Hello. I'm RedWaltz_01. I enjoy the content that you made & started taking an interest in modding Stardew Valley myself. I've been thinking about making some extra hair colors, expressions & accessories, but then I thought about actually sharing my ideas & efforts. If you'll have me, I'll happily help on making extra content with ya.
I love this mod, you've done an amazing job! I'm not sure if it's currently possible and I'm just missing it, but I was wondering if you would consider implementing a profile/farmer save option? As an example, I have several save files (co-op, main file and alternative playthroughs) and I notice if I load a different file after setting options for one of my farmers, the portrait that loads with it is of the farmer I customized on my original file. I hope that makes sense, but having multiple farmers/customizations to load in would be great so I don't have to change my settings each time :)
Hi! I don't think my coding skills are good enough to do this, I tried but I really couldn't. But there is a way to do this a little more manually, I do it with my saves, I'll explain it here and if it gets confusing let me know and I can leave a tutorial with images in the mod description. From the moment you start the game with the mod, a config.json file is created, what I do is duplicate this file and rename it, for example, config01.json, and do this with as many saves as you have. The only problem is that you'll have to choose which one you want to use before starting the game, and rename the one you want to use again to config.json. It was the quickest and easiest way I could find to have multiple saved configurations for different saves without having to change everything from scratch every time you start a new save. I hope this helps!
Hii~ It would be lovely if you could add a hairstyle with one loosely done braid resting on shoulder, or a simple loosely tied ponytail that also rests on shoulder!
This mod is so awesome!! Would you be willing to add blue and green skin tones? I play with those often and this mod would be SO perfect for my characters! ♡
Hello! I really do love this mod, and want to give it a try, but I was wondering if it'd be on your list to make some more masculine/gender neutral outfits? I'd like to look pretty/formal beyond just wearing a sweater or button up. Thank you very much!
Question! Is it possible to have a file system for the portraits? I have been playing with my one farmer, but now I want to start a new file too...
The portraits are shared between the two different farmers, so I have to change them manually for each. Is there possibly a way to save the settings for each farmer?
The next update will come with a tutorial on how to save multiple settings for different saves, but I can't integrate this automatically into the mod, my coding skills aren't that advanced, sorry
Hey, good mod I really love the Nyapu art style, but in the mod menu didn't give more than five colours choices for the hair color (I want to put dark hair, but it's not appear in the options), don't know why :/
Hi! Can you send me the log with the error? If no error message is appearing, it must be some mod that changes the interface of the "Generic Mod Config Menu", because to access all the configuration options you need to scroll down in the options, I believe you can see how this works in the video that I left attached here in the mod.
Hi! Sorry for the late reply, I noticed that the base mod isn't supported on Android yet, so that's probably why more options didn't appear 😅 anyway thanks again for the mod! (Maybe some day can I trying when the Farmer Portrait be compatible with Android)
Pretty sure that everyone skips the intro, or else this would have been noticed sooner... (added a PG picture for the mod of the Intro, you can delete it & this comment once you've seen it @Jupm...)
Our idea? Day 1 of Spring, if the mod is not configured before the intro, either 1: leave the model out (or just show head to above armpits) as a reminder to config the mod, 2: remove the model completely & have a note to remind the player to config the mod in GMCM, or 3: have a default "dress model" in place for day 1. Both of these options should stay up until the player has configured the Mod.
If, as we did, the player configured the mod before the intro, it should show Spring configuration that the player has chosen.
Hi! I usually leave portraits disabled for these events, so I didn't even notice that it would be a problem, I'll check if I can adjust that, but for now if it gets in the way too much, the quickest solution would be to disable portraits for hart events in "farmer portraits for 1.6" just to start a new save. From what I can tell, it's because the intro event doesn't count as a game day, so the configurable parts of the mod don't show up. I'll see what I can do for the next update, thanks for pointing that out to me!
No problem... Figured that it was something out of the ordinary because the intro is only played once, at the very beginning of a new game. Regular players usually skip the intro. We usually do too. We just thought it would be something that we could use for content clip, so we let it run, and then we saw that. Let's just say it won't be a content clip.
It ONLY happens at the Intro clip. Once we get to day 2, it's not an issue for any other event that we've played. In one game we've played 3 or 4 in game years, and it was never an issue other than when we were getting a priority error when the mod first came out, but you fixed that already.
We adore this Mod and we thank you for creating it and making our game more fun.
Well, i tried but the mod didn't work for me, i think i'll wait for a next upd or when a tutorial comes, but btw, i loved the art, and i'm wait for more content
So, I don't know if I did something wrong, but the portaits show up only to show just the base head. It showed the eye choice, freckles, and elf ears, but it didn't show the hair or clothing. Does the mod not work with interface mods or with mods that alter the player's sprite?
It also didn't give me more than five options each for hair and eyes, though I see it says that there's more? Is there something I'm missing possibly?
Edit: I got the hair and clothes working, but it still only gives me five options for each?
hey! Did an error message appear in smapi? Just in case, if you could send me the log so I can take a look, I intend to update the mod this weekend with new accessories, so I'll take advantage and correct it together
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I would like to thank everyone who liked this mod, your words made me very happy!
*Mod updates will be slow as I recently got a second job, but I plan to work on it in my spare time, so please be patient, and thank you!
To do:
- Add all the hats from the vanilla game
- Add more face styles
like bows and berrets?
also some formal clothes would be awesome :3
mind adding in a future update the option to have 2 accessories?
i have ocs that wear earrings but during winter they wear scarves and other seasons other accessories :3
I love this mod, you've done an amazing job! I'm not sure if it's currently possible and I'm just missing it, but I was wondering if you would consider implementing a profile/farmer save option? As an example, I have several save files (co-op, main file and alternative playthroughs) and I notice if I load a different file after setting options for one of my farmers, the portrait that loads with it is of the farmer I customized on my original file. I hope that makes sense, but having multiple farmers/customizations to load in would be great so I don't have to change my settings each time :)
im also using seasonal farmer looks for auto switching outfits. it works if ya disable the portrait portion! i highly recommend using both
But there is a way to do this a little more manually, I do it with my saves, I'll explain it here and if it gets confusing let me know and I can leave a tutorial with images in the mod description.
From the moment you start the game with the mod, a config.json file is created, what I do is duplicate this file and rename it, for example, config01.json, and do this with as many saves as you have. The only problem is that you'll have to choose which one you want to use before starting the game, and rename the one you want to use again to config.json.
It was the quickest and easiest way I could find to have multiple saved configurations for different saves without having to change everything from scratch every time you start a new save. I hope this helps!
The portraits are shared between the two different farmers, so I have to change them manually for each. Is there possibly a way to save the settings for each farmer?
i added more ribbon colors based off the less blue blue ribbon mod
(highly recommended btw)
Our idea? Day 1 of Spring, if the mod is not configured before the intro, either 1: leave the model out (or just show head to above armpits) as a reminder to config the mod, 2: remove the model completely & have a note to remind the player to config the mod in GMCM, or 3: have a default "dress model" in place for day 1. Both of these options should stay up until the player has configured the Mod.
If, as we did, the player configured the mod before the intro, it should show Spring configuration that the player has chosen.
Just our thought.
From what I can tell, it's because the intro event doesn't count as a game day, so the configurable parts of the mod don't show up. I'll see what I can do for the next update, thanks for pointing that out to me!
It ONLY happens at the Intro clip. Once we get to day 2, it's not an issue for any other event that we've played. In one game we've played 3 or 4 in game years, and it was never an issue other than when we were getting a priority error when the mod first came out, but you fixed that already.
We adore this Mod and we thank you for creating it and making our game more fun.
It also didn't give me more than five options each for hair and eyes, though I see it says that there's more? Is there something I'm missing possibly?
Edit: I got the hair and clothes working, but it still only gives me five options for each?