Hello, when you repair the civic center, the map breaks. Half of the building appears new and the other half old. Additionally, you enter through a wall instead of the door.
I'm using Ferngill Fashion Festival ( https://www.nexusmods.com/stardewvalley/mods/17404 ) and as far as I can see both mods would be incompatible with eachother but I would like to add the church to my game too.
I would like to ask about plans for compatibility updates in the future.
The Idea of kurachi84 about moving the church over to the blacksmith sounds like a good idea for a compatibility fix. Also as this area isn't used that much.
Another Idea could be adding a new little custom map accessible behind the community center or moving the church not as far on the map but a bit.
Or maybe even easier for first: Letzing everything disappear when the Festival is taking place.
Hey, I've finally tried to add compatibility for Ferngill Fashion Festival as you asked, and I'm not sure if it works so if you could test it out for me, that would be wonderful. I understand it is probably not a one-and-done fix, so it will likely be buggy, so I am willing to revisit the problem and work out any bugs that may appear. thank you for the support!
A little additional suggestion for future Updates:
Maybe a Storyline for constructing the church from a destroyed version could be added.
Together with "Community Center Gym" and "Little Red Schoolhouse" this could make a real good story addition.
The story then could be something like this: Pelican Town kinda was heading south. Everything faded over time so Piere who had enough money used his living room as a little kind of gym and built a little chapel to fix the problem for first. Now the player rebuilds Pelican Town and with it the church, the school house and the community center gym too.
Pieres House stays the same but it becomes a more private area for those wanting it ... or something like that (some custom NPCs and Mods like "magic" still might use that place but the most NPCs might use the new locations instead).
Hey, I would do something like that, But I am unsure if my modding abilities are developed enough for that at this time. I hope that is okay with you, and I'm sorry that I'm not currently able to implement such a change.
hi just wondering, is this mod compatible with stardew valley expanded? im unsure because that adds stuff to the fenced in space rather than leaving it empty. ty in advance :3
Hey, I made a compatible recolor for this, just select "VanillaCompatibleChurch" or "WayBackCompatibleChurch" in the menu, or type those in the Churchrecolor section in the config.json
Could the church also be above the blacksmith shop? I mean, the box that's there would need to be moved, and i'm not sure how to mod. The area that this mod puts the church in is used by some other mod(s) i use.
Also, people who have issues with the bushes, but don't want to lose them, go for the "Move It" mod. You can move them away from it, but still keep them ... just don't put them in the way of NPCs' routing. The one compatible with 1.6 is here: Let's Move It at Stardew Valley Nexus - Mods and community (nexusmods.com)
Hey, this is a pretty good idea, and i think i could do that, it's just i'd have to make an alternate schedule for Serenity, (My custom npc) while the option for it to be above the blacksmith's shop is selected. also with the "Move It" mod, I think that's a good suggestion, is it ok if i add that to my description? (for this mod)
I would like to ask for compatibility for those mods: [Content Patcher] Two content packs want to load the 'Data/Events/BusStop' asset with the 'Exclusive' priority (Penny Expanded Patch for SVE and Random Church mod). Neither will be applied. You should remove one of the content packs, or ask the authors about compatibility.
Okay, I set the priority field in the content.json, please let me know if you have any issues, I'm sorry for taking so long to fix this, It was difficult for me to get in the right headspace to code again.
because the way I write schedules is: I have to write out every one individually, and sometimes she'll stop for a bit because of this. sorry I couldn't make it seamless 😅 (I'm sorry if this is not understandable, I just woke up and using the right words is difficult right now)
Was there a reason that you did it as such? Have you tried only doing it as from point A to point B? Like from the starting location of the schedule and the end of the schedule only?
I think there is no reason to map out individual points for the schedule. Even the Vanilla NPCs don't it as such and most Custom NPC mods don't do this. Although I could be wrong.
The main technique in avoiding collision issues (like the NPC passing through something they are not supposed to do), is to add necessary stops that seems natural. Like, stops that have a reason that the NPC has stopped walking, and then incorporate it with some idle animation so that they wouldn't seem static, stiff, and weird. Idle animations like reading a book, fishing, and breathing. In the case of Serenity, the best idle animation for me would be praying.
My main issue with this is that Serenity often stops at closed spaces (i.e. Pierre's Store and Stairsteps Path to the Community Center), which makes her block the path on where I am supposed to go. For me, it's not a big issue, although I can't say the same for everyone else.
I know this may come across as a demanding suggestion, you don't have to do it if you don't want to, it's just a food for thought for you to consider :)
sometimes when I do it from point A to point B it doesn't path correctly, so because of that I'm nervous to try it another way. I could try, but I can't guarantee it'll work ok.
I'll have to see what you'll come up to, I have great hopes in this mod and I am looking forward to every update :D I can see a great potential in here, keep up the great work!
89 comments
I would like to ask about plans for compatibility updates in the future.
The Idea of kurachi84 about moving the church over to the blacksmith sounds like a good idea for a compatibility fix. Also as this area isn't used that much.
Another Idea could be adding a new little custom map accessible behind the community center or moving the church not as far on the map but a bit.
Or maybe even easier for first: Letzing everything disappear when the Festival is taking place.
By the way:
Great mod, I like it!
I will test it as soon as I get to a point where I can test it.
Maybe a Storyline for constructing the church from a destroyed version could be added.
Together with "Community Center Gym" and "Little Red Schoolhouse" this could make a real good story addition.
The story then could be something like this:
Pelican Town kinda was heading south. Everything faded over time so Piere who had enough money used his living room as a little kind of gym and built a little chapel to fix the problem for first.
Now the player rebuilds Pelican Town and with it the church, the school house and the community center gym too.
Pieres House stays the same but it becomes a more private area for those wanting it ... or something like that (some custom NPCs and Mods like "magic" still might use that place but the most NPCs might use the new locations instead).
Just Suggestions. ;)
I mean, the box that's there would need to be moved, and i'm not sure how to mod.
The area that this mod puts the church in is used by some other mod(s) i use.
Also, people who have issues with the bushes, but don't want to lose them, go for the "Move It" mod.
You can move them away from it, but still keep them ... just don't put them in the way of NPCs' routing.
The one compatible with 1.6 is here: Let's Move It at Stardew Valley Nexus - Mods and community (nexusmods.com)
[Content Patcher] Two content packs want to load the 'Data/Events/BusStop' asset with the 'Exclusive' priority (Penny Expanded Patch for SVE and Random Church mod). Neither will be applied. You should remove one of the content packs, or ask the authors about compatibility.
She stops at: In front of the church doors, Near the fountain, Stairs at the right of Pierre's, and at the Entrance of Pierre's. Is this intended?
I think there is no reason to map out individual points for the schedule. Even the Vanilla NPCs don't it as such and most Custom NPC mods don't do this. Although I could be wrong.
The main technique in avoiding collision issues (like the NPC passing through something they are not supposed to do), is to add necessary stops that seems natural. Like, stops that have a reason that the NPC has stopped walking, and then incorporate it with some idle animation so that they wouldn't seem static, stiff, and weird. Idle animations like reading a book, fishing, and breathing. In the case of Serenity, the best idle animation for me would be praying.
My main issue with this is that Serenity often stops at closed spaces (i.e. Pierre's Store and Stairsteps Path to the Community Center), which makes her block the path on where I am supposed to go. For me, it's not a big issue, although I can't say the same for everyone else.
I know this may come across as a demanding suggestion, you don't have to do it if you don't want to, it's just a food for thought for you to consider :)
I can see a great potential in here, keep up the great work!