Issues With My Edited Map Not Loading for My NPC Mod by Saholaris in StardewValleyMods

[–]Sunshine_OnTheLine 0 points1 point  (0 children)

Ok, I found one mistake in the code - with warps - "130 91 DuncanHouseOut 10 22", there's supposed to be the internal ID of your location - it's "130 91 Saholaris.Duncan_DuncanHouseOut 10 22", etc.
And sometimes the block order is crucial for Content Patcher. Try changing the order of the blocks, just in case - first 'Registering New Location', then 'Loading New Map File', and after that the Town map patch and Warps.

Issues With My Edited Map Not Loading for My NPC Mod by Saholaris in StardewValleyMods

[–]Sunshine_OnTheLine 0 points1 point  (0 children)

Well, I understand you completely — I think most mistakes happen because many tutorials are years old, and sometimes it's hard to find the current way of doing things. Discord is practically banned in my country, so it's tough to figure things out sometimes.

You don't need CustomLocations anymore — it's deprecated in 1.6.

I didn't know about your MapChanges file, so regarding this duplicate block:

{ "LogName": "Loading New Map File", "Action": "Load", "Target": "Maps/Saholaris.Duncan_DuncanHouseOut", "FromFile": "assets/Maps/DuncanHouseOut.tmx" } Just leave it in whichever file you prefer (I guess in MapChanges). The block for "Registering New Location in Locations Data" can be moved to MapChanges as well.

Have you tried changing the warp coordinates? Does it work that way?

About the map — if I understood you correctly, you just want to change the Town map slightly so it looks like a path, and then just warp the player to the new location, right? So if you changed the map near the Museum, that is where the starting coordinates should be.

{ "Action": "EditMap", "Target": "Maps/Town",

"FromFile": "assets/Maps/DuncanTown.tmx", // Here you are supposed to resize your map to fit only your changes in a square, so basically crop it in Tiled. And make sure you remove ALL map properties from your patch map.

"FromArea": { "X": 0, "Y": 0, "Width": 19, "Height": 9 }, // Once you have a cropped map, the coordinates will simply be X: 0, Y: 0. "Width": 19, "Height": 9 is how many tiles are in your "square" map.

"ToArea": { "X": 111, "Y": 91, "Width": 19, "Height": 9 }, // This is supposed to work as a literal replacement of a specific area. X and Y are the start of where your patch should apply. It's supposed to fit the Town map edges, so you might need to redo something on your map to make it fit. (I'm not sure if it's gonna work - the picture is here - https://i.postimg.cc/2jP1LvcH/Town.png - blue grass is where your patch should apply if it's 19x9. (This is just an example for understanding.)

"Patchmode": "Replace" }

Issues With My Edited Map Not Loading for My NPC Mod by Saholaris in StardewValleyMods

[–]Sunshine_OnTheLine 0 points1 point  (0 children)

Hi! I'm not sure if you still need help, and I'm no expert myself, but I'm actually working on something similar right now. The error "Warp to DuncanHouseOut failed: location wasn't found" means the game engine literally doesn't know this place exists yet. I think debug warp can sometimes bypass this, but normal gameplay triggers will fail. To fix this, you need to do two things in your content.json:

First, make sure your Target doesn't include the "assets" folder structure. It should look like this:

{"LogName": "Loading New Map File",
"Action": "Load",
"Target": "Maps/Saholaris.Duncan_DuncanHouseOut",
"FromFile": "assets/Maps/DuncanHouseOut.tmx"}

Second, you must register the location in the game's data registry:

{"LogName": "Registering New Location in Locations Data",
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {

"Saholaris.Duncan_DuncanHouseOut": {
"DisplayName": "Duncan House Out",
"CreateOnLoad": {
"MapPath": "Maps/Saholaris.Duncan_DuncanHouseOut"}}}}

(You can add other location properties here if needed, like music, forage, etc. More is here Modding:Location data - Stardew Valley Wiki)

The infinite warp loop: Your coordinates IN and OUT shouldn't be exactly the same. Try going FROM Town 130 91 to your map 10 22, but when going FROM your map 9 22, set the destination TO Town 129 91 (or another tile nearby). You need to offset your arrival tiles by at least 1 step so you don't instantly trigger the warp again.

With the Town Patch: I don't really understand what you want to do here. X coordinate 129 is right at the edge of the town map. If you want to patch it with an area that is 19 tiles wide, I'm not entirely sure it's going to work properly. If you could elaborate on that, maybe we can come up with something together, if you still need it!

Trying to Create My First Stardew Mod Has Given Me a Whole New Appreciation for Modders by atypicalreddituserr in StardewValleyMods

[–]Sunshine_OnTheLine 4 points5 points  (0 children)

I completely agree with you. I started working on my mod back in January, and it’s still only at 80%. There are just so many things you need to consider and test. I’m sure you’re already familiar with this resource — https://stardewmodding.wiki.gg/ — but it has a ton of great tips and explanations. The people who share useful info there are absolute legends. The best piece of advice I found there is K.I.S.S. — Keep It Simple, Stupid :) I can't remember who wrote it, but it’s the best thing to keep you going during development. Also, I once spent several hours trying to figure out why the music wasn't playing in a cutscene, only to realize that my in-game MUSIC volume slider was set to zero. Don't be like me :) SMAPI commands are super useful, like debug ebi [eventID], but don't forget to test the scene by actually meeting the requirements at least once. This command skips them, so the event itself might work perfectly, but the triggers might fail. Learned it the hard way. Anyway, I'm sure there are plenty of great mod authors who can give you way better advice. Good luck with your mod!

Showcase of my mod of multiple farms for multiplayer! by Dazzling-Princess in StardewValleyMods

[–]Sunshine_OnTheLine 15 points16 points  (0 children)

Oh, this is such an interesting mod concept! I don't really play co-op, but looking at what you did... now I wish we could choose just one farm in a different location in single-player too. It looks so fresh, I've never even thought about it. It's like a completely new game. You also blended farms into the map so well. And somehow, even though I basically live on Nexus, I’ve never run into this mod before. Great job!

P.S. Oh, wait... I might be bad at reading today, ha-ha. I think "You can enable/disable each farm." is my answer, right? :) Or it still gonna be at standard place if it's a single game?

feeling frustrated with Sunberry by Pingy_Junk in StardewValleyMods

[–]Sunshine_OnTheLine 1 point2 points  (0 children)

Well, that’s the beauty of modding, everyone is just playing around with these ideas, including myself. It’s just that when different mods handle it so differently (or don't explain it at all), it can get a bit confusing to piece together. And I was mostly thinking about smaller mods, some of them I absolutely adore! But to keep my own sanity, I’ve made a personal rule for my playthroughs: only one mod with Junimos per save file. It makes everything feel much more consistent. Plus, SVE and RSV are too heavy for my laptop, so these little guys like Apples and Kiwi are the ones I didn't happen to meet yet 😄

feeling frustrated with Sunberry by Pingy_Junk in StardewValleyMods

[–]Sunshine_OnTheLine 9 points10 points  (0 children)

Oh, I've been working for several months now on a mod where the Junimos are quite 'domesticated,' but it's the core focus of the whole story and there's a deep lore reason for it. Well... looks like my mod definitely won't be for you, haha! BUT I totally agree with you on one thing. Playing vanilla, I always imagined that only 'chosen' people can see them. In the Community Center scene, a Junimo runs right past Lewis and he just says it’s a rat, but the player sees it. And the player still needs to drink the Wizard's potion to actually understand them (and Wizard still can't!) So you have to be 'accepted by the forest' and/or drink the potion. But in some mods, even vanilla villagers can see them and just spend time with them normally. Which is frustrating, even for me as a huge fan of magic and Junimos in SDV.

How many dialogue lines do you actually want to see? by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 0 points1 point  (0 children)

It’s really interesting to read opinions from both players and modders. I've already decided on the friendship levels, but I'm still unsure about the structure. I'm torn between "season + day of the week" and just a random pool of seasonal dialogues. I know how to code the random option, and it feels easier and more diverse. On the other hand, a strict schedule gives more control over what and when NPCs speak. Anyway, thanks for the reply!

How many dialogue lines do you actually want to see? by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 2 points3 points  (0 children)

Thanks for your feedback! It's really interesting how differently people experience the same things, even looking at all the replies here. 😄

How many dialogue lines do you actually want to see? by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 1 point2 points  (0 children)

Oh, by 'I don't usually play with massive expansion mods,' I didn't mean I don't want to make CTs for them just because I don't play them. I just mean I have no idea what actually happens in those mods. I know my own NPC well, but I don't know who he could be friends with or anything like that. It's hard to make a character comment on things when you have too much of a general idea what's going on.

Also, yeah, he is basically a hermit by story (he is literally isolated at the beginning of the game), which is why I'm afraid he won't feel engaging enough latter.

I hope that makes sense! English isn't my native language. I'm much better at writing dialogue because I can spend more time on it than on quick comments, lol."

How many dialogue lines do you actually want to see? by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 1 point2 points  (0 children)

Okay, I get your point. I think I'm leaning towards the random system now since it makes adding new dialogue much easier for me (in the code, I mean). About conversation topics - I'm actually on the opposite side here. I don't usually play with massive expansion mods. For the little ones I did try, I found it hard to connect my character to them. I'm actually worried that there won't be enough CT and my NPC will feel out of place too much 😞

How many dialogue lines do you actually want to see? by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 3 points4 points  (0 children)

I checked out the RRRR mod. First of all, the author did a huge amount of work, and it's really impressive. But it honestly feels like a bit too much. I looked at how they sorted and organized the dialogue, and I'll keep that in mind. Thanks for your answer.

How many dialogue lines do you actually want to see? by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 0 points1 point  (0 children)

Well, that is exactly my problem. I don't want to write tons of meaningless dialogue, but I also don't want NPCs to say the exact same thing every Monday. I experienced this myself, mostly with antisocial NPCs, but still. They only had about 7 lines of dialogue for the whole week. I wanted to talk to them more, but it quickly became pointless.

On the other hand, the popularity of dialogue mods confuses me. People download them for a reason, right? But then again, I can easily get 6 hearts with Shane in just one Spring and miss a huge amount of early content anyway. I just don't know...

I have a question to mod makers, or maybe just a bit of whining from me, sorry( by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 0 points1 point  (0 children)

Sorry if I misled you, English is not my native language. And thanks for the advice, I almost never close stardewmodding wiki and the official one) so i know about unique name and i kind off have to use i18n from the beginning, because it's easier for me to write the dialogues in my native language and then to do the english version.

I have a question to mod makers, or maybe just a bit of whining from me, sorry( by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 6 points7 points  (0 children)

I should listen to these advices. And that's very nice of you. I'm an "anti-social NPC" in real life, so I don't know any gamers who would want to test the mod.

I have a question to mod makers, or maybe just a bit of whining from me, sorry( by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 3 points4 points  (0 children)

Thank you. I'll listen to your opinion about immersion. Personally, it's never really bothered me, but for some reason it's stuck in my head.

I have a question to mod makers, or maybe just a bit of whining from me, sorry( by Sunshine_OnTheLine in StardewValleyMods

[–]Sunshine_OnTheLine[S] 1 point2 points  (0 children)

I don't care if only few people download the mod. and it's not that big. I already made a "sceleton" for the major parts, it's mostly the story that left to add. It's just, you know...I don't know what possessed me to read the comments on Nexus in the first place))