I wanted to report that I encounter some conflicts after getting married when it sends me to the farm after the wedding the game ends with a black screen and I can still move, I tried to make another game and before the wedding I entered the farm and again with a black screen, I have most of the mods that add expansions such as the expanded one which seems to be that the house was not generated well that some stairs are blocked and I look at the smapi launcher and pure codes in red, any solution?
[PolyamorySweet Rooms] Failed in MakeSpouseRoom:Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found. ---> System.IO.FileNotFoundException: Could not find file 'C:\XboxGames\Stardew Valley\Content\Content\Maps\FleurineSpouseRoom.xnb'. File name: 'C:\XboxGames\Stardew Valley\Content\Content\Maps\FleurineSpouseRoom.xnb' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at Microsoft.Xna.Framework.TitleContainer.PlatformOpenStream(String safeName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Platform\TitleContainer.Desktop.cs:line 29 at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37 at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276 --- End of inner exception stack trace --- at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 289 at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 319 at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 255 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.RawLoad[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 340 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0`1.<LoadExact>b__0() in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\GameContentManager.cs:line 127 at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Utilities\ContextHash.cs:line 53 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 E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 190 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 137 at PolyamorySweetRooms.ModEntry.MakeSpouseRoom(DecoratableLocation location, HashSet`1 appliedMapOverrides, SpouseRoomData srd, Boolean first) in C:\Users\Apryll\source\repos\PolyamorySweetRooms\LocationPatches.cs:line 480
She's absolutely lovely, thank you so much for making her!!
I absolutely don't expect you to add compatibility for this, and I really appreciate you adding it for SVE! But I wanted to let anyone know who's also using SVE and the Abandoned Bride (whose door is in the same location) - an easy fix is to change the location of Fleurine's door to X 105, Y 74. (the Bride's door is a much larger patch, so it can't easily be moved).
Also Integrated Minecarts already added a condition for their Forest SE minecart if the Bride is installed, so they might be able to add it for Fleurine as well, since it's the same location!
Thank you again for making such a fun NPC! I LOOOOVE her tower - if you ever decide to release it as a farm building (probably too much work haha, but still) I'd be first in line - I'm usually not drawn to super pink things, but Fleurine and your art is changing my mind!!
Hey! So... does Fleurine perhaps have an saturday and a sunday schedule? because maybe my Fleurline might be bugged... In the map she keeps apearing at my farm, and i can't encouter her in none other place...
Hm! I’ll try to load it in myself using SVE and I’ll see what happens. When I made the patch, I deleted the bush there, so it SHOULD be gone! I’ll investigate further in a little while, but let me know if you find anything! Try sneaking behind the bush from the left and clicking the door, and let me know if that works.
So, it looks like you loaded her mid-save, which is going to cause issues with the terrain features. Visit this link and go to the unofficial update link for Reset Terrain Features. That should solve the problem for you.
If you have 5 hearts with Fleurine, you enter her tower between 3PM and 7PM. That's how the event is triggered. Just make sure those conditions are met before trying to trigger the event.
One of the conditions must not be met. I’m sorry, but without more information I can’t really help you. You can send me your SMAPI log if you’d like. Without that, there’s nothing I can do to help you.
I have a more critical issue, and I'm not entirely sure where this issue stems from. After applying this mod, the path to Blue Moon Vineyard gets blocked by the Expert Cavern, whereas there was originally a path here. Could Walk Of Life - Profession Overhaul or Mastery Extended be causing this issue? Before using this MOD, the expert cave was located slightly to the lower right on the map. Currently, I have two expertises in caves, and I find it challenging to handle this issue.
Yes, I understand now. I'm not very good at English, and I couldn't understand what you meant at first. However, I now realize that Realm and Cliff refer to the location of the tower. I made the necessary changes, and the issue has been resolved. Thank you for your help.
Playing with Integrated Minecarts and the Realm option has a small conflict. You'll need to turn off the ForestSE minecart in the config for the Minecarts for the door to show up! I thought I'd share in case anyone else had the issue of the door not showing!! Thank you so much for making Fleurine, I absolutely adore her already!!!
The only issue I've run into with Fluerine with SVE is the placement of her tower. The placement itself would actually work just fine if the fence wasn't there. Other than that, she works great with all my mods and I'm excited for this new playthrough with her in it.
As of today, Fleurine has new SVE compatibility! If you reset terrain features in the forest, you should be able to reload her into your save no problem!
One quick question on the reset mod. I tried resetting everything and it didn't move. Is there a certain item I need to click on and then generate/clear/reset?
Now that this is SVE compatible I'm inspired to make an alternative portrait mod if that's okay. The portraits in the base mod match the vanilla style perfectly, but a lot of people use portrait mods that this won't fit in with. I'd mainly be making it for the sake of fitting the portrait mods I already have but at that point I might as well upload it as long as there's permission.
I'm absolutely okay with alternative portraits! Which styles do you use? So long as they're appropriate and you do not whitewash her, I don't have an issue with you making new ones.
I was thinking something close to OhoDavi since a lot of people use it; but it'll probably end up closer to the original mod art since OhoDavi's portraits tend to not really look that much like the original character. And whitewashing isn't an issue either, don't worry.
105 comments
https://smapi.io/log/be0a2861399143c484e8a311619c19c7?renew=True
[PolyamorySweet Rooms] Failed in MakeSpouseRoom:Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> System.IO.FileNotFoundException: Could not find file 'C:\XboxGames\Stardew Valley\Content\Content\Maps\FleurineSpouseRoom.xnb'.
File name: 'C:\XboxGames\Stardew Valley\Content\Content\Maps\FleurineSpouseRoom.xnb'
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at Microsoft.Xna.Framework.TitleContainer.PlatformOpenStream(String safeName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Platform\TitleContainer.Desktop.cs:line 29
at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37
at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276
--- End of inner exception stack trace ---
at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 289
at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 319
at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\2\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 255
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.RawLoad[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 340
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0`1.<LoadExact>b__0() in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\GameContentManager.cs:line 127
at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Utilities\ContextHash.cs:line 53
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 E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 190
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 137
at PolyamorySweetRooms.ModEntry.MakeSpouseRoom(DecoratableLocation location, HashSet`1 appliedMapOverrides, SpouseRoomData srd, Boolean first) in C:\Users\Apryll\source\repos\PolyamorySweetRooms\LocationPatches.cs:line 480
I absolutely don't expect you to add compatibility for this, and I really appreciate you adding it for SVE! But I wanted to let anyone know who's also using SVE and the Abandoned Bride (whose door is in the same location) - an easy fix is to change the location of Fleurine's door to X 105, Y 74. (the Bride's door is a much larger patch, so it can't easily be moved).
Also Integrated Minecarts already added a condition for their Forest SE minecart if the Bride is installed, so they might be able to add it for Fleurine as well, since it's the same location!
Thank you again for making such a fun NPC! I LOOOOVE her tower - if you ever decide to release it as a farm building (probably too much work haha, but still) I'd be first in line - I'm usually not drawn to super pink things, but Fleurine and your art is changing my mind!!
i´ll also investigate ALL of my mods to see if onw of them is the problem.
https://smapi.io/mods/#Reset_Terrain_Features
After applying this mod, the path to Blue Moon Vineyard gets blocked by the Expert Cavern, whereas there was originally a path here. Could Walk Of Life - Profession Overhaul or Mastery Extended be causing this issue?
Before using this MOD, the expert cave was located slightly to the lower right on the map.
Currently, I have two expertises in caves, and I find it challenging to handle this issue.
https://smapi.io/mods/#Reset_Terrain_Features