If you see any errors or glitches, please let me know! You can post them in the comments section or report them in the Bugs section. I'll try to have them fixed as soon as possible. If you have any ideas or suggestions, then feel free to share them here! If you want to see any animals in-game, then do comment about it and I might just add them in! <3
The inclusion of my own rendition of Dusty is inspired by the mod Free Dusty! If you have that mod installed, my version of Dusty will automatically disable itself so that you don't get Dusty clones. There is also a new mod called Dusty Overhaul (which is an up-to-date successor the Free Dusty mod, so I highly recommend that mod!). If you're going to use the Dusty Overhaul mod alongside my Domestic Animals mod, I suggest disabling the two config settings from my mod regarding the dog.
Link to frequently asked questions and known issues section ● SMAPI might prioritize other retexture mods that edit the appearance of Pierre's shop/Abigail's room, which could lead to my guinea pig cage retexture not showing up. The same applies to Dusty's box house. This is not likely going to break the mod, so the Domestic Animals mod should still work fine and there is no need to worry. However, if problems do arise, you can disable those changes through this mod's config file. ● You might see Emily's parrot friend clones (one on its perch and another one on the floor) when you just recently finished seeing Emily's heart event that introduces the aforementioned parrot. This will fix itself on the next day. ● Clicking on the parrot's perch will still play the parrot sound effect even if no one is sitting on it. Unfortunately, I do not know how to disable that. Let's pretend the parrot is just reacting to you touching their perch lol.
Hello! I LOVE this mod and your Wild Animals one, especially! It puts so much life into the world, and I've only been playing with it for a small while.
I would just like to ask, would you ever consider making this compatible with Elle's Cuter Dogs, Cats, Barn and Coop Animals? That, or Alternative Textures? It woule be nice for players to be able to implement a consistent look between their animals and pets and those of Pelican Town.
Either way, I'll definitely keep using your mods. Thank you so much! :)
It's called "Load Charlie the Chicken" and it's near the bottom :) But I do think I should have the config settings match how it looks with my Wild Animal mods (Wild Animals config setting used to look similar to the one here). I'll try to make the config layout cleaner in the next update.
sounds good, one little thing tho, mid-game, I disabled the load charlie the chicken and both chickens were present is it supposed to apply immediately or the next time I load the save?
Changing these config settings while actively playing will only apply after location changes, so you'd have to leave Marnie's ranch and return inside to see the difference. No need to wait for the day to end/reload.
Thanks! I have an idea after seeing the update and changelog: add a description like these
Spoiler:
Show
that "the changes will only apply after location changes (No need to wait for the day to end/reload.)" maybe as a description for "Allow domestic animals", or "Individual animal toggles" if you can add a description to titles of a config. For more visuals, located here
This is so lovely! It’s made the game so refreshing with the cats and dogs roaming around which made the pelican town feel so warm and lively while keeping the vanilla aesthetic. Thank you so much.
Unfortunately, yes it is normal for that to happen. I think this was not an issue in 1.5 Stardew Valley, but I have noticed in the 1.6 version that NPCs added via Custom Companions will walk through objects that are interactable via inspection dialogue or quest (such as Marnie's fences in SVE where you get the "happy cows" dialogue when clicking on one of her fences).
Objects that are not interactable mostly do still have collisions, so animals shouldn't walk through those.
welp, i still get muh cute animals so i guess its still a win. oh and leahs bunnies can go into the void hahaha i found it funny seeing it just distorting space and time while leah talks about her hopes and dreams in a cutscene. anyway, ill keep the mod in my game because the merits of having cuties roam around is greater than the visual bugs but i do still hope that there is an update in the future that fixes this. its just a bit immersion breaking sometimes (muh imMerSioN) but i aint no chum and i can live with it. thank you for the wonderful mod!
Yeah, it's such a shame :/ The 1.6 update might've made some changes or something since I don't recall this being an issue before (or at the very least, no one has reported it in the few years of this mod's existence). The best is to hope that the Custom Companions framework itself gets an update regarding that. For the meantime, you can disable Marnie's farm animals in the config settings, since they're the ones that are the most obvious with this little bug.
A quick note: Marnie's fences in-game without SVE cannot be interacted with at all. So non-SVE players don't have to deal with animals phasing through her barn fences at least.
Animals getting in the void during cutscenes also seems to be a new issue brought on by the 1.6 update. At least this one I can just disable them from showing up in cutscenes, so that's an easy fix. ^^
Hello! I love your mods, but I need to ask- is there any way to turn off certain animals? Was a while since I played Stardew and I can't recall if your mod is adjustable with mod menu like that. I have Dusty Overhaul mod on my list thus my question.
Domestic animals and wild animals mods use entirely different files from the game, so the facelift mods shouldn't affect my mods in any way. Except for Marnie's barn animals and Shane's chicken, meaning they will use the facelift files, just so they can match the style with the chickens and barn animals that you choose for your game. That would only physically change them and not break the mod or your game.
this mod is causing me stutters every time the time changes (so when it goes from 6:00 to 6:10 as an example). been playing around with the config and seeing if i can fix the stuttering with an option off but nothing is helping :( at this point the only way to fix the stutter is removing the mod. i absolutely love this mod and don't want to get rid of it, not sure what i can do though. here is a smapi log, if you can spot anything that may be causing domestic animals to cause stutter! i do have your wild animals mod as well, but it doesn't stutter when in my game, even if i take out wild animals and put domestic in, i still stutter.
Hmm, it could be caused by how the animal's dialogue are coded to change whenever the time changes. I made this decision back when there wasn't the ability to make dialogue display only once per day for Custom Companions. So the random dialogue changes make it seem a bit more dynamic.
There is that display once feature now though (but I haven't played around with that feature yet), so I'll see about making that change in a new update. :)
71 comments
If you see any errors or glitches, please let me know! You can post them in the comments section or report them in the Bugs section. I'll try to have them fixed as soon as possible. If you have any ideas or suggestions, then feel free to share them here! If you want to see any animals in-game, then do comment about it and I might just add them in! <3
The inclusion of my own rendition of Dusty is inspired by the mod Free Dusty! If you have that mod installed, my version of Dusty will automatically disable itself so that you don't get Dusty clones. There is also a new mod called Dusty Overhaul (which is an up-to-date successor the Free Dusty mod, so I highly recommend that mod!). If you're going to use the Dusty Overhaul mod alongside my Domestic Animals mod, I suggest disabling the two config settings from my mod regarding the dog.
My little wizard's companion was also inspired by this adorable mod: (CP) Nug the Fry Dragon (Cat Replacer). ^_^
Link to frequently asked questions and known issues section
● SMAPI might prioritize other retexture mods that edit the appearance of Pierre's shop/Abigail's room, which could lead to my guinea pig cage retexture not showing up. The same applies to Dusty's box house. This is not likely going to break the mod, so the Domestic Animals mod should still work fine and there is no need to worry. However, if problems do arise, you can disable those changes through this mod's config file.
● You might see Emily's parrot friend clones (one on its perch and another one on the floor) when you just recently finished seeing Emily's heart event that introduces the aforementioned parrot. This will fix itself on the next day.
● Clicking on the parrot's perch will still play the parrot sound effect even if no one is sitting on it. Unfortunately, I do not know how to disable that. Let's pretend the parrot is just reacting to you touching their perch lol.
I would just like to ask, would you ever consider making this compatible with Elle's Cuter Dogs, Cats, Barn and Coop Animals? That, or Alternative Textures? It woule be nice for players to be able to implement a consistent look between their animals and pets and those of Pelican Town.
Either way, I'll definitely keep using your mods. Thank you so much! :)
I might have overlooked it tho since these were pretty long config name
is it supposed to apply immediately or the next time I load the save?
I have an idea after seeing the update and changelog: add a description like these
that "the changes will only apply after location changes (No need to wait for the day to end/reload.)" maybe as a description for "Allow domestic animals", or "Individual animal toggles" if you can add a description to titles of a config. For more visuals, located here
Objects that are not interactable mostly do still have collisions, so animals shouldn't walk through those.
A quick note: Marnie's fences in-game without SVE cannot be interacted with at all. So non-SVE players don't have to deal with animals phasing through her barn fences at least.
Animals getting in the void during cutscenes also seems to be a new issue brought on by the 1.6 update. At least this one I can just disable them from showing up in cutscenes, so that's an easy fix. ^^
https://smapi.io/json/i18n/f90b7b94675c4b49afbbc52ffd06feb9/edit
Thanks for your mod, have a good day !
In short: Yes, they are compatible. :)
There is that display once feature now though (but I haven't played around with that feature yet), so I'll see about making that change in a new update. :)