Any mod who says they still need it haven't been updated yet. It's not necessary for mods that run in 1.6. Edit the manifest if you need to remove a dependency.
Downtown Zuzu still needs this, how do I remove the dependency by editing the manifest? EDIT: I figured out how to do it, I was looking in the wrong mod
could you help me with this? i'm trying to get the downtown zuzu mod to work but between this being broken/not needed & the BusLocations being under review, idk what I'm doing :c
I also need help with this mod so I can use Downtown Zuzu. Among other problems, Downtown Zuzu states that it still needs this and won't work without it.
in the mod folder open manifest.json just delete the opening and closing {} around that specific dependancy you want to remove. If there are no dependancies left you can delete the entire dependancy block.
Thank's for the mod, but please UPDATE, 'cause I can't use it and I really don't know what to do. I'm trying to find another solution but I can't find nothing. I try to do remove dependency but it still not working.
Sorry if my English is bad, but I'm trying to express my problem. Thanks.
please update it <3 please update it <3 please update it <3 please update it <3 please update it <3 please update it <3 please update it <3 It doesn't let me use it, I get an error in the smapi console
No matter what I do, it doesn`t work, even when I uninstall the modit still doesn´t work, because it says it needs this mod. Can Someone help me with this? Vortex shows me a red triangle with "mod broken, not updated jet"
[Custom NPC Fixes] Exception doing schedule for NPC Sebastian: System.NullReferenceException: Object reference not set to an instance of an object. at StardewValley.NPC.pathfindToNextScheduleLocation(String startingLocation, Int32 startingX, Int32 startingY, String endingLocation, Int32 endingX, Int32 endingY, Int32 finalFacingDirection, String endBehavior, String endMessage) in C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 5153 at StardewValley.NPC.parseMasterSchedule_PatchedBy<DigitalCarbide.SpriteMaster>(NPC this, String rawData) at StardewValley.NPC.getSchedule_PatchedBy<DigitalCarbide.SpriteMaster>(NPC this, Int32 dayOfMonth) at CustomNPCFixes.Mod.FixSchedules_PatchedBy<DigitalCarbide.SpriteMaster>(Mod this)
Stardew Aquarium requires it and says it won't be loaded without it though. Extra RSV NPC Leliani as well giving the same error if this is not installed.
From the page of, Extra RSV NPC Leliani... Due to IRL stuff I will be on a modding hiatus for a few months from 20th February. This unfortunately means that when 1.6 hits I won't be able to update for a while, so while most of my mods should remain compatible with 1.6 there may be some issues I won't be able to address until I have time to mod again. It also looks like Stardew Aquarium is might be getting an update since its been set to hidden.
hello spacechase! Sorry to bother, but i,m having an issue with my game, and it's possible that Custom NPC fixes is the cause.
I'm having EXTREMLY long loading time, like 45 minutes long. And hafter talking a bit with Pathoschild, it seems it might be the NPC pathfinding 9 hence, custome NPC fixes) that,s get the game stuck somehow.
I also have my 7:00 PM bug. 1 out of 2 times, when the day reach 7:00 PM, this happens:
1 million! that's a 16 minutes delay in which the game completley freezeAnd it happens 1 out of 2 days!
I've posted an EXTREMLY verbose log here:
https://www.filemail.com/d/vgvpqkwilllqxpg
(File will be there for a week, quickjump to important events with letters like AAAAAAAAAA,BBBBBBBBBBB...all the way up to HHHHHHHHHHHH)
Any insight?
Because it's REALLY starting to make the game unplayable.
Anyway, thanks!
(Note: This things happens when adding BIG mods like RSV,SVE and others together( I don't think it's the mods themselves, but the combination of them with the pathfinding)
I want to thank you for giving me a lead on something to try to address my load times. I was also around 45 minutes to load from the title screen into the world. After removing this mod and removing it as a dependency from the manifest for the mods demanding it, the load time immediately dropped by 34 minutes! I'm down to 10 minutes to load my save. Not quite where I'd like it, but I'll take that as a win!
(Now I have to decide if I want to try to run those mods without this one, or remove them too.)
144 comments
I can't load the child to NPCs mod without this... Any update on what we shall do?
EDIT: I figured out how to do it, I was looking in the wrong mod
If there are no dependancies left you can delete the entire dependancy block.
oops nvm didnt see there was a answer aalready
I try to do remove dependency but it still not working.
Sorry if my English is bad, but I'm trying to express my problem.
Thanks.
Vortex shows me a red triangle with "mod broken, not updated jet"
edit: I just realized the mod is also not updated. Guess no cute kiddos for me :(
[Custom NPC Fixes] Exception doing schedule for NPC Sebastian: System.NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.NPC.pathfindToNextScheduleLocation(String startingLocation, Int32 startingX, Int32 startingY, String endingLocation, Int32 endingX, Int32 endingY, Int32 finalFacingDirection, String endBehavior, String endMessage) in C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 5153
at StardewValley.NPC.parseMasterSchedule_PatchedBy<DigitalCarbide.SpriteMaster>(NPC this, String rawData)
at StardewValley.NPC.getSchedule_PatchedBy<DigitalCarbide.SpriteMaster>(NPC this, Int32 dayOfMonth)
at CustomNPCFixes.Mod.FixSchedules_PatchedBy<DigitalCarbide.SpriteMaster>(Mod this)
any idea on a fix?
Sorry to bother, but i,m having an issue with my game, and it's possible that Custom NPC fixes is the cause.
I'm having EXTREMLY long loading time, like 45 minutes long. And hafter talking a bit with Pathoschild, it seems it might be the NPC pathfinding 9 hence, custome NPC fixes) that,s get the game stuck somehow.
I also have my 7:00 PM bug. 1 out of 2 times, when the day reach 7:00 PM, this happens:
[01:39:05 TRACE SMAPI] Invalidated 2 asset names (Maps/Cellar, Maps/Custom_Ridgeside_RidgesideVillage).
Propagated 2 core assets (Maps/Cellar, Maps/Custom_Ridgeside_RidgesideVillage).
Updated NPC pathfinding cache.
[01:39:05 DEBUG Profiler] 'Pathoschild.ContentPatcher' took 1,005,263.97ms handling GameLoop.TimeChanged (1900)
1 million! that's a 16 minutes delay in which the game completley freezeAnd it happens 1 out of 2 days!
I've posted an EXTREMLY verbose log here:
https://www.filemail.com/d/vgvpqkwilllqxpg
(File will be there for a week, quickjump to important events with letters like AAAAAAAAAA,BBBBBBBBBBB...all the way up to HHHHHHHHHHHH)
Any insight?
Because it's REALLY starting to make the game unplayable.
Anyway, thanks!
(Note: This things happens when adding BIG mods like RSV,SVE and others together( I don't think it's the mods themselves, but the combination of them with the pathfinding)
I want to thank you for giving me a lead on something to try to address my load times. I was also around 45 minutes to load from the title screen into the world. After removing this mod and removing it as a dependency from the manifest for the mods demanding it, the load time immediately dropped by 34 minutes! I'm down to 10 minutes to load my save. Not quite where I'd like it, but I'll take that as a win!
(Now I have to decide if I want to try to run those mods without this one, or remove them too.)
Thanks for the heads-up!