Stardew Valley

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barteke22

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barteke22

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7 comments

  1. barteke22
    barteke22
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    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?
  2. Harrpager
    Harrpager
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    The tutorial video is great, but LMAOO the random onset of the music SUDDENLY SPEEDING UP LIKE HELL AUEYFGesfgveskdgvhbehsfjvbesvh cracks me up
  3. AmatanHead
    AmatanHead
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    It seems like this mod doesn't work with Free Love if you have more than one spouse.
  4. mxiimods02
    mxiimods02
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    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
    1. mxiimods02
      mxiimods02
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      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.
  5. Sunnyberryy
    Sunnyberryy
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    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)
  6. AliasCassandra
    AliasCassandra
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    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)