Coding Help Trouble uploading a Tiled map creation into stardew

NONYABUISNESS

Newcomer
Okay so this is probably really common and easy to fix but I've been at it for six hours using THREE DIFFERENT AI bots and i cannot for the life of me figure out what's wrong. Basically, every time I upload the mod which is currently just a content.json, a manifest.json, and an assets folder containing the custom map and png and tsx versions of the two tilesheets i used to make the map (unpacked directly from stardew assets) it crashes with a really long error code. The bots pretty consistently tell me that the problem is my tilesheets are being pulled using an absolute path rather than a shortened one. I understand the problem somewhat but what I don't understand is how to FIX it. I would GREATLY appreciate it if anyone could help me out with this. I can provide images or more information if needed! Also please be aware that this is my first time modding so if i sound like an idiot its because I basically am...

This is the error code I am currently getting when trying to upload the mod--
[Content Patcher] Mod crashed when loading asset 'Maps/Custom_BarbatosRoom' (for the 'BarbatosNPC' content pack). SMAPI will use the default asset instead. Error details: SContentLoadException: Failed loading asset 'assets/BARBmap.tmx' from SMAPI\nonyabuisness.barbatosnpc: an unexpected error occurred. ---> System.Exception: Unable to load map with file path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\BarbatosNPC\assets\BARBmap.tmx' ---> InvalidOperationException: There is an error in XML document (3, 24). ---> FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\BarbatosNPC\assets\TownInt.tsx'. File name: 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\BarbatosNPC\assets\TownInt.tsx' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.FileStreamHelpers.ChooseStrategy(FileStream fileStream, String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, Int64 preallocationSize) at System.IO.FileStream..ctor(String path, FileMode mode) at TMXTile.TMXTileset.set_Source(String value) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderTMXMap.Read7_TMXTileset(Boolean isNullable, Boolean checkType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderTMXMap.Read15_TMXMap(Boolean isNullable, Boolean checkType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderTMXMap.Read16_map() --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events) at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream) at TMXTile.TMXParser.Parse(Stream stream, String path) at TMXTile.TMXFormat.Load(Stream stream) at xTile.Format.FormatManager.LoadMap(String filePath) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\xTileSource\xTile\Format\FormatManager.cs:line 113 --- End of inner exception stack trace --- at xTile.Format.FormatManager.LoadMap(String filePath) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\xTileSource\xTile\Format\FormatManager.cs:line 134 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 260 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 101 --- End of inner exception stack trace --- at StardewModdingAPI.Framework.ContentManagers.ModContentManager.ThrowLoadError(IAssetName assetName, ContentLoadErrorType errorType, String reasonPhrase, Exception exception) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 329 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 126 at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ModHelpers/ModContentHelper.cs:line 64 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyLoader[T](IAssetInfo info, List

1 loadOperations) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/GameContentManager.cs:line 163 [game] Couldn't create the 'Custom_BarbatosRoom' location. Is its data in Data/Locations invalid? Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found. ---> FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\Custom_BarbatosRoom.xnb'. File name: 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\Custom_BarbatosRoom.xnb' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at Microsoft.Xna.Framework.TitleContainer.PlatformOpenStream(String safeName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Platform\TitleContainer.Desktop.cs:line 29 at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37 at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276 --- End of inner exception stack trace --- at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 289 at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action
1 recordDisposableObject) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 319 at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 255 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.RawLoad[T](IAssetName assetName, Boolean useCache) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 336 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0

1.<LoadExact>b__0() in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/GameContentManager.cs:line 127 at StardewModdingAPI.Framework.Utilities.ContextHash
1.Track[TResult](T key, Func`1 action) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/Utilities/ContextHash.cs:line 53 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.LoadLocalized[T](IAssetName assetName, LanguageCode language, Boolean useCache) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 154 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in /home/runner/work/SMAPI/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 137 at StardewValley.GameLocation.loadMap(String mapPath, Boolean force_reload) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 2023 at StardewValley.GameLocation.reloadMap_PatchedBy<mushymato.MMAP>(GameLocation this) at StardewValley.GameLocation..ctor(String mapPath, String name) at StardewValley.Game1.CreateGameLocation(String id, CreateLocationData createData) at StardewValley.Game1.AddLocations()
 
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