Notes on using CustomSpouseRooms, PolyamorySweet. As stated in the in-game ModConfig, currently CSR-related settings will not be displayed correctly if you change them while loading. More details below.
A farmhouse map was created for multiple spouses! If you are concerned about your spouse's area extending horizontally, please use this one! T's Apartment House
Help! ): I am not sure what I could be doing wrong causing this to happen. The rooms arent showing up as they are supposed to. Here is a google docks link with an image of the issue. image In my settings I changed them in the menu as instructed and set the bar to the number 2. I do not have any other spouse room altering mods installed. Here is a link to my SMAPI log in case it would reveal something. SMAPI LOG
Do you have two spouses? That setting will extend the corridor to the number of spouses. If the number is set beyond the number of spouses, only the hallway will be extended, resulting in the strange shape shown in the image.
After I added Krobus to my household, the issue somehow fixed itself? Only issue now being; I dont have Krobus' room. Only Sandy and Elliot. But I am not too upset tbh, might just choose to live with it. I'll report if there are any other issues though.
UPDATE! After some testing I have concluded the issue was with the polyamory sweet mod. I had neglected to download the "polyamory sweet rooms" part of that mod, which fucked up the config file there. I edited it manually, which did not fix the issue. However, when I divorced them all, played a few days without both mods, then re-installed them and re-married them all, it worked as it is intended to.
Edit: For people reading this who have the same problem as I did. An important thing in fixing the issue was to not have this mod installed when getting married. Only once you have all the NPC's you wanna get married to in your house, and you have all the spouse rooms as they are supposed to, do you add this mod. I noticed that the Polyamory sweet rooms takes a bit to register which and how many spouses you have. If that hasn't been registered properly, the information won't be there to be read by this mod.
So, I know the point was asked earlier, but i gotta ask again.
I know it's only for spouse rooms, but would there be a way for it to have empty extra rooms? Thoses wpould be perfect for my kids room. ( playing on LHN first farmhouse, and given they don't do NPC pathing on the second floor, I have to squeeze them on the main one, so that would be usesul)
I would add a setting on the right side to add additional rooms based on the number of children. However, the immediate addition is only possible if Custom Spouse Rooms or PolyamorySweet is not used. If you are using CSR or PSR, adding them will take some time because you will have to accommodate the number of spouses as well.
Does that inlcude PSK and PSB? I just like the bigger bedsprite they give, but it's not essential though...( only one spouse, and i'll keep it that way) I just thought of adding default empty rooms if there was no spouse or anything, planning in advance for the kids.
At any rate, take your time and do stuff your way as you see fit.
Hiii thank you for being so responsive. I don't know if this is within your abilities or timeframe atm, but the ability to change the floors, wallpaper and redecorate the room would be amazingly paired with this mod! I am giving you the idea because currently no other mods are properly functioning without any incompatibilities and since you and the polyamory sweet creator have been so responsive in fixing errors i thought id give you the idea! I currently use the custom spouse renovations and the custom spouse rooms ctnd to try to do this and they are both so broken loll, lmk what you think! :)
no problem! I don't know if you are capable of doing this but it would be amazing if you are! I have recently been playing around with different mods to change the spouse room. The "Custom Spouse Room Ctnd" mod and the "Custom Spouse Renovations" mod both give you the power to change and redecorate the spouse room, but they don't actually work for me in game! I am giving you the idea because you have been very responsive and if it is possible I think it would pair very well with your mods current capabilities! The specifics: The capability to change the floors and wallpaper in the spouse room, as well as redecorate the room itself!
I see, perhaps I understand! I think there were a few mods that would have cleared out the furniture in the spouse's room to make it an empty room so the players could decorate it. (One of them is "Less Ugly Spouse Rooms". There must have been several other mods.)
I certainly don't think there are any mods that can freely replace the walls and floors in a spouse's room. I'll check to see if that is possible... but even if it is, I think I'll have to release it as a separate mod since its purpose would be different from this mod!
Not sure what I'm doing wrong, but I got these error messages. Log is here https://smapi.io/log/65814c55e5d842448136eaadc8363cde
[table]'(CP) T's Spouse Room' has multiple patches with the 'Exclusive' priority which load the 'Maps/z_Ts_SpouseRoom' asset at the same time ((CP) T's Spouse Room > Load Maps/z_Ts_SpouseRoom #5, (CP) T's Spouse Room > Load Maps/z_Ts_SpouseRoom #6). None will be applied. You should report this to the content pack author.20:45:45ERRORContent PatcherUnhandled exception applying patch: (CP) T's Spouse Room > Include assets/json/Mod_CustomSpouseRooms(PSR).json > EditMap Maps/FarmHouse2_marriage #1.StardewModdingAPI.Framework.Exceptions.SContentLoadException: (CP) T's Spouse Room loaded map 'assets/tmx/(CSR)_TsSR_FarmHouse2_marriage.tmx' with invalid tilesheet path 'z_Ts_SpouseRoom.png'. The tilesheet couldn't be found relative to either map file or the game's content folder. at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 415 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 255 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 99 at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57 at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 135 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587[/table]
Do you have both "ElegantTownInteriors" and "RusticCountryTownInteriors" installed?If you have more than one recolor mod installed, an error will occur. Please exclude the recolor mod of the one you are not using from the mod folder and try to start it.
Hi i saw a confusing reply chain where you say that custom spouse room locations is a compatible mod? am i wrong to think this? also is it compatible with spouse room renovation?
I've been looking into “(CP) Spouse Room Renovation” and it may seem a little odd at this point. It is still possible to use them together at this time. We will add compatibility for this in the near future!
Some tiles (house beams) use custom tile sheets, so if you use a recolor mod that does not add compatibility, you will see vanilla colored tiles. We will add compatibility with that mod later!
108 comments
As stated in the in-game ModConfig, currently CSR-related settings will not be displayed correctly if you change them while loading. More details below.
A farmhouse map was created for multiple spouses!
If you are concerned about your spouse's area extending horizontally, please use this one!
T's Apartment House
That setting will extend the corridor to the number of spouses.
If the number is set beyond the number of spouses, only the hallway will be extended, resulting in the strange shape shown in the image.
I believe this is the cause of that display glitch.
Once I restart the game, does that display problem still occur?
Try overwriting this file and loading the game without changing any settings.
If that doesn't work, is it possible to test with only the minimum required mods installed?
- Content Patcher
- SpaceCore
- Generic Mod Config Menu
- T's Spouse Room
- Polyamory Sweet
- Looking For Love Redux
- Hugs and Kisses Continued
- Miss Coriel's Unique Courtship Response CORE
We need to see if the problem occurs with only these mods.Edit: For people reading this who have the same problem as I did. An important thing in fixing the issue was to not have this mod installed when getting married. Only once you have all the NPC's you wanna get married to in your house, and you have all the spouse rooms as they are supposed to, do you add this mod. I noticed that the Polyamory sweet rooms takes a bit to register which and how many spouses you have. If that hasn't been registered properly, the information won't be there to be read by this mod.
I know it's only for spouse rooms, but would there be a way for it to have empty extra rooms? Thoses wpould be perfect for my kids room.
( playing on LHN first farmhouse, and given they don't do NPC pathing on the second floor, I have to squeeze them on the main one, so that would be usesul)
Anyway.
*Humble bow to the modder*
However, the immediate addition is only possible if Custom Spouse Rooms or PolyamorySweet is not used.
If you are using CSR or PSR, adding them will take some time because you will have to accommodate the number of spouses as well.
I just thought of adding default empty rooms if there was no spouse or anything, planning in advance for the kids.
At any rate, take your time and do stuff your way as you see fit.
*Intense bow to the modder*
If so, delete the PSR folder!
* Massive bow to the modder*
Hiii thank you for being so responsive. I don't know if this is within your abilities or timeframe atm, but the ability to change the floors, wallpaper and redecorate the room would be amazingly paired with this mod! I am giving you the idea because currently no other mods are properly functioning without any incompatibilities and since you and the polyamory sweet creator have been so responsive in fixing errors i thought id give you the idea! I currently use the custom spouse renovations and the custom spouse rooms ctnd to try to do this and they are both so broken loll, lmk what you think! :)
I read and write English text using translation tools.
Sorry, I just couldn't read what you were trying to say... Please be more concise!
I think there were a few mods that would have cleared out the furniture in the spouse's room to make it an empty room so the players could decorate it.
(One of them is "Less Ugly Spouse Rooms". There must have been several other mods.)
I certainly don't think there are any mods that can freely replace the walls and floors in a spouse's room.
I'll check to see if that is possible... but even if it is, I think I'll have to release it as a separate mod since its purpose would be different from this mod!
[table]'(CP) T's Spouse Room' has multiple patches with the 'Exclusive' priority which load the 'Maps/z_Ts_SpouseRoom' asset at the same time ((CP) T's Spouse Room > Load Maps/z_Ts_SpouseRoom #5, (CP) T's Spouse Room > Load Maps/z_Ts_SpouseRoom #6). None will be applied. You should report this to the content pack author.20:45:45ERRORContent PatcherUnhandled exception applying patch: (CP) T's Spouse Room > Include assets/json/Mod_CustomSpouseRooms(PSR).json > EditMap Maps/FarmHouse2_marriage #1.StardewModdingAPI.Framework.Exceptions.SContentLoadException: (CP) T's Spouse Room loaded map 'assets/tmx/(CSR)_TsSR_FarmHouse2_marriage.tmx' with invalid tilesheet path 'z_Ts_SpouseRoom.png'. The tilesheet couldn't be found relative to either map file or the game's content folder.
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 415
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 255
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 99
at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57
at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 135
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587[/table]
Please exclude the recolor mod of the one you are not using from the mod folder and try to start it.
If not I understand
Thank you so much <3
while before they were both white
Or SMAPI logs.
That was a wrong post...
It is still possible to use them together at this time.
We will add compatibility for this in the near future!
Compatibility is with "Custom Spouse Rooms".
I'm using Elegant Town Interiors and some tiles are vanilla :(
We will add compatibility with that mod later!