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  1. JefGrizli
    JefGrizli
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    We are looking for people interested in translation/localization of VPR.
    Currently all languages (except English, duh!), vanilla or custom.

    So far it's just config options + descriptions and three mails that have already been part of Redraw Pelican Town. We have opened a forum thread for anyone interested. For issues regarding visual localization please post in that forum as well, not the comments or bug reports.
  2. JefGrizli
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    When you're reporting an issue

    always provide your SMAPI log and please do so in the BUGS section.
    You can sort by status type for New/Known Issues to see if your issue has been brought up yet.
    You may add to an existing issue to help identify the cause.
    It helps you, us and others who may have the same or similar issue.



    Troubleshooting:

    • Read the errors you get in your log! Most of them are self-explanatory.
      You can filter important results by deselecting all options but WARN and ERROR.
    • In case you see no errors, you may do a patch summary:
      Load any save where the mod is not working for you. If a specific asset is not working, move to its location.
      Switch to the SMAPI console window and enter patch summary and provide this new log.

    Known Issues:

    • Circular References (Medieval Craftables)
      Update SVE! The dependency on Medieval Craftables was removed.
  3. Trendist
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    There are just holes where textures are meant to be but arent in the tilesheets, specifically the outdoor terrain ones.

    See spring_outdoorsTileSheet for an example in the very top left, there are holes that cause the regular textures for dirt paths and grass to appear.

    I tried a fresh install, its the same issue in the same spot.

    please fix.
    1. JefGrizli
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      Those tiles are handled by MixedBag's Tilesheets, no reason for them to be in VPR too. If you see black tiles/vanilla tiles, that means Mixedbag's doesn't work. Which in turn means we need a log from you.
    2. cindyexe
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      ...i think the reason for this mod to also include them is to allow users more flexibility w/ customizing their setup, instead of relying on only what's available in mixedbag's tilesheets. 
  4. NerdHut
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    I'm not sure if I'm having an issue or not. I appreciate that you're trying to keep an air of mystery around the Ed Nygma setting, but I feel like I'm missing something. I received the first letter over a year and a half ago, and I have long since found the location it alludes to. But there's nothing to interact with that I can find. Have I missed something, or is that how it's supposed to work? And since the letter is numbered, I would assume there is meant to be more than one, though I've never received any (which I would further assume might be because I missed something).

    I don't really need spoilers, but I would appreciate guidance if I've just utterly missed a detail.
    1. JefGrizli
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      I assume you didn't receive the very first letter then, since you say the one you have is numbered. The very first letter is actually not numbered but named "Intro" - it is currently possible to skip this letter by already meeting the conditions for the "First" letter. In that case you will never get the initial hint. I'll have to see what to do about that.
      Since there are currently only two letters in Redrawn you can simply read the "Intro" letter in /i18n/default.json without any further spoilers to get the hint.
    2. JefGrizli
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      Changed the mail trigger so you can no longer skip the first hint. Renamed the letters to make it clear that they are connected.
      If you had either letter in your collection they should have been removed. Any letter inside the mailbox on loading a save will simply vanish. You will get both letters in the correct order (again), since both got a new ID.
    3. NerdHut
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      Thank you for the attention given. I may be approaching the end of my current playthrough, so I might not get to fully enjoy it for a while, but I've been enjoying the mod over-all, so I plan to incorporate it into my next playthrough when that happens.
  5. Dinosaus444
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    I will always wait for the arrival of your artistic achievements for rsv. I am impressed by your art!
  6. KupoKit
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    Do you have plans to update the Vibrant Pastoral East Scarp optional file, so it works again with the newer version of the base VPR?
    1. JefGrizli
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      I did update it just for that for its 0.4.0 release. It's possible that the mail's not working correctly. The release for my rework to follow the latest mail format is still pending.
  7. Guinevere2312
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    Xin chào, tôi vừa tải bản mod này nhưng nó không hoạt động với bản mod 'Better Crops and Foraging'. Tôi muốn hỏi xem có cách nào để sửa lỗi này không hoặc có bản mod nào khác thay thế kết cấu hạt giống không. :D
    1. JefGrizli
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      We don't touch those assets.
  8. Mirauze
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    Can I use this just for mount vapius?
    1. JefGrizli
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      For Vanilla assets, yes, but not for any assets added by Visit Mount Vapius. However, you can't use the Lumisteria add-on without the main file, you'll need to download that one too.
  9. maehoosadie
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    The artifact and seed dig spots in my game are a lime green question mark, and if my investigation is correct, that comes from this mod. If so, is there a way to configure the dig spot icon on/off? I have a hard time seeing the light green color in my game and would prefer to use a higher-visibility mod for the artifact spots.

    Thank you so much!
    1. JefGrizli
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      We recommend using GMCM to see what our config options do. If an option doesn't tell you its purpose, don't be surprised that you may get surprised.
    2. MisguidedKerbal
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      I just wanted to comment that I seem to have the exact same problem - I've removed any other mods which I believe have any relation to dig spots, so I've been personally left rather baffled. I also couldn't identify any particular setting for such in VPR's GMCM settings, for that matter.
    3. JefGrizli
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      If you have trouble with your config options, you can always delete the config file. It's disabled by default.
    4. MisguidedKerbal
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      Thanks, I seriously do appreciate the follow-up - it appears I did not in fact look closely enough at the config options - I had no idea such was due to that particular config option, as I've never enabled it on previous installs. Thanks again for pointing me towards the right direction!
  10. dylandominate
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    This is going to sound silly, but do you have an easy way to put out a Vanilla toned version of your mod?  All of the changes you've made, but with vanilla colors?  I love your seasonal changes but turns out I prefer the more saturated colors for compatibility with other mods.  I'm slowly working through your assets doing a recolor myself, but wanted to see if I could save myself some time.
    1. JefGrizli
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      Farm buildings only, everything else is edited during or after recolouring.
    2. dylandominate
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      Got it, thank you.
  11. nyxnyx2234
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    hello are there gonna be add-ons for sunberry and baldurs village mods?
    1. JefGrizli
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      I'm confused. As I see it Sunberry ships with integrated VPR support, is that outdoors only? Are there any visual conflicts?
      Baldur's Village is currently not feasible. Not that there'd be much to recolour, we simply can't patch it for technical reasons.
    2. nyxnyx2234
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      i think sunberry is indoors only
    3. JefGrizli
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      I see, it's only that waterfall tilesheet. Interiors have no recolour support.
  12. Blossom5280
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    hello! i have a quick question about this mod?

    when hosting modded multiplayer? does everyone need to have this mod or is it optional?

    if this question was answered i apologize! unfortunately nexus got rid of the search comments feature for some god forsaken reason which makes finding the answer a bit more difficult when there's a ton of comments..

    i mostly ask since i use this mod for accessibility reasons
    1. JefGrizli
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      Tested with vanilla client (with and without SMAPI) and VPR host and you're totally fine. If you don't play on beach farm you won't even come across any water walking people.