Stardew Valley

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TheLimeyDragon

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246 comments

  1. mist3rwalter
    mist3rwalter
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    First off, thanks very much for the mod!

    I'm running into a softlock that seems to be caused by a bad interaction between this mod and Downtown Zuzu (or maybe the updated Bus Locations mod required by Downtown Zuzu?). In particular, if I take the train to Downtown Zuzu and then take the bus back to Stardew Valley, I see a short clip of the bus returning to the bus stop before I'm warped to a small map with black bars on either side that has a Ferngill Post van in the middle of it. On this map, I can't move or open the menu, effectively softlocking the game and necessitating a force close of the game.

    The relevant map noted in my SMAPI logs is: [11:23:47 TRACE game] Warping to TheLimeyDragon.Ayeisha_AyeishaVanRoad
    There aren't any other suspicious-looking entries in the log file after this one.

    I haven't unlocked the bus stop yet so I'm not sure if this occurs when returning to the Stardew Valley bus stop from other locations.

    Not sure if you have any ideas for how to resolve this - from my very limited understanding of Stardew Valley modding, it looks like Downtown Zuzu is just executing the action
    Warp 12 10 BusStop
    which seems innocuous? I'm happy to experiment/debug more if there's anything I can do to help!

    If you'd prefer I report this to one of the other mods I mentioned above, just let me know and I can do so! This one seemed to be the best place to start to my non-expert eyes.

    EDIT: forgot to report: Stardew Valley 1.6.5, Ayeisha version 0.7.3-alpha, playing on desktop Linux. Can report other installed mods + versions if that helps.
    1. mist3rwalter
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      As it turns out, this is a known issue: see this post from the maintainer of the Walk to the Desert Redux mod describing the exact same issue. TL;DR: was caused by a change from SDV 1.5 -> 1.6 where players will interact with warps even when they are riding the bus, leading to softlocks like the one I described above.

      For this mod, I locally patched the bug by reducing the number of warp tiles so that the ones the bus passes through on its way back to the bus stop are no longer considered warps. I did this by modifying the AddWarps array on line 617 of this mod's content.json so that only the bottom-most (highest Y coordinate) warp exists. For completeness, here's that section + some surrounding content after my modifications:

       //MAP CHANGES                                                       
       //==ADD WARPS==                                                     
                                                                           
             {                                                             
                "Action": "EditMap",                                       
                "Target": "Maps/BusStop",                                  
                "AddWarps": [                                              
               "42 10 TheLimeyDragon.Ayeisha_AyeishaVanRoad 1 12"          
                ]                                                          
             }, 
    2. TheLimeyDragon
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      I can't seem to recreate this issue myself. Can you provide a smapi log.please. As I would like to see what other mods you may have loaded that might be helping contribute to the issue. 

      I loaded in a fresh save with SVE, Ridgeside, East Scarp (not that ES even changes the bus stop).  Warped to the desert, drove back and everything was fine.  Tried it a few times on different days and saves.

      EDIT: Talking with Aeywoo.  They have told me the issue had been fixed in 1.6.4. When they tested again just now they said it was still no longer a problem in 1.6.6. They did mention the current unofficial BusLocations mod has some bugs in it, so that might be causing the issue.  But I've tried it and I'm still not recreating the issue.

      It's also one of those issues where I feel someone else by now would have reported something if it was solely  a bug due to vanilla-changes.

      EDIT2: I think this is partially due to Zuzu city's warp.. BUT it is more just a mixture of things that isn't one mod's fault per se.. I found changing the zuzu warp to 22 11. As I have a feeling it's being caused by having the warp on the same axis and the player is being virtually "pushed" along.


      EDIT 3:  OK the real cause is a bug in the game code, if you are moving whilst you press that warp, it will break the warp back. If you are stationary when you press it, it plays out fine.

      Anyway I have messaged Harvz about it myself and Pathos about it to look into the real game code.
    3. TheLimeyDragon
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      I have been told that the issue is fixed in the upcoming 1.6.9 update.
  2. WildTamer
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    sorry to be a pain, but what other npcs does she interact/work with?
    1. TheLimeyDragon
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      She currently has events with  Lewis, Marnie, Maru, Willy, Gus, Vincet/Jodi, Pierre, Jacob, Jorts and Jean, Mr Ginger, Juna and delivers a special gift from a loved one from SVE, Ridgeside, ES and various other custom NPCs such as Katrielle, Jade, Aspen, Charlie, etc (side note, I do need to get round to updating those/asking other authors permission for some of the newer characters that have been added since the last time I was doing those)

      Indirectly "interacts" with the Stray Catfé as there is a chance she will go there for a drink before she leaves.
  3. Jessicnyaa
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    Hello! Maybe it's my mistake, but the way-back earthy option don't appear for Clint, Gus, Harvey, Pierre, and Willy (but way-back vanilla appears)? And Haley's option is either Automatic/Off. Thank you!
    1. TheLimeyDragon
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      Hi, I'll need to double check and to see if anything has changed. It's because there was no need to have different varients for those recolour combinations due to no foliage\snow colours so I only have one wayback option for those slots.  Hayley is because I never got round to doing any themed box so it's currently just "off" and "on"
    2. Jessicnyaa
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      Thank for the reply! I decided to uninstall for the time being and wait for more dialogue. I deleted the folder but the game remembers Ayeisha's portrait? Here's the error I'm getting:

      [03:14:41 WARN  game] NPC Ayeisha can't load portraits from 'Portraits/Ayeisha': Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
       ---> System.IO.FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Portraits\Ayeisha.xnb'.
      File name: 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Portraits\Ayeisha.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\0\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\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37
         at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276



    3. TheLimeyDragon
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      It's a harmless warning message that you can ignore. It's something that can happen to some custom NPCs, if you remove them midway.   The easiest method to fix it is to remove their data completely by typing:

      debug removenpc ayeisha
      in the smapi console.

      Just note that his will delete all data including friendship points with the npc you are removing.

      If you go to the bugs section and look for the topic titled "ghost" I wrote a more complicated way that wont remove all the data, but will stop the message appearing.
    4. Jessicnyaa
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      Thank you for the troubleshooting! I really liked seeing Ayeisha around town and her events. I'll wait patiently to see how you develop her character and lore. :) 
  4. Ivyh
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    Such a lovely mod thank you for this TT <3
    1. TheLimeyDragon
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      thanks
  5. MM1186MM
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    The red letter appears on him. Does it conflict with other MODs?

    [game] NPC 'Ayeisha' failed to parse master schedule 'spring' with raw data '610 Town 46 57 0 Ayeisha_Deliver/640 Town 99 93 0 Ayeisha_Deliver/800 Custom_EastScarpe 45 69 0 Ayeisha_Deliver/1010 Custom_EastScarpe 23 36 0 Ayeisha_Deliver/1100 Beach 42 7 0 Ayeisha_Deliver/1440 Town 8 89 0 Ayeisha_Deliver/1550 Forest 100 34 0 Ayeisha_Deliver/1640 Forest 89 24 0 Ayeisha_Deliver/1710 Custom_AyeishaWarpRoom 0 1 2'.
    System.Collections.Generic.KeyNotFoundException: Required location 'Custom_EastScarpe' not found.
       at StardewValley.Game1.RequireLocation(String name, Boolean isStructure) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 11120
       at StardewValley.NPC.pathfindToNextScheduleLocation(String scheduleKey, String startingLocation, Int32 startingX, Int32 startingY, String endingLocation, Int32 endingX, Int32 endingY, Int32 finalFacingDirection, String endBehavior, String endMessage) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 5923
       at StardewValley.NPC.parseMasterScheduleImpl(String scheduleKey, String rawData, List`1 visited) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 6319
    The red letter appears on him. Does it conflict with other MODs?

    https://smapi.io/log/ca1532d4107b4b3fac032288e8bc11d9
    1. TheLimeyDragon
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      Try sleeping one day and that should fix it. The game seems to be trying to parse her old schedule which contains locations that no longer
      exist. Once you sleep the game should save an up to date schedule and the problem will go away. (East Scarp renamed all its locations)
    2. MM1186MM
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      Thanks for the answer and I wish you a nice day
  6. plasmoasis
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    Hi! I love this mod. I was wondering if I could edit the portraits slightly? I don't plan on changing much besides the rendering. I wanted to blend the colors together.
    1. TheLimeyDragon
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      Are you saying you want to edit them to upload them as a mod?

      If it's just personal/private edits then that's fine you don't need to ask. :p     Nobody is ever going to know about personal edits.
  7. WaterTrooper
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    Hey TheLimeyDragon

    I just wanted to stop by and tell you how awesome you are! Ayeisha is one of my favorite NPCs for Stardew Valley. I love all the work you put into her. Also it is so awesome that she will visit other towns like East Scarp and Boarding House. Thanks for the 1.6 update I know it must have taken some time to convert. 

    May the Force be with You
    1. TheLimeyDragon
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      Thank you.

      Glad you enjoy her.

      I just apologise that her dialogue is the weakest part of her. I just constantly procrastinate on it.
  8. liujunjie0429
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    我不能私信你,所以我可以翻译成中文模组并发布它
    1. TheLimeyDragon
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      Hello

      Someone did translate into Mandarin, have you asked them to see if they are still active? or are you wanting to translate into Cantonese? Either way you can translate her if you want, HOWEVER I would try to hold off for the moment as there are a couple of issues I am waiting for fixes for.
  9. XinSon
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    May her mail trunk map be expanded? It feels very claustrophobic with how narrow it is. Also with the black bars it just looks.... eh. 
    1. TheLimeyDragon
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      I never made it large because it's not really a map you will ever really go to (bar 1 event) and also it means it wont get in the way of any other mods that connect to the right. If it was larger, it would mean players/NPCs walking that direction would have even longer to get to their destination.
    2. XinSon
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      You could still extend the map while not extending the playspace to make it feel less claustrophobic. Concerned ape did this recently with the bus station map since on larger resolutions, it produced black bars to the sides. 
    3. TheLimeyDragon
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      I do understand what you are saying, and I might make an optional large map as a config option as a compromise (unfortunately that would mean users would have to manually alter warps for any mods that attach to that version).

      From a story-telling (for lack of better words) perspective, making a long map is also problematic.  Why is she parking so far away? Why does this super long road not show up on the map? Or if I copy the bus stop map for the left side of it as filler, it might look different to a version of the bus stop they are using. Then I have to be mindful of the right side for anything that connects and make that open and fit in with anything that connects to it.

      If the bus didn't animate itself traveling I would have just put the van on the main road, but sadly Pam will crash into it when she drives away/back. :(
  10. RubyRedChaos
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    Woot for a 1.6 update.