I haven't tried it with any these mods, but if they don't alter the inside, it should work. If they do change the inside, it might, but I have no idea. You'd have to give it a go. If you do, please report back. cjb cheats would allow a pretty quick compatibility test.
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.
will add to the credits. was new to all this mod business at the time (using them, not to mention uploading one). just concerned with not stealing credit. thanks for pointing this out for me to rectify.
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
So I finally had time to test the 1.2.2 version (kids w health issues here) and I believe it should work with 1.2.3. I tested it on my cheat save. I do not have a save far enough along to test it on besides that.
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! :)
I've never tried the JoJa route so I don't know. You would have to ask the solarium mod creator. This one should because it happens at start up, but the solarium mod is the one that needs triggered.
That's what I was initially going to do, but there hasn't been a post or update in over a year, whereas this mod page is recent. And there are posts asking this question in 2022, but never received a response.
My best guess is no. It won't work. Because it will never unlock. However, you might be able to do it with the cbj cheats menu. I've never tried it for that. So if you try it and it works, add a comment here again.
I use the cbj cheats to test mods. That's how I tested this one. I just don't know about Joja. Make a backup of your save.
It's really no problem. I did it for myself, but decided to share. All the credit goes to the mod authors who were so generous with their permissions. I've edited other mods for myself but can't share because the mod permissions are so strict. These mod authors are amazing and I'm very thankful for these mods.
23 comments
https://www.nexusmods.com/stardewvalley/mods/22565?tab=posts
https://www.nexusmods.com/stardewvalley/mods/22565
was new to all this mod business at the time (using them, not to mention uploading one).
just concerned with not stealing credit.
thanks for pointing this out for me to rectify.
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
I tested it on my cheat save. I do not have a save far enough along to test it on besides that.
Let me know if the update fixed it.
I use the cbj cheats to test mods. That's how I tested this one. I just don't know about Joja. Make a backup of your save.