I'd like to avoid spamming with new Download files for every little change/fix that I make. So I'll just list the changes coming in the next version below as I make them - then people won't have to ask about those particular bugs/features. This will allow me to add more features and do better testing per update.
Next version changes:
Fixed GMCM no longer being translated after a beta change.
I don't own Stardew Mobile (not into mobile gaming), but if anyone is interested and willing to test I might be able to put together a version of this mod for it. Preferably someone semi-active, either PM me here, or on Discord barteke22#9932 if interested in helping.
I'd gladly provide an API for this, should anyone request such a thing, however do tell what exact features would be desired of an API. Providing default settings for your custom NPC, or custom spouse room (still overridable by users? Maybe they have a custom spawn tile/room loc) like manual tiles/animations? Getting data from the mod for a different room?
I'm trying to teach myself to code just so I can mod Sam playing guitar while standing in his spouse room (and maybe on the porch, if I'm lucky??) Trying to figure out if it was even possible to add little animations to those standing spots has been like pulling teeth and I was ready to give up.
But your mod is giving me hope! Thank you for the work you've done here. Now I at least know it's possible and I just have to keep researching and learning :)
Any way you could add a sprite change option for when they're in bed? I don't know how to give my custom npc a sleep sprite. I guess vanilla npcs have hardcoded sleep sprites? idk
Ah, never mind. I found out how to do that. Must add an animation named "<npc name>_sleep". I had it named something else. That name is hardcoded to be used for the marriage sleeping animation.
Hi, I'm trying to use this mod for my friend in Multiplayer since he has multiple spouses, and having them all spawn in front of the stove in the kitchen is beyond annoying. For the life of me, though, I cannot get this mod to work. I turned on sprite preview, but it does not appear to work. I have used the GMCM to adjust their positions, and not only do I not see a preview, but they won't move locations. Truthfully, I just want to shift them all one tile to the side, even if they were all in a row, that would be better than nothing, but I just don't think I'm good enough at coding to use this mod, unfortunately. Any help would be appreciated :( (I feel the need to include that I am the farm owner, and do not have this mod installed. My multiplayer friend does, and I have been trying to edit everything on their end while I have the farm open so they can play)
Hi! I have no idea if you can help, but this error has popped up and I'm not sure what to do about it. If you have any ideas, I'd appreciate the assistance! :)
[Custom Spouse Location] This mod failed in the GameLoop.GameLaunched event. Technical details: InvalidCastException: Unable to cast object of type 'System.Collections.Generic.Dictionary`2[System.String,System.String]' to type 'Microsoft.Xna.Framework.Graphics.Texture2D'. at Microsoft.Xna.Framework.Content.ContentReader.InnerReadObject[T](T existingInstance) at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at StardewModdingAPI.Framework.ContentManagers.GameContentManager.RawLoad[T](String assetName, LanguageCode language, Boolean useCache) at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass10_0`1.<Load>b__0() at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) at StardewModdingAPI.Framework.ContentManagers.GameContentManager.Load[T](String assetName, LanguageCode language, Boolean useCache) at StardewValley.AnimatedSprite.loadTexture() at StardewMods.ModEntry.GenericModConfigMenuIntegration(Object sender, GameLaunchedEventArgs e) in D:\Programming\Visual Studio\Projects\StardewMods\CustomSpouseLocation\ModEntry.cs:line 83 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args, Func`2 match)
8 comments
Next version changes:
Fixed GMCM no longer being translated after a beta change.I don't own Stardew Mobile (not into mobile gaming), but if anyone is interested and willing to test I might be able to put together a version of this mod for it. Preferably someone semi-active, either PM me here, or on Discord barteke22#9932 if interested in helping.
I'd gladly provide an API for this, should anyone request such a thing, however do tell what exact features would be desired of an API. Providing default settings for your custom NPC, or custom spouse room (still overridable by users? Maybe they have a custom spawn tile/room loc) like manual tiles/animations? Getting data from the mod for a different room?
Discontinued.
Is it possible to spawn them in another building, let's say a shed? That'd be great!
But your mod is giving me hope! Thank you for the work you've done here. Now I at least know it's possible and I just have to keep researching and learning :)
For the life of me, though, I cannot get this mod to work. I turned on sprite preview, but it does not appear to work. I have used the GMCM to adjust their positions, and not only do I not see a preview, but they won't move locations.
Truthfully, I just want to shift them all one tile to the side, even if they were all in a row, that would be better than nothing, but I just don't think I'm good enough at coding to use this mod, unfortunately. Any help would be appreciated :(
(I feel the need to include that I am the farm owner, and do not have this mod installed. My multiplayer friend does, and I have been trying to edit everything on their end while I have the farm open so they can play)
[Custom Spouse Location] This mod failed in the GameLoop.GameLaunched event. Technical details: InvalidCastException: Unable to cast object of type 'System.Collections.Generic.Dictionary`2[System.String,System.String]' to type 'Microsoft.Xna.Framework.Graphics.Texture2D'. at Microsoft.Xna.Framework.Content.ContentReader.InnerReadObject[T](T existingInstance) at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at StardewModdingAPI.Framework.ContentManagers.GameContentManager.RawLoad[T](String assetName, LanguageCode language, Boolean useCache) at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass10_0`1.<Load>b__0() at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) at StardewModdingAPI.Framework.ContentManagers.GameContentManager.Load[T](String assetName, LanguageCode language, Boolean useCache) at StardewValley.AnimatedSprite.loadTexture() at StardewMods.ModEntry.GenericModConfigMenuIntegration(Object sender, GameLaunchedEventArgs e) in D:\Programming\Visual Studio\Projects\StardewMods\CustomSpouseLocation\ModEntry.cs:line 83 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args, Func`2 match)