Stardew Valley

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Gweniaczek

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Gweniaczek

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  1. Gweniaczek
    Gweniaczek
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    All config settings are explained here

    If you have problems/errors don't forget to add your log to your comment/bug report. Without it trying to help is like shooting in the dark :c

    Ok. Updated. Clints barrels should no longer be cut in half cx My fault, i didn't realize that FlashShifter did a compatibility edit in SVE to fix this issue ( it happens only with my Way Back PT mod ) and my edit in this mod was no longer needed + messing things up.
    Added few small decor ( signs, crates, furnaces ) and changed the winter roofs into a bit more snowy ones c: That's all.

    Happy holidays c:
  2. Fenrir0644
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    I would like to share the temporary fix for the Repaired Version of the Aurora
    Download Link is here (It is a google drive redirect)
    Currently Supports Vanilla, DaisyNiko Recolour, and VibrantPastoral Recolor.
    Shipping Bin is Optional just for decorative purposes only as it is not possible yet?

    I would like to thank Gwen for accepting permissions for this and guidance to make it better. 
    If there is some problems or suggestions, kindly message me in discord: Fenrir#4113
  3. raven2547
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    Hi there~ I'm experiencing a tile issue/layering problem. Aurora Vineyard is supposed to be 'restored' here but I think it's trying to render the broken one on top of the restored vanilla version because there isn't a compatible replacement for SVE 1.14 release.
    1. Gweniaczek
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      Yup, exactly what you wrote cx
      I don't have time to update right now.

      For a temporary fix delete this edits from content.json ( lines 809-832):
      Spoiler:  
      Show

      //Aurora roof tiles biiiiiig fix D:
      {
      "LogName": "Aurora roof fix overlay",
      "Action": "EditMap",
      "PatchMode": "Overlay",
      "Target": "Maps/Custom_ForestWest",
      "FromFile": "assets/base/ForestWest.tbin",
      "ToArea": { "X": 53, "Y": 9, "Width": 12, "Height": 7 },
      "When": { "BuildingsReplaced |contains=Aurora": true },
      },
      {
      "LogName": "Aurora roof fix",
      "Action": "EditMap",
      "Target": "Maps/Custom_ForestWest",
      "MapTiles": 
      [
      {
      "Position": { "X": 53, "Y": 9 },
      "Layer": "AlwaysFront",
      "Remove": true,
      },
      ],
      "When": { "BuildingsReplaced |contains=Aurora": true },
      },
  4. mhfireball
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    This is gonna sound real dumb... But how do I get it to work? I downloaded SVE and it's showing the regular graphics
    1. Gweniaczek
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      Hi there c:

      This is a retexture of only custom SVE stuff ( like new buildings added by that mod ) it doesn't change any vanilla/original town structures. You don't have to do anything other than installing. If it's not working add your log to your comment/bug report. Without it trying to help is like shooting in the dark :c
    2. mhfireball
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      I got it working now- It's a learning curve for me. Thanks! You're the best!
  5. itsminicooperxx
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    Hey I'm just curious, will you be releasing a medieval buildings for ridgeside and east scarp
    1. Gweniaczek
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      Hi there c:

      It's a lot of work and I was putting it off as both ES and RSV were really new = frequently changing a lot and I had my hands full with only SVE updating and changing/adding things all the time. Now that they are way more defined/stable in tilesheets I'll have to start seriously looking into it ( of course after I update rest of my mods for 1.6 which will take a while ).
    2. itsminicooperxx
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      No worries I’m so excited to know you’re looking into it though as would really like full medieval theme 😊
    3. JennaJuffuffles
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      You are amazing. Just needed to remind you. 🫶 Thank you for all you do and plan to do.
  6. itsminicooperxx
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    Hi im just curious if you will release a medieval version of ridgeside and east scrap, i would love for everything to match :)
  7. 69kyo
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    hey I have a problem on immersive farm 2 that the mod is using vanilla version of the dog house on the farm, any way to fix that?
    1. Gweniaczek
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      Hi there c:

      Don't have time to look into SVE updates for now. 
      Based on an issue the person in the comment below had I assume IF2R also switched used doghouse so do the fix I wrote there and it should be fine.
    2. durbin
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      Weird mine doesnt do this.
  8. xKiitsunee
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    Does this mod also change this bridge or not? I'm not sure if it's not working/loading for me, or if your mod just doesn't include the texture for it.
    Also it seems like there is something wrong w/ this building texture..?

    LOG
    1. Gweniaczek
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      Hi there c:

      I'm not changing the bridge.
      As for the building -> Could you check if the issue with the bush is only happening with my retexture? That looks like a map layering issue. 
    2. xKiitsunee
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      My bad, the issue is also w/o your retexture, so Ig it's just a problem w/ sve mod?
    3. Gweniaczek
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      Yes, most likely either map layering issue or problem with bush placement in SVE.
  9. durbin
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    NVM I fixed it with the trick on your fence mod, that fixed Redrawn Pelican Town overwriting this one.  Thanks for all the awesome work.
  10. mbgreenleaf
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    https://smapi.io/log/2d0bf432db894873bd59d8355e637b2a

    Hello! I am having a bit of a problem - the pet house is not updating to the new style. I have confirmed that Andy & Olivia's houses as well as both wineries are showing correctly. I am using Grandpa's Farm as my layout. Any insight or help you can provide would be great.
    1. Gweniaczek
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      Hi there c:

      That log seems perfectly fine. My mod is loaded, edits the tilesheet and I see no potential overwrites. 
      Is my mod changing the doghouse at all?
      Are you changing the doghouse manually ( by editing config.json ) or using Generic Mod Config Menu?
    2. mbgreenleaf
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      Wow thanks for the quick reply!
      No the dog house does not change at all.

      Here's a snip: https://i.imgur.com/uMe0XQI.png

      I do use GMCM, but I've not altered anything except Earthy Recolor option.
    3. Gweniaczek
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      Oooooh... Thanks for that screenshot!
      Look like in the last update SVE changed the doghouse tiles ( it now uses new 1.6 vanilla doghouse instead of the custom one on SVE tilesheets ). 

      That explains why my doghouse edits won't show -> they target different/no longer used doghouse.

      It can be fixed with a quick content.json edit of my mod. Just find edits for the pethouse ( lines 121-140) and change target tilesheet and coordinates to these:
      {
      "LogName": "pethouse option 1",
      "Action": "EditImage",
      "Target": "TileSheets/furniture_3",
      "FromFile": "assets/{{recolor}}/z_{{season}}.png",
      "FromArea": { "X": 304, "Y": 352, "Width": 48, "Height": 48 },
      "ToArea": { "X": 112, "Y": 192, "Width": 48, "Height": 48 },
      "When": { "BuildingsReplaced |contains=pethouse": true,
      "pethouseoption": "1"},
      },
      {
      "LogName": "pethouse option 2",
      "Action": "EditImage",
      "Target": "TileSheets/furniture_3",
      "FromFile": "assets/{{recolor}}/z_{{season}}.png",
      "FromArea": { "X": 352, "Y": 352, "Width": 48, "Height": 48 },
      "ToArea": { "X": 112, "Y": 192, "Width": 48, "Height": 48 },
      "When": { "BuildingsReplaced |contains=pethouse": true,
      "pethouseoption": "2"},
      },
      Save, load the game and the issue is hopefully fixed cx
    4. mbgreenleaf
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      Thank you SO MUCH! That worked like a charm. I can't imagine playing without your mods, they are absolutely wonderful.
  11. xKiitsune
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    I love this sm but unfortunately I'm having issues with trash cans and Blacksmith + Bus stop have vanila skin instead of moded one SCREENSHOOTSLOGS 
    Before installing this mod, these problems did not occur, without MSVE everything works fine.
    1. ArcanumBaguette
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      Hey, just adding in I also have this problem. Trying to fix the bus is what led me to this comment, I was just ignoring the weird blacksmith thing for the time.

      I was wondering if you had found a fix, thank you in advance.
    2. Gweniaczek
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      @xKiitsune

      Hi there c:

      Look like an issue with you interface mod -> Sebastian UI
      It overwrites the whole Cursors tilesheet with both it's changes and vanilla assets for everything else and it loads after my mods = overwrites my changes.
    3. Gweniaczek
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      @ArcanumBaguette

      If you have problems/errors don't forget to add your log to your comment/bug report. Without it trying to help is like shooting in the dark :c
  12. farmergirl777
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    does anyone know if this mod will be updated for the 1.6 update? thanks!!
    1. Gweniaczek
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      Hi there c:

      Did you test if it works? This mod is only a retexture for SVE custom tilesheets so if SVE didn't change much it should be still perfectly fine. I'm focusing on my vanilla retextures for now so it will have to wait a bit.

      Also -> 1.6 came out less than a day ago. Modders are only human, with life and usually quite a few mods to update. Please have some patience.
    2. farmergirl777
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      i just tested it and its all working fine for me, thank you! this mod is beautiful btw it makes the whole map look so aesthetic, appreciate all the work you and other modders put into these amazing mods 🙏😭
  13. NyreBlackmoon
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    Hello, I'm not sure if this is an issue with Medieval SVE or if it's coming from elsewhere but im having textural issues here right on the window of Olivias house its coming from a bush in the back of the house.