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Blams

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19 comments

  1. CelestialBunny93
    CelestialBunny93
    • supporter
    • 3 kudos
    Would it be possible to get a version of this that doesn't require Json Assets since clothing can now be added using Content Patcher?
    1. Blams
      Blams
      • member
      • 6 kudos
      I'll think about it. The added hats are meant to be unique and can't be bought, so it's simpler done with Json Assets currently
    2. CelestialBunny93
      CelestialBunny93
      • supporter
      • 3 kudos
      Adding items through Content Patcher doesn't automatically add those items to any shops, it just adds the items to the game
  2. Aelinore
    Aelinore
    • supporter
    • 41 kudos
    I haven't unlocked ginger island in my current save, so I can't say if this is a serious error or not but I do keep getting this message in SMAPI:

    "[More for Leo] This mod failed in the GameLoop.DayStarted event. Technical details:
    InvalidCastException: Unable to cast object of type 'System.Collections.Generic.Dictionary`2[System.String,System.String]' to type 'System.Collections.Generic.Dictionary`2[System.Int32,System.String]'.
       at Microsoft.Xna.Framework.Content.ContentReader.InnerReadObject[T](T existingInstance) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 176
       at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 152
       at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 61
       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 324
       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/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 340
       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/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 154
       at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 137
       at MoreForLeo.ModEntry.onNewDay(Object sender, DayStartedEventArgs e) in C:\Users\Blams\source\repos\MoreForLeo\MoreForLeo\ModEntry.cs:line 65
       at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101"
    1. Blams
      Blams
      • member
      • 6 kudos
      I've just noticed and fixed that error!
  3. BexFEDgamer
    BexFEDgamer
    • member
    • 0 kudos
    I've tried downloading it but it just says the mod is broken and/or not compatible. Don't know what I'm doing wrong.
  4. notalexandrx
    notalexandrx
    • member
    • 0 kudos
    it doesnt work for me :(
  5. saurianne
    saurianne
    • supporter
    • 30 kudos
    Any chance you plan on updating this for 1.6?
  6. Darittuz
    Darittuz
    • member
    • 0 kudos
    Is it compatible with SVE, RSV and ES? Can I translate to Portuguese(Brazil)? I enjoy the idea of this Mod! Congratulations!
  7. 1oOwOo1
    1oOwOo1
    • member
    • 43 kudos
    I  lovvvvvve it! Can I translate it into Chinese?
  8. magneticsouth
    magneticsouth
    • member
    • 0 kudos
    Is it possible to force the hat quest scene again? I realised I didn't have quest framework installed when I got the cutscene. 
  9. LenoraRose
    LenoraRose
    • member
    • 2 kudos
    This looks great!

    ... I still haven't found a fix for the weird bug in Custom NPCs that causes Leo to spawn back on the island even though he came to the mainland for a little while.
    1. buckyfarmerboy
      buckyfarmerboy
      • member
      • 1 kudos
      I've had that problem several times. I've edited my save file every time - for now he's back. And in the end I got rid of Custom NPC fixes. I'm intrigued by this mod here. I love the kid, but I'm scared of Json assets - it's causing so much problems! *sigh...
    2. LenoraRose
      LenoraRose
      • member
      • 2 kudos
      As I understand it, more and more people making NPCs are moving away from Custom NPC Fixes, so I'm hoping my next choices of new NPCs won't require it. But I'm at the tail end of a run where I feel kind of attached to the existence of two that do, so I can't change it yet...
  10. buckyfarmerboy
    buckyfarmerboy
    • member
    • 1 kudos
    Oh, this is an awesome idea! Leo content was missing forever!

    I'm scared of Json assets though. It's causing so much issues...

    Is there a way to run it without? Maybe not getting all of it, but parts?
    1. Blams
      Blams
      • member
      • 6 kudos
      Huh

      Didn't know JA has been causing problems. Is it because of the DGA switch?

      Unforunately I use JA to add some custom items related to a Leo quest, so there's no going around it. But I hear the new Stardew Update is going to have new tools for modders - especially for custom items - so JA might get made unneeded soon.