im currently using this mod along with the custom dateable npc aspen. anytime i boot the game smapi says it cannot generate a custom room for aspen. is that an issue with the aspen mod or is this mod having trouble for some reason?: https://smapi.io/log/46d63ca860b14742b2b85a7e28fc4d81
[Custom Spouse Rooms] Failed in FarmHouse_loadSpouseRoom_Prefix: Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found. ---> System.IO.FileNotFoundException: Could not find file 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\custom_spouse_room_open_right_2.xnb'. File name: 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\custom_spouse_room_open_right_2.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 E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 340 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0`1.<LoadExact>b__0() in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\GameContentManager.cs:line 127 at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in E:\source\_Stardew\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 E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 190 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 136 at StardewValley.GameLocation.ApplyMapOverride(String map_name, String override_key_name, Nullable`1 source_rect, Nullable`1 destination_rect) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1781 at CustomSpouseRooms.ModEntry.MakeSpouseRoom(DecoratableLocation location, HashSet`1 appliedMapOverrides, SpouseRoomData srd, Boolean first) in E:\Source\Repos\StardewValleyMods\CustomSpouseRooms\LocationPatches.cs:line 292 at CustomSpouseRooms.ModEntry.FarmHouse_loadSpouseRoom_Prefix(FarmHouse __instance, HashSet`1 ____appliedMapOverrides) in E:\Source\Repos\StardewValleyMods\CustomSpouseRooms\LocationPatches.cs:line 172
Can anyone please tell me the values I need to enter to have the first spouse room in the normal spouse room position in the fully upgraded vanilla farmhouse and a second spouse room to the direct right of it? The 'tutorial' code is for a modded farmhouse, and i have no idea where to even begin to know what values i need for the normal farmhouse. Please help. I know this is a big ask, but I have brain damage from an injury, so if you could please explain it in simple terms, I'd really appreciate it.
Is this mod useable with stardew expanded npcs yet or no? I completely lost Sophia's room with an upgrade so I wanna move it but idk if this will work.
310 comments
and also doest anyone know how do i move one of the rooms to the botoom like they have in their official pic?
now im stuck with two open room that i cant place anything in even after deleting the mod.
https://www.nexusmods.com/stardewvalley/mods/20966
Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> System.IO.FileNotFoundException: Could not find file 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\custom_spouse_room_open_right_2.xnb'.
File name: 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\custom_spouse_room_open_right_2.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 E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 340
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0`1.<LoadExact>b__0() in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\GameContentManager.cs:line 127
at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in E:\source\_Stardew\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 E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 190
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 136
at StardewValley.GameLocation.ApplyMapOverride(String map_name, String override_key_name, Nullable`1 source_rect, Nullable`1 destination_rect) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1781
at CustomSpouseRooms.ModEntry.MakeSpouseRoom(DecoratableLocation location, HashSet`1 appliedMapOverrides, SpouseRoomData srd, Boolean first) in E:\Source\Repos\StardewValleyMods\CustomSpouseRooms\LocationPatches.cs:line 292
at CustomSpouseRooms.ModEntry.FarmHouse_loadSpouseRoom_Prefix(FarmHouse __instance, HashSet`1 ____appliedMapOverrides) in E:\Source\Repos\StardewValleyMods\CustomSpouseRooms\LocationPatches.cs:line 172
I know this is a big ask, but I have brain damage from an injury, so if you could please explain it in simple terms, I'd really appreciate it.