Unofficial mod updates

epsilon

Greenhorn
So, I'm going to second this one (and obviously a request for CFR itself as well,) but with some extra justification.

PFM works, but there's one important thing it doesn't do - casks. There's a mod attached to Custom Farming Redux called Upgraded Casks that provides tiered casks up to 320 items at a time. As far as I can tell, there's no other mods out there that will provide something similar, and I know this one in particular worked fine.

Alternately, I'll take a suggestion on a cask mod that will do multiple items at a time in a cask - preferably something that's customizable.
By some odd coincidence, it looks like someone got tired of the CFR casks not getting updated, and created a mod called Expanded Casks.

(this is totally a mod I recently made based on PFM - figured I'd drop it here in reply to my question in case someone else is looking for this info though.)
 

LisDraconis

Newcomer
The author of NPC Adventures has been retired from mod scenario and became their mod open source.

If someone get work to update and improve it to 1.5 version, everything would be happy.

Source code is at:

https://github.com/purrplingcat/NpcAdventures
I second that. I just tried the original one and it worked fine for a while. But after some time I had several errors from this mod.

Here is the log if someone would be interested to fix it up. Also as far as the Nexus posts go,you can't take following npc's to ginger island. This mod is based on 1.4 still and it is a suprise it worked for two hole ingame seasons for me.

21:27:47ERRORNPC AdventuresFailed in game patch MailBoxPatch.Before_mailbox: StardewModdingAPI.Framework.Exceptions.SContentLoadException: The content manager failed loading content asset 'assets\Strings\Mail.json' from SMAPI\rafseazz.lasvna. ---> Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Imersion\NPC Adventure and Custom NPC\[NA] LASV NPC Adventures\assets\Strings\Mail.json. This doesn't seem to be valid JSON. Technical details: After parsing a value an unexpected character was encountered: ". Path '['bagItemsSentLetter.Bianka']', line 4, position 1. bei StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in C:\source\_Stardew\SMAPI\src\SMAPI.Toolkit\Serialization\JsonHelper.cs:Zeile 74. bei StardewModdingAPI.Framework.ContentManagers.ModContentManager.Load[T](String assetName, LanguageCode language, Boolean useCache) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:Zeile 130. --- Ende der internen Ausnahmestapelüberwachung --- bei StardewModdingAPI.Framework.ContentManagers.ModContentManager.Load[T](String assetName, LanguageCode language, Boolean useCache) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:Zeile 176. bei StardewModdingAPI.Framework.ModHelpers.ContentHelper.Load[T](String key, ContentSource source) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ContentHelper.cs:Zeile 92. bei StardewModdingAPI.Framework.ContentPack.LoadAsset[T](String key) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentPack.cs:Zeile 99. bei NpcAdventure.Loader.ContentPacks.ManagedPatch.LoadData[TKey,TValue]() in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Loader\ContentPacks\ManagedPatch.cs:Zeile 22. bei NpcAdventure.Loader.ContentPacks.PatchApplier.Apply[TKey,TValue](Dictionary`2 target, IEnumerable`1 patches, String targetName) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Loader\ContentPacks\PatchApplier.cs:Zeile 45. bei NpcAdventure.Loader.ContentPackManager.Apply[TKey,TValue](Dictionary`2 target, String path) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Loader\ContentPacks\ContentPackManager.cs:Zeile 83. bei NpcAdventure.Loader.ContentLoader.TryLoadData[TKey,TValue](String path, Dictionary`2& data) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Loader\ContentLoader.cs:Zeile 71. bei NpcAdventure.Loader.ContentLoader.LoadData[TKey,TValue](String path, Boolean isRequired) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Loader\ContentLoader.cs:Zeile 54. bei NpcAdventure.Loader.ContentLoader.LoadStrings(String path) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Loader\ContentLoader.cs:Zeile 128. bei NpcAdventure.Driver.MailDriver.Events_MailboxOpen(Object sender, IMailEventArgs e) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Driver\MailDriver.cs:Zeile 32. bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei NpcAdventure.Events.SpecialModEvents.FireMailOpen(Object sender, MailEventArgs e) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Events\SpecialModEvents.cs:Zeile 25. bei NpcAdventure.Patches.MailBoxPatch.Before_mailbox(GameLocation& __instance) in C:\Users\Ellen\source\repos\PurrplingMods\NpcAdventures\src\Patches\MailBoxPatch.cs:Zeile 55.
 
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Fate's End

Newcomer
Hey, so this is a weird question, but I think this might be the best place to ask, because I can't find any discussion of it anywhere on the internet.

How feasible would it be to downgrade (downdate?) a 1.5 mod to 1.4, in order to make it work with Android? I know it wouldn't be as simple as just following the 1.5 guide backwards, but how realistic is it, to cut out 1.5 additions and switch things back to 1.4 terminology?
 

mirnamika

Greenhorn
Unofficial update for Badass Sam by Apogirl02

Changes:
Added new beach sprites and beach portraits as well as 2 missing portraits for the regular Sam file and made it CP compatible.
Has both pink and blonde version in it, blonde is the default. More in read me file inside on how to use pink.

Original mod:
Badass Sam (compiled mods Sam Great hair and Alternative Sam) at Stardew Valley Nexus - Mods and community

mods that this mod uses
Sam and the Great Haircut (Portrait and Character mod) at Stardew Valley Nexus - Mods and community
Alternative Sam at Stardew Valley Nexus - Mods and community

Permission acquired through reddit.
 

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Jazzcat

Tiller
Is it hard to make an old xnb into a Custom Furniture mod? I would love to use some of the pieces in this collection, but I don't know where to start.
 

blackangel

Farmhand
i found this beautiful map on nexus but it turns out it has these annoying fences that can't be removed and i can't bear to know where to put everything i need to do it myself

I've been watching tutorials on modifying maps for 1 week, using the tiled program but I haven't been able to remove them (I'm not very good at these things), can someone help me? I just need to remove all the permanent fences📷

in case anyone is interested, this is the mod, a download link with the modified file and I would be eternally grateful

https://www.nexusmods.com/stardewvalley/mods/5393?tab=description
 

Kreeate

Rancher
i found this beautiful map on nexus but it turns out it has these annoying fences that can't be removed and i can't bear to know where to put everything i need to do it myself

I've been watching tutorials on modifying maps for 1 week, using the tiled program but I haven't been able to remove them (I'm not very good at these things), can someone help me? I just need to remove all the permanent fences📷

in case anyone is interested, this is the mod, a download link with the modified file and I would be eternally grateful

https://www.nexusmods.com/stardewvalley/mods/5393?tab=description
Hi @blackangel ,

1. Make a backup of file farm.tbin in Stardew Valley\Mods\[CP] Rolling Hills Farm\assets folder.
2. Extract the content of the attached zip file to your Stardew Valley\Mods\[CP] Rolling Hills Farm\assets folder and replace farm.tbin if asked.
3. You're good to go 😉

Let me know if I missed anything, or if you need anything else removed.

Rolling Hills.gif
 

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blackangel

Farmhand
Hi @blackangel ,

1. Make a backup of file farm.tbin in Stardew Valley\Mods\[CP] Rolling Hills Farm\assets folder.
2. Extract the content of the attached zip file to your Stardew Valley\Mods\[CP] Rolling Hills Farm\assets folder and replace farm.tbin if asked.
3. You're good to go 😉

Let me know if I missed anything, or if you need anything else removed.

View attachment 5083
Thank you very much, I could say that you are my hero ;) the map improved enormously without the fences

I think this is asking a lot but if you could remove the bushes and the unnecessary decoration, it would be the last thing I asked you, is that this way I would be able to decorate the farm completely in my own way and the perfect map would be left

I pointed out the objects in red, thank you very much from the bottom of my heart in advance
borrar.png
 

Kreeate

Rancher
Thank you very much, I could say that you are my hero ;) the map improved enormously without the fences

I think this is asking a lot but if you could remove the bushes and the unnecessary decoration, it would be the last thing I asked you, is that this way I would be able to decorate the farm completely in my own way and the perfect map would be left

I pointed out the objects in red, thank you very much from the bottom of my heart in advance
Hi again @blackangel ,

Please find attached the cleaned up version of the farm map as requested. I hope it's what you had in mind? I'm happy to make any further changes you may want 😊

Some of the bushes are added by the default game. They can be removed with commands. They cannot be removed with map edits.

EDIT for clarification: This can be done on existing farm. When the "Destroyable Bushes" mod is loaded, simply walk up to any bush you want to permanently remove and face it. Then in the SMAPI log window type "remove_bush" and then press Enter. The bush is permanently removed. Alternatively you could use an axe to chop the bush down, but it will regrow based on the mod settings. These settings can be adjusted in the Main menu settings using Generic Mod Config Menu. Using the "remove_bush" command in SMAPI will permanently remove bushes though so be careful where you use it 😉

2nd EDIT: I managed to remove the auto spawned bushes. New zipped file attached. Only works on new farms though.



Rolling_Hills_Fence_Clutter_removed.gif
 

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Hello everybody,

I love the Child to NPC Mod but it seems it causes a few errors currently. Is there a possibility to update it. Maybe it collides with the SVE mod?
It seems that I can't get to the next day as the game crashes after I went to sleep.

https://smapi.io/log/21d94bd0fb8846a1bc4e56f9b62a7d78

I attached the raw File just in case. Thanks in advance!
I guess I found your problem. The problem isn't with child to NPC. The problem is with custom NPC exclusions and sampi.
 
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Kimisturi

Newcomer
hello it would be possible for them to create an update of the child age up mod with schedules and dialogue for 3 or four children I really want to have more children with this mod but it has only for 2 children and it is compatible with 1.4
 
hello it would be possible for them to create an update of the child age up mod with schedules and dialogue for 3 or four children I really want to have more children with this mod but it has only for 2 children and it is compatible with 1.4
Are you sure this mod is open source. Because if not you can't do it
 
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