Unofficial mod updates

Nicopopxd

Greenhorn
I made a 1.6 compatible version of modupdater
I changed some of the code so the mod can be in subfolder in mods. (the config and temp folder path were hardcoded before)
also it will ignore mods if its in a folder that was .ignored/disabled down the path (up to the mods folder) even if its not the direct parent
(for those like me with folder structure like this (mods/1.6/qol/mods if 1.6 was renamed to . then before my fix it would still check every mods in it since it would only check the mod folder and qol in this example)
ill probably do a proper fork now ;)
There might be some bugs I changed as little code I could to make this work (except for the changes stated above and on the github release page)
 

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femtohound

Greenhorn
This one is for Adventurer's Guild Expanded.

First, obviously I take no credit whatsoever, all work is by the author @LiveonSuperT. Secondly, the patch was suggested below by @LikeFrogs, and I used @darthalex2014’s script to do it. Finally, this version is licensed as GPL-3.0.

Check my post there for more info
 

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Ambereen

Newcomer
I managed to tweak and get the original Industrial Kitchen and Interior working. I've removed most of the interior/furniture edits as CP and AT packs have been made that will replace them. I'd recommend the Content Patcher version as it has the full Kitchen Island/Bar available. I did quickly run through the house upgrades and I can't find anything wonky. I am using it with Seasonal Garden Farmhouse as well.
Not sure if it has been brought to your attention yet but the pillar next to the fridge is messed up with an upgraded vanilla farmhouse and in general (apart from spouse rooms) the white sliding doors don't show anywhere. Thank you for all your hard work :)
 
This one is for Adventurer's Guild Expanded.

First, obviously I take no credit whatsoever, all work is by the author @LiveonSuperT. Secondly, the patch was suggested below by @LikeFrogs, and I used @darthalex2014’s script to do it. Finally, this version is licensed as GPL-3.0.

Check my post there for more info
First of all thank you so much for posting the unofficial update of this mod here! It's one of my fav mods! I do want to ask though, what are the mod dependencies of this version other than content patcher.
 

femtohound

Greenhorn
what are the mod dependencies of this version other than content patcher.
Treat this as a “everything the community could figure out so far” kind of update. It’s in no guaranteeable way stable. At least not without a lot more work.

But, the way I am currently using it is with all dependencies except SAAT (since I’m not using the audio add-on, and the mod wasn’t updated when I checked)
 

Saah

Cowpoke
can someone please update these 4 mods or help me to learn how to do it for personal use
I'm finally done with Packing Boxes and Crates (renamed to Artisan Packaging for consistency with the mod's ID), please let me know once you find bugs!
 

Tuiza

Farmhand
Does anyone have a word on "Stardew Aquarium" mod? The author hid it but idk if they abandoned it or just hid it to update it
 

NephiDragon

Greenhorn
Hello! Would someone be kind enough to update these mods?

Sunset Garden Greenhouse
Rustic Country Town Interiors (has an unofficial update)
Greenhouse Entry Begone
Adorable Cottage Bathroom and furniture
Warm Cozy Fireplace (issue resolved)
Tanga log Mailbox

Thank you to all the modders out there who are working hard on making our SDV experience much more enjoyable 💜
I fixed the tilesheets to correct the loading order!
 

souvlakic

Tiller
Hello, I have this file from yellog's furniture, and I really wanted to use it on AT since CF is not really updated or my cup of tea, could anyone please update it to AT?
i have the cp if u want! (the replacement version) but i think someone here posted the non replacement one
 

FlyingTNT

Farmhand
I made an update for Resource Storage.
You can find it here.
At the recommendation of a few people, I am going to be posting my updates (at least for aedenthorn mods) on Nexus from now on.

Also, I changed the way the resources are stored in the save file - it used to be a dictionary with the first four items of the object's objectData (as a string) as its keys and longs as its values. I changed that to using qualified item ids as the keys. I believe that the function I wrote migrate the old keys works, but I don't have an old save to test it on so I'm not sure. If anyone can confirm if it works, that would be really helpful. If it doesn't work, a smapi log would also be super useful. Thanks!
 
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