Oh my god thank you for commenting this I was going nuts trying to figure out why my game didnt load THANK YOU you have no idea (no shade to the creators, I really wanted to play on this mod but unfortunately it clashes with Stardew Valley Expanded)
i have a bunch of incompatible mods, so i can't download it, but i adore the idea and i think it's super creative that this is what yall chose to do as a project! this is awesome and i hope you guys are able to keep it working :)
the Shop tile framework extension page says it's out of date for 1.6 and going forward modders should be using the game's internal files instead. That could be causing some of the errors folk are seeing!
Also I found out a lot of errors were from you only including spring in your assets. I'm not sure how you can fix that on your end but I just pulled in all the summer/fall/winter tiles that matched your spring ones from the game itself and that fixed my issues (I was in summer).
For others with a similar error below you can use https://lybell-art.github.io/xnb-js/ to unpack Stardew's summer/fall/winter xnb files (Stardew Valley\Content\Maps) . Download the resulting zip file and just drag the pngs inside them to Stardew Valley\Mods\UncannyValley\[CP] UncannyValley\assets\Maps
Hope that helps!
Error Example:
[game] Location 'Town' failed to load seasonal asset name 'SMAPI\uncannyvalley.uncannyvalleycp\assets\Maps\summer_outdoorsTileSheet' for tilesheet ID 'z_Landscape'. SContentLoadException: Failed loading asset 'assets/Maps/summer_outdoorsTileSheet' from SMAPI\uncannyvalley.uncannyvalleycp: the specified path doesn't exist. at StardewModdingAPI.Framework.ContentManagers.ModContentManager.ThrowLoadError(IAssetName assetName, ContentLoadErrorType errorType, String reasonPhrase, Exception exception) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 319 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 114 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 SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 154 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 136 at StardewModdingAPI.Framework.Rendering.SXnaDisplayDevice.LoadTileSheet(TileSheet tileSheet) in SMAPI\Framework\Rendering\SXnaDisplayDevice.cs:line 55 at StardewValley.GameLocation.updateSeasonalTileSheets(Map map) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 17242
Welcome students! What a wonderful idea for a class project! Kudos to you and your teacher(s). I hope that one or more of you is still invested enough in the project to interact with the SDV community, and work on bug fixes and compatibility. :)
14 comments
thanks for the info. then i don't even need to test the mod
Also I found out a lot of errors were from you only including spring in your assets. I'm not sure how you can fix that on your end but I just pulled in all the summer/fall/winter tiles that matched your spring ones from the game itself and that fixed my issues (I was in summer).
For others with a similar error below you can use https://lybell-art.github.io/xnb-js/ to unpack Stardew's summer/fall/winter xnb files (Stardew Valley\Content\Maps) . Download the resulting zip file and just drag the pngs inside them to Stardew Valley\Mods\UncannyValley\[CP] UncannyValley\assets\Maps
Hope that helps!
Error Example:
[game] Location 'Town' failed to load seasonal asset name 'SMAPI\uncannyvalley.uncannyvalleycp\assets\Maps\summer_outdoorsTileSheet' for tilesheet ID 'z_Landscape'.
SContentLoadException: Failed loading asset 'assets/Maps/summer_outdoorsTileSheet' from SMAPI\uncannyvalley.uncannyvalleycp: the specified path doesn't exist.
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.ThrowLoadError(IAssetName assetName, ContentLoadErrorType errorType, String reasonPhrase, Exception exception) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 319
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 114
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 SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 154
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 136
at StardewModdingAPI.Framework.Rendering.SXnaDisplayDevice.LoadTileSheet(TileSheet tileSheet) in SMAPI\Framework\Rendering\SXnaDisplayDevice.cs:line 55
at StardewValley.GameLocation.updateSeasonalTileSheets(Map map) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 17242
edit to add: appears to be incompatible with Elle's Town Buildings; also, the mine cart next tot he blacksmith seems to have stopped functioning