24 comments
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LockedStickyIs this compatible with sdv expanded, way back pelican town and earthy interiors/recolor?
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Does this work with 1.6?
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CCan you rework it so it works for update 1.6.3 Please? I hate the way it looks vanilla.
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Happy to be able to use both mods together but just a side note the "original" you refer to is "just" the CP conversion of this one https://www.nexusmods.com/stardewvalley/mods/558 Making it work again and now with Solarium is all work but it does feel weird if the credits get shorter rather than longer with each addition.
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I love both of these mods, and am thrilled that you took the time to make them function together!
Sadly, it doesn't appear to be working for me. SMAPI throws up a pretty ominous warning. Once in game the spa appears to be the hot spring version, but the entry room is jumbled around — various floor tiles appear to be mixed, and the solarium ladder is nowhere to be found. Thoughts?
I've included the SMAPI error below, and a link to the full log here.Mod crashed when loading asset 'Maps/BathHouse_Entry' (for the 'CP - Bathhouse Hot Spring Patched for Solarium' content pack). SMAPI will use the default asset instead. Error details:SContentLoadException: CP - Bathhouse Hot Spring Patched for Solarium loaded map 'assets/BathHouse_Entry.tbin' with invalid tilesheet path '../../../../../../Vortex Mods/stardewvalley/Bathhouse Hot Spring - Content Patcher 1.0.1-3110-1-0-1-1543492210/[CP] Bathhouse Hot Spring/assets/bathhouse_tiles.png'. Tilesheet paths must be a relative path without directory climbing (../).
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 446
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 296
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 131
at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57
at ContentPatcher.Framework.PatchManager.ApplyLoad[T](IPatch patch, IAssetName assetName) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 519
at ContentPatcher.Framework.PatchManager.<>c__DisplayClass24_0`1.<ApplyPatchesToAsset>b__0() in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 472
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyLoader[T](IAssetInfo info, List`1 loadOperations) in SMAPI\Framework\ContentManagers\GameContentManager.cs:line 175-
It looks like v1.2.2 did indeed fix everything! The entry way looks great, and I warped ahead to make sure the Solarium unlock conditions still work — which they do. Thank you for putting the time and effort into this, and I hope your children feel as good as they can as soon as they can! :)
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That did it! Great work, and thanks again!
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This is more related to the solarium mod, but the description implies that it won't work if you went with the joja route. Is that the case?
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Where's that bathhouse exterior from?
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Thank you! I love both these mods, and I'm glad to be able to use them together.