_^

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Wish me luck

royal arrow
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@fair vessel you'd mentioned UI Info Suite doesn't work on Android. Was the only substitute you had Billboard Anywhere? I can't recall if you'd mentioned something else for Android

fair vessel
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Yeah I try to replace the UI info suite functions piece by piece. Billboard Anywhere, Level Up Notifications, Daily Tasks Report (buggy with zoom level graphics but otherwise works well), NPC Map Locations... and LookupAnything for checking my heart levels or skill points

royal arrow
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Ok, thanks! Someone commented on UI Info Suite that it wasn't working, so I wanted to provide some alternatives SDVpufferowo

split flicker
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hi, so
I'm mining in the sskull caverns and sometimes when I head to the new floors, everything just goes black
the music and ambience sounds is still there, but nothing is loading in

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even then, how can I fix these errors? there's a lot of them

fair vessel
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Try disabling BetterSkullCavernFalling mod, I've heard it can cause the black screen issue

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It might be an interaction with the CPA mods

split flicker
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huh... I'll try that

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ty

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idk much about modding, so this may sound stupid, but

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how would animating items affect the skull caverns?

fair vessel
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You have the animated mining pack, so there are rocks and ores that are animated
It's possible that the BSCF mod changes something that makes the animated stuff try to load too early and fail

split flicker
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ah

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I see

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thank you so much for the info

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I appreciate it a lot :)

fair vessel
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Ha don't thank me yet, wait and see if my idea works first ๐Ÿ˜‚

split flicker
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yea, hopefully

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this has happened 3 times already

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one on a really good run as well :(

fair vessel
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If it always happened when you jumped into a pit, then my guess is probably right

split flicker
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hm the last time it happened when I walk down a ladder though

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but let's see how this is gonna go

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the cpa error is still there

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oh no

fair vessel
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D:

split flicker
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do you know what the error is even sayig bte

fair vessel
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not really no
Apparently CPA can have problems if you place any items on the table in your farmhouse, don't know if that's related

split flicker
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oh

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yea I do have that

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maybe it's that?

fair vessel
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๐Ÿคท

split flicker
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well hey

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50 levels in and nothing's wrong

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hopefully that's the issue, BSCF xd

fair vessel
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Ah yes, I just found other ppl have the issue too

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It happens after you jump into a pit, the next time you take a ladder will be black screen

warm elbow
fair vessel
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Do you use a mod manager?

warm elbow
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yes vortex i think

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loaded up the game one day and bam, no mods

split flicker
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ah

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yea, I jumped down 3 pits already

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and took the ladder next

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everything is all good

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thank you so much again @fair vessel

fair vessel
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The log you posted is from January @warm elbow
I think you might have just ran the game through the vanilla .exe, make sure you run it through smapi

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Also once you get it working, there are errors with some of your mods that can be fixed by downloading missing mods. And some of your mods are xnbs or outdated.

shy orbit
random lion
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Hey

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Does anyone know about an issue

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where the SVE Greenhouse doesnt repair

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(The animation of the junimos repairing was in the old location of the greenhouse and it's not repaired. There's no error message in the log/console)

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If i interact with it nothing happens (beside from the message "It's grandpa's old greenhouse")

warm elbow
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It has been awhile @fair vessel

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Remind me how to run through smapi

shy orbit
random lion
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Not really

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Unfortunately im not smart enough to read a description

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Oh well thanks

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will give it a try

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Weeeeelll

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as it seems

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I didnt have all of the files

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Cause i thought they were dupes

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Thanks @shy orbit SDVjunimolove

shy orbit
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no problem, good that it got solved

random lion
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PeepoPog

warm elbow
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my smapi version is gone from steam

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Why would it uninstall itself?

tawny kindle
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@shy orbit if you haven't tracked those stumps down yet, you could check your log to see if any FTM packs are spawning things in "Woods"

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I'm not aware of any that actually do, though SDVpufferthink

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@warm elbow a lot of people have reported Steam clearing games' launch options (e.g. when updating games or steam), it seems like a random bug on their end...

not seeing much advice to prevent it, basically just "copy them back in & write them down somewhere if it keeps happening"

shy orbit
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i found two mods that spawn stuff there but they don't have large object spawns enabled so i don't know

tawny kindle
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probably something else then, though you can set smapi to "VerboseLogging": true, if you want to see individual FTM spawn logs to make sure
(also I just tested the new item type in the woods to make sure it's not broken, but yeah, seems fine)

dire fractal
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is there a Mod that I can use to Punch Pierre in the Face?

brazen kayak
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Hey guys, just joined here. Trying to figure out... how in the world to get this mod to work. Is there anyway around who can offer some help?

robust bison
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What's the issue?

brazen kayak
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This is the mod I am trying to use, but its... in like 19 parts without any clear instructions.

robust bison
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Are you using the XNB or cp version?

brazen kayak
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Or if it has them, I am missing it.

robust bison
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Yeah, I use that mod

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The download format is weird

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Do you have content patcher installed?

brazen kayak
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I do not. Step one, then?

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(I've never used mods in SDV. Total noob here.)

robust bison
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Yes

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Make sure you have smapi in installed too

brazen kayak
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Yeah doing that now.

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Ok, got that installed. How do I enable achievements off that? (Using steam.) Downloading Content patcher now.

tawny kindle
brazen kayak
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Thanks Esca-- Ok. I have both SMAPI and Content Patcher installed. Content patcher is now in the mods folder of SDV. Whats next?

robust bison
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Download the cp version of the mod, and extract it i nto the mods folder

brazen kayak
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Is that the only file I'll need of the 19 he has posted?

fair vessel
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It should be... but it looks like it isn't. It only contains files for about a dozen of the characters or so ๐Ÿค”

tawny kindle
restive zodiac
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(hmph)

brazen kayak
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I got an issue like....

tawny kindle
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seems like that pack has errors in its file...the comments talk about how to assemble one, but I'd recommend just replacing it with the seasonal version

brazen kayak
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Yeah it seems some of it worked.

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Ok, so just fully uninstall that mod and go with seasonal?

tawny kindle
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it is loading, but yeah, some of the patch instructions aren't formatted in a way that CP can read

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yep

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(it seems like Leah specifically might have loading issues, but you could check her first, it be a non-harmful warning)

brazen kayak
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I guess that worked, even if it has far less portraits and they don't look as nice. A damn shame that first one can't be simplified into one working file. Thanks for the help all the same.

royal arrow
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not really no
Apparently CPA can have problems if you place any items on the table in your farmhouse, don't know if that's related
@fair vessel wuuuuut o: is it related to Custom Furniture at all? I have both, and I have problems setting custom furniture on tables in my farmhouse o.o

fair vessel
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I dunno. I just read that it freezes all the other animations if you do

royal arrow
#

huh, ok. I don't have any animated furniture, but I do have non-working animated junimo scarecrows. they're supposed to jump up and down but they don't :/ someone in the comments section said they had this issue while they have installed the medieval craftables, even if the scarecrow replacement provided by that mod is disabled (I even commented out the scarecrow edits and still, no dice). I'm in the same boat, but I haven't done my due diligence and tested it without medieval craftables installed, mostly because I'd rather have non-animated junimos and medieval craftables, than animated junimos without medieval craftables ๐Ÿ˜ถ

omg nuuu. I tested it anyway, just to see, and removed medieval craftables. the animated junimo scarecrows do their little hop. it IS medieval craftables D: D: D: I don't understand how, even after commenting out the scarecrow edits in medieval craftables, that mod still impacts o.o

spring tendon
royal arrow
#

Yes, this is the place to ask! ๐Ÿ™‚

spring tendon
#

yay! hope you're having a good day btw

royal arrow
#

It's going alright, I hope yours is too! Is this log from just loading the game, or did you load the save?

spring tendon
#

loaded the save, played the day of the 28th, went to bed

royal arrow
#

It's strange that there aren't any errors in your log. Were there any errors in-game?

spring tendon
#

no, the first two times it hard crashed before the save, and this latest one after I removed the mods I saw highlighted in red, it just froze

royal arrow
#

which mods did you remove?

unique sinew
#

yeah we need the log from when it hard crashes to see where the error is

spring tendon
#

Dynamic nighttime, weather illnesses, and lunar disturbances

#

okay, I'll try it again

royal arrow
#

Yes, put those back, try it again, and then get a new log

fair vessel
#

Does load order influence CP and CPA packs the same way?

#

Because if medieval craftables is loading after the junimo scarecrows, maybe it overwrites the animation connection

royal arrow
#

I'm not sure, but gwen's craftables starts with [CP] while the junimo scarecrows starts with [CP-A], so gwen's craftables is first alphabetically. does that mean it loads after or before? I always get those mixed up
I'm testing adding a z in front of gwen's craftables, let's see if that does the trick

fair vessel
#

Gwen's should be loading first then (as long as they're in the same folder)

#

Although I wonder if punctuation can be counted on to sort the same way inside smapi as inside file browser lol

royal arrow
#

Even when I put a z in front of gwen's craftables, the junimos do not jump :c the only thing that's worked is removing gwen's craftables. they edit the same tilesheet, likely in incompatible ways :c

fair vessel
#

Try changing scarecrows to [zCP-A]

royal arrow
#

testing it now o:

fair vessel
#

@spring tendon I saw someone with a similar issue who was stuck at end of winter. I suggested something to them but they never tried it, so I don't know if it will help but -
Can you use your file explorer to search your entire Mods folder for any file named spring_outdoorsTileSheet.png?
If you find any, let me know what mod folder it was in.

spring tendon
#

hey I'm back. I tried it but it isn't hardcrashing now, it's still just freezing, but I have a new file in the error logs folder

#

i'll look for that file

royal arrow
#

they still don't jump, but the icon for scarecrows in the crafting menu (in inventory) jumps for a few seconds after loading a game, and then it stops, while the placed junimo scarecrows don't jump at all
(also, nothing in the SMAPI log)

spring tendon
#

/Users/katherinebienvenu/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS/Mods/[CP] A Toned Down Stardew Valley/assets

#

actually there are five files with that name

fair vessel
#

5?

spring tendon
#

yeah this can't be good

fair vessel
#

If that's the only mod that has them, try disabling it (change the folder name to start with a . )

#

Could be a long shot, I don't know enough about tilesheets to be sure how they're supposed to go ๐Ÿ˜‚

#

Is the jumping in crafting menu new Lenne?

spring tendon
#

ohhhh, I figured it out, Elle's Seasonal Buildings has a bunch of options

royal arrow
#

Yea I saw that one other time besides just now, which gave me hope, til I ran outside the farmhouse and saw the placed scarecrows not jumping lol then I checked the crafting menu again, and the scarecrow wasn't jumping anymore

fair vessel
#

:c

#

It seems like they're loading properly then for some reason, but just freezing later. Very strange.

#

Maybe... does Gwen's reload assets every time you switch from indoors to outdoors? I think her sprites have snow & no snow variations for winter...

royal arrow
#

O_O
yes, there are separate snow/no snow variations for winter (currently in-game it's summer though)

fair vessel
#

If there's a config to use the no snow sprites everywhere, maybe give that a shot

royal arrow
#

I misspoke, I remembered snow-related options for the chests, this feature isn't toggle-able in the config though

spring tendon
#

okay I tried taking out toned down stardew and elle's seasonal buildings and it was able to save and progress to the next day.... very weird, it was fine for an in-game week before that

royal arrow
#

This is the related code in the content.json. Maybe I can just comment it out altogether, but also check for other "IsOutdoors" o:
Update: there are a lot of 105 "IsOutdoors" checks...

        "Action": "EditImage",
        "Target": "TileSheets/Craftables",
            "Patchmode": "Overlay",
        "FromFile": "assets/Chest/{{Chestoption}}/snow.png",
            "ToArea": { "X": 0, "Y": 704, "Width": 96, "Height": 32 },
            "When": { "season": "winter",
                    "IsOutdoors": true,
                    "NotReplaced:Chest": false },
keen moss
#

Late but CPA requires CP so CPA packs will always load after CP packs

outer turret
#

Any tips on aligning JA packs between ppl on co op? We seem to have the same ones but downloaded separately and they dont align.

#

(I'm getting ice cream instead of cotton)

pastel arch
#

If only it worked like that in real life

torn mason
#

i don't know if the load order of the packs affects it, but if it does, having the exact same folder structure might help?

tawny kindle
#

@outer turret spacechase has said that JA sorts items alphabetically before assigning IDs, so if you have the same mods, I think they'll generate the same way.

If you're sure the mods match, you might have some IDs already assigned on those saves? Deleting the JsonAssets folder next to your save files might fix that. (Not a great idea if you already have JA items in-game, though.)

fast river
#

Deleting the JsonAssets folder next to your save files might fix that
*** TRIGGERED ***

#

(Make sure your mod versions match too!)

keen moss
#

Unless you're trying to fix stuff, that's gonna break things.

outer turret
#

His save maybe. Mine was a fresh co op farmhand. I might see if he can send me a zip of all his files.

tawny kindle
#

I'm actually not sure how JA does IDs in coop, since the saves would only exist on the host's side

fast river
#

The save data is only used for ID fixing when you load the game. Since the client doesn't have pre-existing data, it doesn't need any save data

outer turret
#

Also if my melauca tree reads as a marshmallow fluff tree to the host, what will it produce?

tawny kindle
#

I'd guess it produces whatever the host's game thinks it will & sends farmhands the ID, but I haven't really played around with that netcode

#

though if the ID it picks is something else on your end, maybe it'll be melauca produce after all SDVpufferthink

#

it'd sync some object stats but the ID (or rather, what the ID represents) would depend on who's looking at it

storm pilot
#

Ok, so, I basically have a pc for a week and a half. Please tell me how to get mods on Stardew , I'd Really Appreciate it, thanks!

fair vessel
storm pilot
#

Ah, thank ya!

bold gust
#

im trying to install smapi but it says this no matter what i do Oops! You're running Stardew Valley 1.4.5, but this version of SMAPI is only compatible up to Stardew Valley 1.3.36. Please check for a newer version smapi even thou i do have it

unique sinew
#

what version of smapi are you trying to install?

bold gust
#

the newest one

tawny kindle
#

(what's the version number and where're you getting it, though?)

unique sinew
stable anchor
bold gust
#

yes

naive drum
#

!reset

native dragonBOT
naive drum
#

(that's for Arknir)

stable anchor
#

oh?

#

ohhhh so reset content

dire fractal
#

try removing save anywhere and see if it still gives the same error

stable anchor
#

ok thanks so much!

unique sinew
#

considering the version i linked 3.5.0 requires 1.4.1 (which is newer than the 1.3.36 max compatability you're referencing), i think you have the wrong file somehow (for silent)

stable anchor
#

hmmmmm ill just uninstall and reinstall for now

fair vessel
#

@bold gust did you accidentally unzip the downloaded smapi file into the game folder? This messes with the installation process and the newest smapi might not have installed.

Unzip it literally anywhere else and run the installation .bat again and it oughta work

bold gust
#

for some reason even when i reinstall it it says its this version when i go into the files

fair vessel
#

Wait, is that your Stardew game that's out of date?

bold gust
#

no im pretty sure its not

#

i have it updated

#

like is there even a way to check for updates?

fair vessel
#

When you run Stardew Valley on the menu screen, and click on the ? in the bottom right corner, what number shows up in the veerrrrry far left corner?

bold gust
#

lemme check

fair vessel
#

Should show v1.4.5 if you're up to date

bold gust
#

yep it says 1.4.5

restive zodiac
#

(I'm not sure what the file version in details refers to SDVpufferthink )

#

(but it's not the same as game version)

bold gust
#

yeah idk wtf is with this

#

the details in stardew valley.exe dont say the right version so smapi wont register the right version

fair vessel
#

Oh question

#

Are you running it through Steam?

bold gust
#

yes

fair vessel
#

Change your Steam launch options to be empty

bold gust
#

already tried that

fair vessel
#

What happens when you run it not through Steam?

bold gust
#

same thing

fair vessel
#

๐Ÿค”

turbid surge
#

So, Im in a cutscene constantly walking into a wall, any ideas?

fair vessel
#

This is very puzzling.
Could it be possible that you have smapi (or the game) installed n two different places?

#

@turbid surge probably incompatible mods, at least one changed a map and the other has a cutscene scripted for the old map

#

What cutscene is it?

#

!log

native dragonBOT
#

Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

turbid surge
#

A cutscene from a Magic mod, walking into wizard tower with SVE installed, so maybe that changed the tower a bit?

fair vessel
#

Yes that's the problem.

#

SVE changes the wizard house map

turbid surge
#

Hmmm alright

#

So? Delete Magic mod then?

bold gust
#

im pretty sure i only have one thing of smapi and stardew

fair vessel
#

Yeah probably :/ unless someone somewhere has made a patch for them to be compatible

turbid surge
#

Maybe a walk through walls mod for a quick fix? If that exist?

fair vessel
#

SilentDash I came across someone once who accidentally had installed Stardew Valley twice, on different drives

bold gust
#

i only have one drive

fair vessel
#

(NoClip mod. sure, could be worth a try)

turbid surge
#

Ill check it out, Thanks!

restive zodiac
#

the details in stardew valley.exe dont say the right version so smapi wont register the right version
this is not the same as your game version, SMAPI already knows you have 1.4.5

#

Are you using a mod manager by chance? Can you take a screenshot of the error window, with folder you're installing from on screen?

turbid surge
#

The noclip mod worked! Just thought I would share!

restive zodiac
#

Bless Pathos for updating that to work during events ๐Ÿ˜„

fair vessel
#

Ooh, yes. @bold gust I found one other instance of someone with the same problem, and it turns out they had tried to install SMAPI using a mod manager (vortex). Smapi has special install instructions you have to follow.

bold gust
#

i dont use a mod manager

#

like idk what is going on

restive zodiac
#

You didn't include the stuff around it though, like where it's being run from

bold gust
#

steam

restive zodiac
bold gust
#

ive done that multiple times

fair vessel
#

Can you show us a screenshot of the folder where you unzipped the smapi download?

restive zodiac
#

Can you please show a screenshot of the last screen of the installer, that says it is successfully installed?

bold gust
#

mk just a sec

restive zodiac
#

(don't forget logofe's request ๐Ÿ˜„ )

bold gust
#

i un zipped it in the download folder

restive zodiac
#

Can you show us the folder? We're just trying to see the context surrounding the installer you're running.

bold gust
#

ph fuck

#

its working now

fair vessel
#

lol

#

That was weird

bold gust
#

thanks guys

#

:>

tight tusk
#

better fruit trees is throwing so many red errors in my game but still works fine.. but i got scurred so i'm uninstalling it for now ๐Ÿ˜ฉ

pastel arch
dire fractal
#

Sad

pastel arch
#

Sorry about that. I'm pretty busy in general but I'll see if I can get an update out sometime. No promises unfortunately SDVpufferlurk

narrow egret
#

Heyo can someone give me a rundown of what happens when you date Oliva and Victor at the same time in SVE? The wiki doesn't say anything about it, the only video I can find on it has really annoying commentary, and I don't wanna do it in game but im hella curious

rare quest
#

||They both awkwardly call out the player and they lose many friendship hearts from both of them.||

narrow egret
#

Oh thank you! Can that be prevented with a rabbits foot similar to the group heart events?

rare quest
#

Rabbits foot mechanic is a hard coded element. I could do something differently though for Victor and Olivia... say an event thatโ€™ll trigger before ||they call out the player|| if they have that item in their inventory.

#

This feature has been requested a bit... Iโ€™ll look into implementing it in 1.11 ๐Ÿ™‚

narrow egret
#

Thank you so much! For explaining that to me and making such a wonderful expansion. Have a nice day/night : )

rare quest
#

Thanks!

urban pawn
#

where can I paste the extracted mods?

robust bison
#

yep

urban pawn
#

is there a mod to slow down time?

naive drum
#

TimeSpeed

#

configurable

urban pawn
#

they have .xnb file

robust bison
#

download the one that says CP

#

and also install content patcher

urban pawn
#

I downloaded the content patcher but idk how to use it. i just extract it but there's no install program

fair vessel
#

@rare quest FYI, the rabbits foot is not hard coded and should(?) be straightforward to implement for Olivia and Victor. It's just two separate events, the first one listed has an added precondition i 446 to check for the rabbits foot in inventory, and each has a precondition check for having not seen the other version of the event.

robust bison
#

@urban pawn , mods dont have an install program. SMAPI is the mod leader, which is why it has an install program

urban pawn
#

so I just have to copy paste the content patcher on the mods folder?

#

what about the .xnb file

robust bison
#

As I said, download the one that has CP in its name

#

Xnb mods are different and not reccomended, as they replace game files

turbid surge
#

Man

#

Just lost a whole day....lol

dire fractal
#

Try updating your mods

#

Also try playing w/o extended minecrat

turbid surge
#

Ok, Ill check that out. Some of the "updated mods" aren't actual updates so its weird. But ill see what I can do. Thank you!

#

Deleting extended minecart seemed to fix that particular crash. Thank you!

dire fractal
#

Np dude/tte

molten tinsel
tight tusk
#

seems like by reading that mod's description

molten tinsel
#

Yeh, I'm not sure if SVE changed anything related to Spouses.

tiny pollen
#

New spouses might be a bit weird though

#

You can just try it out I guess

molten tinsel
#

Yup, thanks for the help.

urban pawn
#

how do I use the mods btw? I got the timespeed suggested by @naive drum

tiny pollen
#

Pop em in the mods folder

#

They must be in a folder and not a zip file or an snub

urban pawn
#

yeah I had it but IDK how to lower the speed of the game

tiny pollen
#

Uhhhhhh there should be a menu or a config file

urban pawn
#

ahh yeah

#

got it

#

press p

#

I bought this game few months ago and gave up because there is so much to do with so little time on this game

tiny pollen
#

Use
You can press the buttons in-game:
N: freeze or unfreeze time. Freezing time will stay in effect until you unfreeze it; unfreezing time will stay in effect until you enter a new location with time settings.
, speed up time by one second per 10-game-minutes. Combine with Control to decrease by 100 seconds, Shift to decrease by 10 seconds, or Alt to decrease by 0.1 seconds.
. slow down time by one second per 10-game-minutes. Combine with Control to increase by 100 seconds, Shift to increase by 10 seconds, or Alt to increase by 0.1 seconds.
B: reload the config settings from file.

#

There you go

dire fractal
#

Does anybody know if Flower Valley works with SVE?

nocturne hemlock
#

@dire fractal yes, I use it with no issues ๐Ÿ™‚

urban pawn
#

does growing trees instant on the cheat or not? i tried it but didn't work.

#

instant crop harvest works though

dire fractal
#

@nocturne hemlock thanks! ๐Ÿ™‚

royal arrow
#

@urban pawn which mod are you using? I've used CJB Cheats Menu for that and it's a different hotkey than growing crops instant

nocturne hemlock
#

I usually have my mouse hovering over the tree i want to insta grow, it's a bit touchy for me

royal arrow
#

^ that too, placement is very specific

urban pawn
#

I want to show every mods i placed HAHA

#

sec

#

im sorry, maybe later i wanna play some dotes. ๐Ÿ™‚

#

@royal arrow

#

any good mods I missed? let me know

dire fractal
#

Automate

urban pawn
#

what does it do

dire fractal
#

If you place a chest beside a machine it will automatically use the items and produce things like jelly

#

Numerous machines connected can operate using one chest

#

Its so convenient

urban pawn
#

maybe i can do it later. I just restarted the game because my first experience is so stressful hahaha

dire fractal
#

Its not stressful if you take it slow

#

Also donot use cheats menu too much you might feel guiltt

solid owl
#

i installed the PPJA mega pack and a bunch of other mods but i cant seem to buy the seeds from Fruits and Veggies from pierre. the seeds/plants do exist ingame since i can see them in the item spawner mod. looked through all the post on the nexus but could not find the awnser. the seeds from other mods (Freshmeat and farmer to florist, ArtisanGoods) show up just fine. also not seeing any errors in the SMAPI cmd thing. does anyone have any idea how to fix this so that they show up? (sorry for posting again, thought it belonged in another channel)

pine elbow
#

does anyone know if using different dialogue mods for the same character will work? kinda like mixing the 2 together?

shy orbit
#

if they both modify the same entries you will only see changes from the one that loads last. and if they both replace the whole dialogue file then they are not going to work together at all

#

!log

native dragonBOT
#

Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

shy orbit
#

@solid owl

pine elbow
#

how can i tell if its replacing/changing vanilla dialogue or if its adding new dialogue?

shy orbit
#

assuming it's a content patcher mod you can look at the content.json if it uses load or edit

royal arrow
#

Can you also unpack the vanilla dialog to see if it uses the same condition (particular season, day, heart)? You'd have to compare the files, but Notepad++ has a compare feature

shy orbit
#

oh sorry, i misunderstood the question i think

royal arrow
#

!modrecs @urban pawn

native dragonBOT
royal arrow
#

If you're looking for other mods to install

dire fractal
#

i installed the PPJA mega pack and a bunch of other mods but i cant seem to buy the seeds from Fruits and Veggies from pierre. the seeds/plants do exist ingame since i can see them in the item spawner mod. looked through all the post on the nexus but could not find the awnser. the seeds from other mods (Freshmeat and farmer to florist, ArtisanGoods) show up just fine. also not seeing any errors in the SMAPI cmd thing. does anyone have any idea how to fix this so that they show up? (sorry for posting again, thought it belonged in another channel)
@solid owl maybe some will show after a certain season some of those are seasonal

restive zodiac
#

Some are also progression locked, not showing up until later years for example.

royal arrow
#

But also @solid owl, if you can post your log like Vibel / Governor linked, that'll help us

restive zodiac
#

(I think most of them are progression locked, now that I think of it SDVpufferthink )

shy orbit
#

yeah, but some of them should still show up

royal arrow
#

You can get a ton of seeds in the first year though

solid owl
#

yeah some of them are progression locked, but theres def some that should show up first year

#

this is it right?

restive zodiac
#

(Yeah, I was just noting because a lot of times when people go to the shop and see "what, no zucchini? no beet? NO X?" it's a combination of season and year and just expecting there to be lot more think none of them are there.)

solid owl
#

nah i looked it up because i though maybe everything was locked behind time, but on their github it shows the one i should be seeing spring year 1

shy orbit
#

the garden village mod moves the seeds to the garden village shops, though for that i think you have to replace some files in fruits and veggies... unless the garden village mod changed the method in recent releases

#

the purpose is to declutter vanilla shops (they get pretty crowded with PPJA packs)

solid owl
#

yeah there were optional files in that one that i moves to where they should be

#

for the seeds to show up in those shops

#

but they werent there either

#

i will reinstall veggies and the shops real quick just in case

shy orbit
#

did you check both of the seed shops?

solid owl
#

both... oh boi here we go its gonne be something dumb now lol.

shy orbit
#

one sells flowers only and the one next to it the other stuff

solid owl
#

i saw the flowers one, you mean that shed thing behind it then i gues? out of all things its gonne be that that i did wrong lol

#

1 second i will check

shy orbit
#

there are two shops on the register inside the flower shop

#

the second is right to the one that sells flowers

solid owl
#

omg they are there, thankyou for helping with me being dumb it seems

#

i would have never found that lol

shy orbit
#

nah, it's easy to miss out, i did it too

royal arrow
#

It's all good!

solid owl
#

honestly though, thanks for the really fast help

shy orbit
#

np

royal arrow
#

Vibel it sounds like you know the garden village mod well o: I believe there's a mod that allows you to walk to it. How accessible / convenient do you think it is? I've wanted to try it, but I also got used to running to Pierre to grab all the seeds o.o

shy orbit
#

there are two mods that let you walk to it actually, the walk to the desert expansion and the walk to garden village mod. the latter just adds warp from the bus stop map to the shops and back and it's probably shorter trip than to pierre's, the first adds some additional stuff and the trip is longer, but the shops should be very accessible still

royal arrow
#

Oooooh cool, thanks!

shell jackal
#

Up to 282 mods. xD My game is going to take so long to load

royal arrow
#

I'm in the same boat around 290-something mods. I've even gone through them to see if there's any I can remove, but nope

shell jackal
#

Same. xD Most of mine are JA and CP mods

#

With a bunch of BFAV ones

royal arrow
#

most of mine are CP or SMAPI mods, but I do also have some JA, BFAV, STF, PFM... I just have a lot lol

urban pawn
#

idk how to use the content patcher

#

I just copy pasted the extracted file on mods folder

#

I download almost all of the quality of life mods on the link but some have errors on it

#

forgot which ones I deleted the ones that have errors

royal arrow
#

If you got rid of the mods that have errors and you're ok with it, then you can go forth and play. If you wanted to use those mods, you can put them back, load the game, and then post your log here so we can try to figure out what the problem is

#

!log

native dragonBOT
#

Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

royal arrow
#

^ you use that to upload your log

urban pawn
#

do I share the link?

#

I got the logs now

royal arrow
#

Yes, so we can see it

#

I don't see any errors o: where you having a specific issue?

urban pawn
#

the content patcher one

#

let me update my logs

royal arrow
#

Content Patcher itself is a mod, and there are mods that are dependent on Content Patcher to work

fresh inlet
#

stole the exact words from my mouth o.O

royal arrow
#

If the mod you tried to install is dependent on Content Patcher, then it looks like it didn't install properly

#

If it's not dependent on Content Patcher, it's possible you have come across an XNB mod

urban pawn
#

all mods go to mods folder? does some files insert it to other folders ?

#

I encountered XNB mod

#

I had error earlier

#

i deleted it

royal arrow
#

Ok, don't use the XNB mod then, there could be a Content Patcher alternative, but you have to search for it, see link below

#

!xnb

native dragonBOT
fresh inlet
#

You should try and stay away from xnb mods, as those require you replacing actual game files^

urban pawn
#

let me try opening the game

#

I have help on the cheat spawn trees

#

i had it on numpad 1 by default

#

it wont let me spawn trees

#

is there a condition where I can spawn trees?

#

I think I got it zzzzz haha need seeds same with crops @__@

royal arrow
#

I'm finally experimenting with mod groups (https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Can_I_have_different_mod_groups.3F )! I'm having a hard time figuring out if I need to follow the Windows or Windows (steam) directions I: only because while I do have steam, the Windows plain instructions look like they would be right o.o
I launch the game through SMAPI (and I'd added the launch options to steam for it)

After staring at it longer, I think I will follow the Windows plain instructions

Do you want to play Stardew Valley with mods? This guide is for you!

restive zodiac
#

It just depends if you want the game to launch from Steam or not - either will work as far as launching SMAPI with different sets of mods, but one will tell Steam to do it, and the other will just be as if you had run StardewModdingAPI.exe directly from the game folder

royal arrow
#

In that case...steam it is o:

turbid surge
#

So, interesting issue here. I've got a magic mod. It seems everytime I change my spells, then go to sleep for the night, the game crashes. Whenever I save(save anywhere) its fine and reloads but reverts my spells back to what they were, then if I sleep, everything is fine. Interesting situation. Smap.io says its compatible. Any ideas?

fast river
#

!log

native dragonBOT
#

Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

turbid surge
dense knot
#

Does anyone know where I can get just a fresh copy of the Virtual Keyboard mod? Nexus did not appear to have it. And, I know it goes with some other mod, but I just could not find it. Thank you.

restive zodiac
#

I think you need to just reinstall SMAPI SDVpufferthink

dense knot
#

Ohhh, it was with that? No wonder I could not find it. Thanks @restive zodiac

#

Have any of you use the Automate mod? It is awesome... Always wanted to save time collecting stuff, and making stuff.

restive zodiac
#

It's pretty sweet!

fast river
#

@turbid surge Is that with the crash? It doesn't look related to Magic

dense knot
#

Yeah, now, I could build a bunch of sheds, put Diamond-making Crystalariums in them, packed together like sardines, and just collect the diamonds from one chest. What a time saver.

fast river
#

I once had a big shed with a crystalarium + chest for each geode (and the remaining corner for quartz, as I was mass-producing it for crystal paths for Faster Paths usage), and was working on another big shed full of furnaces and a single chest for mass smelting.

#

But furnaces are kinda expensive in bulk so I never finished it

turbid surge
#

Yeah thats the most recent crash @fast river

#

Theres another one with me testing the magic thing

#

Went and specfically changed my spells then slept and crashed

fast river
#

It says there was an error warping a NPC, which magic doesn't really do

#

Specifically, warping a character back to their home at the beginning of the day

restive zodiac
#

Try removing jungle temple and city bus, that's just a demo pack that's going to cause problems in actual play

turbid surge
#

jungle temple and city bus. Ok Ill try that out

#

Safe to just remove it from mods folder?

restive zodiac
#

Yep

turbid surge
#

Ok thank you!

restive zodiac
#

(I also notice you have Save Anywhere installed, I would try without that too.)

turbid surge
#

Really? Save anywhere is the only thing thats been stopping me from losing days and days

#

But i Removed Jungle Temple and City Bus and then I will try it. If it keeps crashing I will try removing save anywhere

restive zodiac
#

Okay! I was just glancing at mod list from bottom to top and stopped at first one I noticed that could theoretically do some weird things ๐Ÿ˜„ I think the bus area is edited in such a way that it shouldn't prevent, say, NPCs from being able to leave (like I think it just adds the warp, doesn't overwrite anything), but it seemed possible. The last time I checked the Secret Woods still overwrote some stuff and made it impossible to leave once you got in, but NPCs don't go there so it shouldn't affect that part at least.

#

(Save Anywhere is probably fine on its own, and with SMAPI mods specifically checked for compatible with it, but weird stuff can definitely crop up with it, so it's usually the first one to be disabled when testing.)

turbid surge
#

With Jungle Temple and City Bus gone, it seems to have worked for now. Gunna keep an eye on it

#

Thanks for your input. I really do appreciate it!

dense knot
#

@restive zodiac I got one more thing for you:
Is there a calendar mod that allows me to use the calendar in my home on Android?

#

@turbid surge yeah, I had to dump Jungle Template also, a while back.

restive zodiac
dense knot
#

Can't we already save anywhere with SAVE ANYWHERE? Never saw the point to that one.

restive zodiac
#

PC only saves when you sleep

dense knot
#

Let me take a look, thanks.

#

@restive zodiac ohhh, and I play mobile... Ok, makes sense.

restive zodiac
#

(you can also buy one from Robin!)

#

(A calendar, I mean.)

dense knot
#

@restive zodiac yeah, but it is useless in Android

restive zodiac
#

Oh, I didn't know that.

dense knot
#

Ok, that billboard mod looks like it should work

#

Well, I never figured how to use it on Android besides just bring a decoration.

#

Maybe I need it on my toolbar and then use a virtual right click .. IDK

restive zodiac
#

Yeah I'm not sure, sorry! I don't have it on Android yet, so I would have just assumed long press or some other common interaction means. At least there are mods ๐Ÿ˜…

#

Oh, well it has to be hanging up on the wall for it to work

dense knot
#

Naw, understandable

#

See, I thought so... Yeah, these mods are great, and I can mod mods, too, when needed. Maybe some day I will create a fully working complete virtual Keyboard mod.... If I get the ambition.

#

Or, maybe, I just add a bunch of stuff to the existing one.

#

Thanks, again! @restive zodiac

restive zodiac
#

Good luck!

royal arrow
#

I know Billboard Anywhere works on Android (logofe mentioned they use it) but idk how they make it work

royal arrow
tall vale
#

Omg!!!

#

I gotta hurry up and finish this update

royal arrow
#

I'm just so pumped to make a working florist table for Farmer to Florist (for my own personal use)
But then, where does it end O: maybe I'll finally get Artisan Valley and add all those machines to a separate crafting station! (for my own personal use)

small cargo
#

heeeeeeey im back with more map issues B)

#

this time its just not showing my farm correctly, i have the immersive farms 2 and its showing the default farm on the map

#

so does anyone know why this could be?

tall vale
#

I'm for sure gonna make complicated recipes for assembling parts

royal arrow
#

!log @small cargo

native dragonBOT
#

@small cargo Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

small cargo
#

yep

#

im pulling it up rn

tall vale
#

I wonder if it's possible to create a recipe where the ingredient is a bigcraftable and you get to disassemble it

royal arrow
small cargo
tall vale
#

How about multiple output crafting?

royal arrow
#

It implements it differently from what you were suggesting though o.o

tall vale
#

Hngngngn

#

Yeah I want a multiple output crafting

royal arrow
#

@small cargo I think the key to your issue are these errors here:
Multiple patches want to load Maps\Greenhouse (Immersive Farm 2 Remastered > Load Maps/Greenhouse #1, UpgradedGreenhouse > Load Maps/Greenhouse). None will be applied.

Multiple patches want to load LooseSprites\Fence1 (Seasonal Fences > wood iron gate, Stardew Valley Expanded > Load LooseSprites/Fence1). None will be applied.

small cargo
#

yeah im actually trying to figure the greenhouse one out. i doubt the season fence mod is actually doing any harm, my bet is its the greenhouse

royal arrow
#

Also, does Immersive Farms 2 replace a specific map? Like, forest / wilderness / etc.?

small cargo
#

i just dont know how to fix that unfortunately

silk plinth
#

aa

small cargo
#

yeah, Immersive Farms 2 replaces the default farm map

#

it adds a couple places, but its part of SDVE

royal arrow
#

For the greenhouse, you have IF2R but you also have Upgraded Greenhouse. So you may have to get rid of Upgraded Greenhouse I:

silk plinth
#

oh wow dismantle craftables looks cool

royal arrow
#

but even so, that would only be the greenhouse. you're saying the whole farm isn't been replaced properly SDVpufferthink

small cargo
#

no the farm is there

#

it just doesnt show properly on the map

silk plinth
#

pridefuljam the seasonal fence one is just ifr2 using its own fences, imo I would turn off the fences in the config options so I can keep my seasonal fences but either way its just aesthetic

#

wdym it doesn't show on the map. . . ?

small cargo
#

let me log in and take a screenshot

royal arrow
#

Side note, you also have a folder in your Mods folder you don't need: "SMAPI 3.5.0 installer because it contains files, but none of them are manifest.json."

#

If you're referring to the in-game map, that depends on what version of NPC Map Locations you have
there's optional files for SVE in NPC Map Locations, you need those

small cargo
#

... that makes so much sense

#

i didnt even think about that mod effecting the map like that

#

ok im gonna try replacing that mod and we'll see how it goes

silk plinth
#

oh

#

yeah

tall vale
#

You can use both PFM and CCS on the same BigCraftable right?

royal arrow
#

yep!

#

(I said that very confidently but I believe I saw Chronicler Cherry saying it would, let me search in #making-mods-general) if it's a custom one, you'd need to add it via JA, but if it's a vanilla one, you can refer to it in both. and worst comes to worst, test it out with 1

tall vale
#

Cuz like

#

I'm thinking of making a welding machine

torn mason
#

you technically can, i did test that. right click would bring up the menu, left click would still allow normal PFM function

tall vale
#

Wood and Iron for Weld recipe, then input the Weld object into the welding machine to create another object

#

Dreams really do come true SDVsadcat2

royal arrow
#

WAIT NOPE

#

because it's not a machine! the crafting station can be both a crafting station and PFM, Chronicler Cherry clarified in #making-mods-general

#

so no, it wouldn't work with PFM

torn mason
#

what's not a machine?

royal arrow
#

the crafting station o:

torn mason
tall vale
#

Actually wait what

#

I thought we were in Making mods

restive zodiac
small cargo
#

Oh that makes sense! I actually tried having a custom greenhouse but I think I turned it off because it moved the greenhouse into the water. Next time Iโ€™ll remember that though

fast river
#

@tired brook I just updated from a CP 1.11 beta to 1.14.1 and one of my patches isn't working anymore. Specifically


    "Format": "1.14.0",
    "DynamicTokens": [
      {
         "Name": "DummyToken0",
         "Value": "0"
      },
      {
         "Name": "DummyToken16",
         "Value": "16"
      },

    "Changes": [
        {
            "LogName": "Test rectangle tokens",
            "Action": "EditImage",
            "Target": "Maps/springobjects",
            "FromFile": "Penny_Spring_Indoor.png",
            "FromArea": { "X": "{{DummyToken0}}", "Y": "{{DummyToken0}}", "Width": "{{DummyToken16}}", "Height": "{{DummyToken16}}" },
            "ToArea": { "X": 32, "Y": 48, "Width": "{{DummyToken16}}", "Height": "{{DummyToken16}}" },
            "AnimationFrameTime": 5,
            "AnimationFrameCount": 4
        },
/* ... */
    ]
}

I'm getting [19:17:03 WARN Content Patcher] Can't apply image patch "spacechase0's Test Pack > Test rectangle tokens" to Maps\springobjects: the source area is invalid: Width is not ready. in my log. Do dynamic tokens not work in patches anymore?

#

ACK, wrong channel again

royal arrow
#

@fair vessel YOU'RE A LIFESAVER! I had to go and comment out ALLLL the edits in Gwen's Medieval Craftables that have the IsOutdoors check in the When conditions, but once I did, the Animated Junimo Scarecrows jump up and down as they should ๐Ÿ˜„ (you asked the piercing question whether or not the mod loads the sheets again when outside vs. inside, and you were right)

fair vessel
#

Holy shit lmao IT WORKED?!

royal arrow
#

I had to comment out 105 edits, which I did in 2 big sessions lol, but yup it worked!

shell jackal
#

Now I know not to use that mod. I love my bouncy juminos

royal arrow
#

Yea people in the comments section for Animated Junimo Scarecrows commented it wasn't compatible, but now I know, it's not a quick fix, they're just incompatible unless you have that kind of time and willpower lol

shell jackal
#

I love Gwen's medieval buildings though

royal arrow
#

it's Gwen's medieval craftables o: I use both buildings and craftables, and the only one that gave me trouble is craftables

shell jackal
#

Yah. I was just saying I like their buildings mod, is all

fair vessel
#

@royal arrow you could share your edit as an unofficial alternative download - maybe @rain lava would even consider putting it on the nexus page as a flexible option for those who want to pair with incompatible mods and don't mind missing out on the indoor/outdoor craftable variants?

royal arrow
#

That's a good idea! I can try to see if Gwen would be up for it

restive zodiac
#

This seems like a bug though, or at least unexpected. If editing craftables with outdoors check breaks a CPA scarecrow when it reloads, wouldn't it do that with any asset, any time it's reloaded?

I wonder if it's any different if you do the reverse and put an outdoor check on scarecrows SDVpufferthink

fair vessel
#

Yes - I think any CP mod that reloads a sheet during gameplay will be incompatible with a CPA mod that edits that same sheet.

#

CPA loads after CP so everything is fine for static changes... but something in the framework(s) would have to be changed to stop those later CP reloads from messing with the animations

royal arrow
#

Any different in which sense o: like, it would suddenly start working? The mod works just fine without medieval craftables installed, it's specifically installing it that causes the animated junimos to not work. And commenting out those IsOutdoors edits in gwen's medieval craftables made them work together o.o

tired brook
#

@fast river I'll take a look! It should still work, so I'll release a fix in the next update.

royal arrow
#

@vague flare Hi there, saw your question in #vanilla-tech-support but my answer is mod-related: I believe most people take the big screenshots via mods. I personally use Daily Screenshot, available on Nexus. Another option is Map Image Export, also available on Nexus

keen moss
#

You can take a full screenshot of your form in the vanilla game.

urban pawn
#

uhhh where can I see the controls to press every mod i installed? ( just noticed the minimap mod i installed by pressing random key )

fast river
#

You can't. There's no central registry for keymappings. The most you can hope for is it being in their config files (or GMCM, if the mod supports it).

brazen kayak
#

Does the game allow for, or is there a mod around that lets you change level 5 and 10 skills?

thorn hinge
#

yeah

tawny kindle
#

||you can pay 10,000 gold to change professions in the sewer|| in the base game; save editing is relatively straightforward for that, but I'm not sure which mods can do it if any

steep patrol
#

how do you use mods on xbox?

#

or can you?

keen moss
#

You cannot

tawny kindle
#

I don't think there's any support for that, yeah

urban pawn
#

do you guys know what an exclamation point on an npc means?

tawny kindle
#

in what context?

#

(if you mean in-game, I think that means they're involved in a quest you took)

hardy wave
tawny kindle
#

@hardy wave * Updating Custom NPC Fixes with the version from the author's website might fix that mod's errors: https://spacechase0.com/mods/stardew-valley/custom-npc-fixes/

  • SpaceCore errors are a known issue in multiplayer but usually don't cause problems, from what I've heard
  • I'm not really sure what caused the "game" error, or if it would affect anything (most likely a mod in the "patched game code" list or a mod that requires them)
urban pawn
#

@tawny kindle yeah ingame. Maybe from the quest on billboards. thanks btw

tawny kindle
#

yeah, I'd assume it's about turning in a quest item or otherwise progressing it

hardy wave
#

Ok, so all I should do is redownload Custom NPC fixes?

tawny kindle
#

as far as I can tell, yeah
(though you also have two empty folders that might be deleted or mis-installed mods)

#

Mods\Mi's and Magimatica Country Furniture and Mods\Warm Cozy Fireplaces if you want to delete or reinstall those

hardy wave
#

I was also worried about those, my friend told me which to install and it's the same for him. Not sure if that is normal or problematic

#

Wait let me boot up the game and figure out if the mods that have an "empty" folder actually work. Again, my friend said they do but I'm not sure

tawny kindle
#

it looks like those are just cosmetic, so it should be alright either way, but it looks like the Nexus download includes the right files

#

and Content Patcher's list of installed packs doesn't include them, so there probably isn't a duplicate folder SDVpufferthink

#

i.e. they're probably just not there for some reason

hardy wave
#

Huh. then what should I proceed to do for the empty folders?

#

I just recently got all new mods so I shouldn't have doubles

tawny kindle
#

they won't really cause problems, but the SMAPI errors about empty folders will go away if you delete them

#

you could try reinstalling them from NexusMods or wherever and see if it works this time

#

(they also seem to have "read this before installing.txt" instructions inside them)

hardy wave
#

Ok, I'll check it out, hopefully this works

rain lava
#

@fair vessel @royal arrow Hi there. Sorry i didn't check discord in few days -> I'd have told you sooner what's up xc I know of the problem with IsOutdoors token breaking animations. It happens only if It applies changes to the same tilesheet as an animated mod. I already have changed it once as the sprinklers & crab pot i made were breaking Gervig91's animated fishes ( both are on springobject tilesheet ). I'll make alternative version without the token used as soon as i find a free minute SDVpuffersweats

restive zodiac
#

@fast river Have you looked into the above at all? (asset animated with CPA not animating when CP reloads, at least in this case when CP is checking isOutdoors on location change) Just wondering if there was an alternative to authors making whole separate versions of things that don't have location checking conditions on sheets animation mods use SDVpufferthink

urban pawn
#

is there a mod that can instant upgrade tools? I saw it on pinned post but it seems to have errors

chilly swallow
#

ahhh I'm so bummed... the only phone I have is internet based, so I can't create a naver account x.x

tawny kindle
#

@urban pawn There seem to be at least 2 mods for that up to date, and 1 with an unofficial patch: check https://smapi.io/mods and type "upgrade" in the search bar

If you have trouble with one, you could try uploading the error log to https://smapi.io/log and linking it here for help, though

dire fractal
#

Hey so my current mod list consists of these and i was wondering if anyone had any suggestions of more things to add as i want to make this playthrough as enjoyable as possible, thanks

fresh inlet
dire fractal
#

Alright thanks

silk plinth
#

im also making a modlist but its wip atm

pastel arch
dire fractal
#

iโ€™ll look at all of these tomorrow thank yโ€™all

tight tusk
#

in another episode of ja mishaps, my ja shoes turned to something else and i can't change it anymore. i'm gonna wear black dress shoes forever for this save file. need to remind self that i have to change out of any ja items when i add new ja packs

naive drum
#

oh nooo

#

(you can delete the shoes via save editing; use something like sublime or notepad++ with linewrapping turned on because the save file has very very few line breaks)

tight tusk
#

oooh yeah i forgot save editing, will try it!

muted hinge
#

How do I set up pipes with the automate mod to empty trash cans into chests without bumping into villagers?

#

I gotta configure Automate to have connectors

shy orbit
#

that, and do use the non-destructive npcs mod too so that they don't break your chests constantly

dire fractal
#

where can i get smapi for stardew valley 1.4.5.145 android?

shy orbit
dire fractal
#

Only version 138 or less

shy orbit
#

it shows on the screenshot in the install link that 1.4.5 is required?

#

oh

#

sorry

#

yes, the sub-sub-sub versions

#

or wait, the page says "or later", doesn't that mean it should work on newer versions too?

tight tusk
#

if you install the smapi installer by zaneyork in playstore, you can get the latest version of smapi there

dire fractal
#

the playstore version is only for version 138 or less

analog verge
#

Any good new mods?? Ive been out of it for so long

royal arrow
#

You can check the hot files o: those are mostly new

#

I mean, I don't want to just plug mine, because I'm biased lol (it's not in the hot files though xD)

#

Also, what would you classify as new then o: ? How long have you been away? (also welcome back!)

analog verge
#

Id say, about 1-2 months after 1.4 dropped is when my PC went down

royal arrow
analog verge
#

Thanks Lenne

unborn widget
#

I don't know if this is the right channel for this but when I go on Twitch to get some mods then I scan for the game in the folder I have ut in It doesn't detect it, I tried the folder with the game files and the folder with the shortcut to the game but neither worked

royal arrow
#

I didn't know Twitch has mods o: I'm used to hearing about Nexus Mods, Mod Drop, Chucklefish forums and naver.
Do you have SMAPI installed?

#

!smapi

native dragonBOT
#

SMAPI (https://smapi.io/) is the mod loader for Stardew Valley. It loads mods into the game, provides APIs for mods to use, intercepts errors, and backs up your save files automatically.

unborn widget
#

Ohh I don't have that

royal arrow
#

That's the first step, getting SMAPI

unborn widget
#

Since I use twitch for Minecraft mods I didn't think it would need one. Thanks I'll go download it

royal arrow
unborn widget
#

Ok thank you I'll check it out :)

proven sierra
#

Hello there, first thing first, i'm not a native english speaker, so excuse me if i do not make sense. So, it won't be a surprise, but i come with a, probably, classic issue where smapi seems to not find my game. I cannot launch SMAPI, and i cannot launch Stardew via steam with the proper command thingy. Does someone have an idea about where i'm mistaken ?

royal arrow
#

Hi Kahl! Did you follow the steps in that getting started guide I linked for Voltrune?

proven sierra
#

not by the book, i have to admit that i've installed smapi via Vortex

royal arrow
proven sierra
#

Ah, from what i've read here and there i thought that Vortex would be able to handle the installation properly

unborn widget
#

Does SMAPI have a built-in mod browser like Terraria's mod loader or do I have to get them from the external apps?

proven sierra
#

hm, installation throught bat file, yes i should have noticed that, i'll give it a try

royal arrow
#

SMAPI does not have that. I mentioned earlier different websites you can go to

Nexus Mods, Mod Drop, Chucklefish forums and naver.

unborn widget
#

Ok thanks

proven sierra
#

Ok, after using properly the bat file and made the command to launch smapi through steam, i got a proper launching with the command windows. Now to install some mods. By the way, may i ask a general question about mods since i have some competent people there ?

royal arrow
#

!ask

native dragonBOT
#

Feel free to ask your question or describe your issue here, and someone will help if they can :)

proven sierra
#

Well, it is quite simple, i play with two friends of mine, and i would like to use some mods (tractor and automat), so i wonder if this could work on multiplayer on an already launched game, and if we all need to install the mods (and smapi of course)

#

I do suppose, from what i've read that the answer to those 2 question is yes, but, well, when in comes to mods, better be sure before doing anything.

royal arrow
#

Ok so if I understood you correctly: if all players have those mods installed, yes, the mods should work. I'm not sure what you mean by "already launched game." do you mean a single-player save?
Also more details on multiplayer mods here

#

!mpmods

native dragonBOT
proven sierra
#

by already launched game, i mean that me and my friends are on the second year in our game, but since i think about add some objects, i suppose that it shouldn't break the whole thing

royal arrow
#

On reading mod descriptions: Automate must be installed by the host, but the farmhands don't need to install it for it to work.
For the Tractor, the mod can be installed by the host. If farmhands want to use the Tractor, they'll need to install the mod, but if they don't have it installed, there's no issues. They just won't be able to use the tractor or see the tractor textures.

#

Ok, got it. Yes, you can install these mods on an existing save with no issues

proven sierra
#

ok, thanks for the answer, i know that was written on the mod description, wich i'm used to read since i run 130 mods on skyrim, but...well, since i read 130 mods on skyrim i dare to say, firsthand experience is better than anything else xD

royal arrow
#

Oh, you're good! It is known not everyone reads those lol (and I've been known to gently encourage people to do so)
I've had both those mods installed for ages, so I was checking them to make sure I gave you the correct answer SDVpuffersmile

peak wharf
#

One "warning" about having automate if the other players dont is that they may accidently place machines next to chests for convienance and accidently consume items within that you didn't intend, so I'd also suggest getting Chests Anywhere to go along with automate so you can disable input/output on chests unless you intend for them to be a machine source

proven sierra
#

Ah, nice to know, that said, i'm lucky enough to play with discord in vocal mod to communicate about wich crop to make, wich bundle to focus etc, so it will help to make sure the automats are used properly ! ^^ Again, thanks for the informations

peak wharf
#

yeah, personally I use it anyway so that I can have pipelines

#

but that depends on how far you're trying to go with automate ๐Ÿ˜›

royal arrow
#

I also color-code my chests, and in the few multiplayer games I play, I let them know which color chest to drop supplies into

peak wharf
#

yeah, we do that as well

#

but that's mostly because my 5 year old isn't very good at reading and can't read the labels from Chests Anywhere ๐Ÿ˜›

royal arrow
#

I just don't have Chests Anywhere. I think it's not compatible with some of the mods I have, and I didn't want to tinker with it

peak wharf
#

I had to turn off most of it's normal features just because it felt cheaty

#

but you can disable accessing chests off map and such thankfully

#

and just use the naming and automate input/output features

proven sierra
#

i think that i'll use automat to automatise recycling (ecology for the win...or the gold, maybe), and to upgrade my casks and kegs production

peak wharf
#

yeah, it works well for those without anything advanced

#

in fact most of the vanilla machines in general are fine now that I think about it

#

it's when you get to some of the PFM machiens that you start needing to be able to get more granular

royal arrow
#

Mytigio, do you use ChestEx by any chance? You mentioned Chests Anywhere is modular, I wonder if I'd be able to set up the config so it works with ChestEx, but I saw the mod author said there's some stuff Chests Anywhere moves around that cause incompatibility

peak wharf
#

I don't, what's ChestEx?

unborn widget
#

I just got a bunch of mods that make my life easier and one that changes up the character sprites :o

royal arrow
#

I think it's supposed to be short for Chest Expanded, it allows you to configure the number of rows and columns in chests (and the fridge) so you can fit more items in any chest (and the main fridge in the kitchen)

peak wharf
#

gotcha, no I don't have that one

unborn widget
#

But all are zip files will they work

peak wharf
#

you will need to unzip them and install them into the mods folder

unborn widget
#

Ok

royal arrow
#

Voltrune, it depends if the mod is XNB or not. You want to stay away from XNB mods

#

!xnb

peak wharf
#

personally I use Vortex for mod management, but I'm in the minority

native dragonBOT
royal arrow
#

Yea I prefer to manually install mods personally, because it gives me more control

peak wharf
#

SDV modding and conflicts are so simple to resolve vs something like Skyrim that I never felt I needed that level of control in this game ๐Ÿ˜›

#

the one thing I wish is that vortex would move my config files in and out with my mod profile

#

so I could adjust configs more easily

unborn widget
#

I just extracted them and got 2 json files, one PDB, and one App Extension which one do I put in the mods folder

peak wharf
#

sounds like that one might be a content pack for another mod/framework

#

what mod is it?

unborn widget
#

It's called Better Ranching

#

Just looked at the rest they are all somewhat like this

royal arrow
#

You'll come across SMAPI mods like Better Ranching, they go in the mods folder too. If a mod says to put it somewhere other than the mods folder, it's likely an XNB mod

unborn widget
#

They all said they require SMAPI so that means they aren't XNB right?

#

Or maybe I don't get it

peak wharf
#

yeah, smapi mods aren't xnb mods, xnb mods directly replace game files

#

(that's why they aren't recommended)

unborn widget
#

Oh that sounds dangerous

peak wharf
#

basically, if you come across one of your mods asking you to replace game files, go look for a content patcher version instead

#

eh, not dangerous necessarily, but problematic if you don't know whats going on

#

and compatability is nearly impossible

royal arrow
#

The governor message above about XNB mods includes links to more info, including where to search for Content Patcher alternatives

tight tusk
#

the playstore version is only for version 138 or less
@dire fractal

you need to update it once you have installed. open the app and check the install tab. i use it and it's updated to the latest version.

hardy wave
#

Hello everyone! This isn't a major problem, but I wanted to get it checked out. If you look in where it says "mods that can be updated" It says Stardew Valley Expanded twice. Is there a reason for this? What I did when I downloaded the mod was I just put everything from the extracted folder into my mods section. There are multiple versions of S.V.E. in the download folder like [FTM] SVE or [CP] SVE. Not sure if I only needed one but I just want to know. https://smapi.io/log/7581f0abf1994bb8b61d6ea8118183b4

royal arrow
#

Hi Carolina2067! It's ok if you have multiple folders with SVE in the name, if the name begins with different acronyms (FTM and CP), because those are different components of SVE

hardy wave
#

Ok, but still what should I do about it saying SVE can be updated twice?

royal arrow
#

(I was still typing SDVpuffersmile)
I don't use SVE, but I think you're getting it listed twice because 2 different components of SVE use the same update key in the manifest.json.
For example, if both the FTM and CP component have the same update key in the manifest.json, it might mention it twice.

hardy wave
#

I have two folders like this. "Stardew Valley Expanded" and "(Stardew Valley Expanded)" would that be an issue?

fast river
#

@restive zodiac I wasn't really sure what was causing it but I think I got an idea. It'll be tricky to solve but I might have a workaround

royal arrow
#

If you installed it correctly and updated it correctly, you should be good. Have you had it installed and then updated? Or is this your first time using it?
To update SVE you have to delete all its previous folders because the mod author has changed the file / folder structure a lot, so you can't just overwrite the files / folders

hardy wave
#

I have used SVE before, but that was a while ago. So I just first installed it for this mod set. I have not updated it yet, so let me go check that out.

royal arrow
hardy wave
#

Ok thanks! ๐Ÿ˜„

#

So I updated all the mods I needed updated, let's hope that this works! :0

#

Yay everything worked! I still need to update one of the mods, but so far no red text ๐Ÿ˜„

proven sierra
#

well, eeer, i'm back, i'm currently testing 3 mods with my friends, Automats, Tractor, and Loved Labels, but it seems that none of them are active on the game. Smapi is installed and run apparently well (i have a smapi windows and stardew valley run smoothly), my mods are installed and enabled on vortex, and i've checked that my friends have exactly the same config

royal arrow
#

Ok, can you provide a log, and your friends too? (that way we can compare)

#

!log

native dragonBOT
#

Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

proven sierra
#

I may be wrong, but from what i see on those logs it seems my mode are not "active" or "detected"

royal arrow
#

Yea it looks like you don't have the mods (Automate, Tractor, and Loved Labels) in the Mods folder, otherwise the log would list them

proven sierra
#

hm, my bet is that the vortex installed the mods on a different spot than where smapi search it

royal arrow
#

Yea, if you're sticking with Vortex, I'm not sure where it puts the mods, but for SMAPI to load them, they need to be in the Mods folder. Perhaps you can configure Vortex to put the mods in that folder? I don't use Vortex, so I'm not sure. Hopefully someone else here can speak to it

proven sierra
#

Yep, Vortex does put there in another file (probably to preserve your modset if you need to reinstall)

royal arrow
#

I think Vortex also does it to allow for separate mod profiles?

proven sierra
#

probably, and Vortex refuse to install mods in the game file, wich gonna be a problem

proven sierra
#

sweet !

#

it seems that in this guide the fact that smapi and Vortex works with different files is non existent

royal arrow
#

Well I gave you the wrong info earlier so I apologize, apparently there is a way to install SMAPI through Vortex, per that guide. You can also install it outside of Vortex, but need to do some extra steps to get them to work together:
"You can also download the file manually and add it into Vortex from the toolbar in the Mods tab or by dropping the file into the bottom of the Mods tab."

proven sierra
#

indeed, well, let's give it a try (fun fact, when my friends installed smapi, it popped on their vortex smoothly)

restive zodiac
#

(Don't forget to deploy mods after you install them! At least I think that's how that works SDVpufferthink )

proven sierra
#

hm, so, now steam cannot launch SMAPI xD ahhhh, Modding !

royal arrow
#

Did you configure steam with the launch options?
(also yes. My SO often points out I spend more time getting mods to work together than actually playing the game in question)

shell jackal
#

Is Lumisteria around? I'm having a small issue with one of their mods

royal arrow
#

I don't know if they are around, but if you describe your issue, someone might be able to help

shell jackal
#

I have their Flower and Plant set but it requires a dependency I can't seem to find.

proven sierra
#

Yep, i've used some launch option, but if that used to work with a "locally" installed SMAPI, with a "vortex" SMAPI it does not work (mainly because of the path it seems, i'm working on that at the moment)

#

and since smapi is not in the game file, it cannot find the game exe, seems strange that the guide have nothing about that

royal arrow
#

Amariel34, which dependency are you unable to find? From the mod description, it needs SMAPI, Custom Furniture, and Content Patcher

shell jackal
#

The manifest says it needs a mod with the ID "lumisteria.flowerandplantsettilesheet" I don't want to remove it in case the mod looks odd otherwise

royal arrow
#

Ohhhh ok. Let me look a little more

shell jackal
#

Thanks. ๐Ÿ™‚ I looked at their nexus profile but didn't see anything

royal arrow
#

Do you have both of the mod's folders, the [CF] Lumisteria Flower And Plant Set and [CP] Lumisteria Flower And Plant Set Tilesheet?

shell jackal
#

Ohhhh. Didn't think I needed the CP one

royal arrow
#

Yea you need both SDVpuffersmile

shell jackal
#

Thank you. I thought that was a replace mod for existing stuff

#

I can't read. xD

royal arrow
#

Lol it's ok, I can see why you'd think that, but the CP folder is the one that has the tilesheet

proven sierra
#

well, i can launch SMAPI, but as i feared it cannot launch Stardew valley since it's not in the game file, that's quite strange

molten tinsel
#

What's the change to "Immersive Farm 2 Remastered", the changelog only mentions Version 1.10.10 Updated the SVE code manifest, allowing compatibility with other mods using anti social NPCs.

proven sierra
#

Ok, so, one of my friend have a functionnal config, using vortex as i do etc, but in her case, even if the file for the mod is not in the game file, the mods are installed in the game files, probably some kind of "copy" depending the profile used... so, it must be something concerning the way vortex deploy the mod files ... if someone have a clue

restive zodiac
#

I'm not very familiar with Vortex - I know @rancid badger uses it and might have further commentary... (Sorry for ping ๐Ÿ˜… )

proven sierra
#

i'm definitively sure that the issue is the mods in staging folder is not deployed in the mod folder of the game, but i can't seems to find why (quite strange, since i have no such issue on other games)

restive zodiac
#

(Did they deploy the mods after installing them? SDVpufferthink )

proven sierra
#

(yep, but i just found something, i'll run some tests)

#

(nope, i thought that it was a staging folder path issue, but no, still no mods in my mods game folder, wich is the issue)

rancid badger
#

Hi @proven sierra ! Could you send a screenshot of your Vortex mod list? I'd be curious to see if there's anything different about the way it's listing statuses. I'm not familiar with Vortex-installed SMAPI (as I'm on Linux and that doesn't work for me anyway), but that shouldn't make a difference for actual mod deployment

proven sierra
#

@rancid badger here it is

#

seems that the deployment button have some kind of alert

rancid badger
#

Ah. What message do you get from it?

proven sierra
#

nothing, but it's color is not normal as you can see

#

and when i click on it i do not see the progression bar, i know that i have only 3 little mods, but it should appear, even for one sec

rancid badger
#

If you click on Open and choose Open Game Mods Folder, I imagine that you just see Console Commands and Save Backup listed?

proven sierra
#

yep, exactly, so i'm quite sure that it means that the deployment is not done

rancid badger
#

Usually there would be error or status notifications under the bell icon at the top right

proven sierra
#

i have always 4 notification concerning some redundancy on my skyrim but i'll check just in case

#

...oook, there is some kind of elevation thingy

#

seems like nexus suddenly need some right that it does not need when modding skyrim or anything else

#

Frack ! That was that ! with the elevation done, the deployment run and so does de mods !

#

Seems like when you add new games on nexus you need to re-give it admin right or something like that

rancid badger
#

Yeah, it's because directories with applications installed in them tend to be marked as protected by Windows

proven sierra
#

So it explain the whole thing

grizzled oracle
#

So my game still gets blackscreen when i try to sleep in my save(at the end of the year), please ping me with any info, im gonna try to see if i can find what causes it

proven sierra
#

Basically, SMAPI need that the mods are installed in the mod files, but vortex refuse to do so, so when you deploy mod with vortex, it use the mod from your staging files and "copy" those in the mod file of the game, so SMAPI can use it

#

So i needed to make sure that smapi is able to detect the game, and that vortex make the deployment properly, what an adventure !

restive zodiac
#

!log Kookiey#8009

native dragonBOT
#

@grizzled oracle Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?

grizzled oracle
#

no error shows up on the log a few people already looked but ill send it again if you want

restive zodiac
#

Looks like you have several updates to do. I would back up your existing save (https://stardewvalleywiki.com/Saves#Find_your_save_files) to have something to revert to if a save goes through without all your mods or something, then try the following (testing to see if you still can't save between each step. Obviously if step 1 fixes it, you don't need to do the rest :P ):

  1. Update everything that can be updated.
  2. Temporarily remove or disable (renaming with a .. in front of the folder name) a few select mods to see if they are either causing issues or have a conflict - Advanced Location Loader, Mega Storage, Farm Expansion
  3. Temporarily rename your entire mods folder to confirm that saving works without any mods at all
  4. In a new mods folder, add back half your mods. If it still doesn't save, remove half of those, half of those, etc. If it does save, add half the rest. Once you get it to save, post a new log so we can look at what's left.

Adding back mods in groups is a pain, because many will have dependencies on one another. I'd start with major frameworks - Content Patcher, Farm Type Manager, spacecore, JSON Assets, Mail Framework, Producer Framework, PyTK, TMXL, so that you can add packs in groups after confirming the frameworks alone work. @grizzled oracle

grizzled oracle
#

Thanks i tried updating didn't work but ill try again since i have a few new updates

atomic ruin
royal arrow
#

I recommend also including a description of your issue there ^ (you can edit your post)

grizzled oracle
#

so im removing mods too see what works but wont it crash my game since i have stardew valley expanded?

restive zodiac
#

It won't crash your game, especially if you do it like I suggested.

#

If you just randomly remove mods, you'll have problems, but probably still won't crash. I don't really recommend doing it that way, though.

grizzled oracle
#

So i removed many big mods it worked i think its MegaStorage my custom farm,advancedlocationloader, or farm type manager. but i have a problem

restive zodiac
#

Looks like you just randomly removed some mods and removed one that provided tilesheets for another. There is a reason I suggested an order :P

#

You don't have the SVE CP pack which provides tilesheets to the TMXL pack

#

Try fixing your SVE install and see if new errors pop up because of that working again SDVpufferaww

grizzled oracle
#

oh i got it, i just forgot a file

restive zodiac
#

If the errors stop but the save breaks again that would be another way of finding out I guess ๐Ÿ˜”