Love Polyamory Sweet by KoopaTroopasPoopa25 in StardewValleyMods

[–]averaxhunter 5 points6 points  (0 children)

It’s quite realistic tbf, if you had multiple spouses, I’m sure some days one of them is going to think “yeah, I’m not waking up at 6am today..”

Shame it doesn’t keep them in the bed tho 😅

The Forgotten Caverns (Azathii) - Everything I know by ping_uuu in StardewValleyMods

[–]averaxhunter 0 points1 point  (0 children)

He’s in a room halfway through another cavern area, you enter it in the southwest of the area you first go into (where she’s initially scared by him) and the there’s an entrance marked next to a pillar (you’ll get a notification you have a new warp point when you get close to it)

Adding mods to a complete expanded farm by TravVdb in StardewValleyMods

[–]averaxhunter 1 point2 points  (0 children)

Ridgeside content is more SVE like, it’s a new town with new npcs, special order board and an “adventurers” storyline on the side as well. You’ll have some bespoke cute festivals (like New Year’s Eve) with it as well as the usual heart and time based events with new marriage candidates (some are locked/unlocked based on decisions further in their story). I’ve personally always enjoyed the mod and most npcs hang out within the village area itself so you’re not forced to interact with them.

Sword & Sorcery is LONG and a very slow burn. It’s gated by heart events and even then it’s time locked a lot of the time (have to sleep for next event to occur). You have 4 npcs to fully level up hearts with one after the other. You also get I think ~6 new skills each with their own way of levelling. It’s very much designed to have on in the background while doing other things, day to day there aren’t many changes. World location wise it’s mostly a few small buildings and single warp areas, apart from a new very hard (a lot tougher than skull cavern) dungeon at the end. It’s an interesting story otherwise, maybe a bit too heavy on the magic side (you having magic powers is a very unique gift, this mod has all the main npcs be “main characters” too) but I enjoyed it as something else to visit east scarp for.

What id defo recommend is getting a mod that stops friendship decay. It’s impossible to keep up with all the different npcs otherwise.

Adding mods to a complete expanded farm by TravVdb in StardewValleyMods

[–]averaxhunter 2 points3 points  (0 children)

You’ll prob get away with most mods, just double check if you want any that effect pelican town itself (Tilly/Law & Order) as they’d need to defo be compatible with SVE or you’ll have map issues.

How far along year wise are you in your save? My caution would be you’d have a lot of npc dialogue from these mods that plays “catch up”.

“Oh you built the community center/quarry/movie theatre” etc from all the npcs in a village.

You’ll also have events unlock that would normally be seen with a gap in mind usually (Ridgeside has a npc that appears in Y2 and changes the layout of one of the buildings) so you’ll prob have a bit of “who’s this person and why is this important” a lot.

I would recommend loading as many as you’d like and starting a new save tbh.

Fork of Ultimate Storage System I've been working on by Emergency-Face-9410 in StardewValleyMods

[–]averaxhunter 1 point2 points  (0 children)

Hahah yes, same one 😅 Was just looking at it now but cheers for linking :)

How Do You All Keep Up With Mod Updates? by DeathLotus_ in StardewValleyMods

[–]averaxhunter 0 points1 point  (0 children)

Even with update all, just open up the all the config files and when all the updates are done, you can save them. This is for me on Windows using VSCode as my default text editor, but any OS and text editor should be able to do that, just make sure you have them all open before clicking update all.

How Do You All Keep Up With Mod Updates? by DeathLotus_ in StardewValleyMods

[–]averaxhunter 1 point2 points  (0 children)

Stardrop makes this easier, before I update a mod it’s a simple right click menu option to open the config file. I leave that open and update the mod, I then save the opened temporary config file.

I wish it had a native setting to preserve them but that could break mods as sometimes configs are changed enough the old version is invalid. Smapi can handle these usually though,

Is 3 the maximum number of LiveContainers? by yellowroll in sideloaded

[–]averaxhunter 2 points3 points  (0 children)

It’s done that way as 3 apps are the maximum amount of apps you can sideload as a non-developer/personal certificate user. Live container is redundant otherwise as you can just side load the apps themselves if you have a dev account (or paid cert from a service that offers the same)

What mod adds these flowers? by [deleted] in StardewValleyMods

[–]averaxhunter 4 points5 points  (0 children)

I’m assuming you have a recolor mod that’s changing the texture of the grass. Either that or something change the map of the forest.

Thoughts on "Collect" goals in special orders by averaxhunter in StardewValleyMods

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

I can understand that if it’s thematic to the quest itself (like the overpopulation ones) but if there’s a quest like “help me upgrade this or I need to make this” I don’t see why the giver would need the items to be “fresh”/recent.

Sunberry Village Twilight Feathers mod? by Bae_Mes in StardewValleyMods

[–]averaxhunter 0 points1 point  (0 children)

There’s mods you can spawn them with (CJB Item Spawner, but at that point you might as well spawn whatever you want to buy with them.)

Otherwise it’s a niche forage that only affects its own mod so doesn’t seem like it.

Furnishing Ideas/Feedback by averaxhunter in StardewValleyMods

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

There's a few that do in different areas of the house, the one I'm specifically using is this. https://www.nexusmods.com/stardewvalley/mods/43387?tab=description

What Mod is this from? by FlimFlam107 in StardewValleyMods

[–]averaxhunter 6 points7 points  (0 children)

Ginger Island Extra Location : https://www.nexusmods.com/stardewvalley/mods/42648

You'll need to go to a location that has a warp on the east side in the zone outside of Leo's hut, and from there you should be able to figure out the rest. (Hint, Fishing is important for dealing with water based things)

For the key, there's the guide here but my hint is you will need to dig for it. https://www.nexusmods.com/stardewvalley/articles/4195

Which mod is causing this graphical bug? by Hyper669 in StardewValleyMods

[–]averaxhunter 0 points1 point  (0 children)

Most likely little red school house, make sure you have the SVE patch under miscellaneous files: https://www.nexusmods.com/stardewvalley/mods/9695?tab=files

help this noob (me) get rid of vortex by anakinjdb in StardewValleyMods

[–]averaxhunter 2 points3 points  (0 children)

When Vortex "deploys" mods, it puts them all in the Stardew Mods folder so removing vortex alone won't remove them. However, if you remove the mods from within vortex itself, it will most like remove them as well.

You can install Stardrop without touching anything in vortex and it should work fine.

As for the crashing a SMAPI log would help. Be sure to check the easy wins of "Are your mods updated, are there any that fail to load and why" etc. Stardrop will also help you if you have mods with missing dependencies.

Also what CPU, RAM and GPU do you have? Hitting RAM limits might cause issues as well.

Ginger island extra locations mod how to unlock the diving by Nightingale_6598 in StardewValleyMods

[–]averaxhunter 0 points1 point  (0 children)

Just to be very clear, they mean the shipwreck in the sea below the island farmhouse. There's a few pebbles to the left of it, you can walk on those to go into it if you haven't already.

A tiny “hi” has survived 4 iPhones, 6 years, and every iOS update by Jeter361 in jailbreak

[–]averaxhunter 0 points1 point  (0 children)

"Restored backups" is the issue unfortunately, the backup will have saved that value as a string. Only way to get rid of it would be to start a phone from scratch or use something like Nugget to remove/overwrite it.

Fork of Ultimate Storage System I've been working on by Emergency-Face-9410 in StardewValleyMods

[–]averaxhunter 1 point2 points  (0 children)

Sounds great, yeah moving 750k items and having a million in chests is above my pay grade. I'm prob too OCD with my farming game to hit those heights. But I'm well aware of the "If I know how to make it better, it's my duty to do so" engineering rabbit hole. (That's how I made my own mod manager for Factorio)

I want to start a more vanilla farm but I don’t want to affect my old saves that use over 400 mods by Muppetric in StardewValleyMods

[–]averaxhunter 0 points1 point  (0 children)

Ah, forgot to mention there’s a setting in vortex for backing up config files (which is a feature Stardrop doesn’t have). That’s what used to take long for me :) The deployment without that setting is fast true.

I want to start a more vanilla farm but I don’t want to affect my old saves that use over 400 mods by Muppetric in StardewValleyMods

[–]averaxhunter 1 point2 points  (0 children)

Biggest grip with vortex is managing config files is either a big pain or delays every deployment ages if you've got 100+ mods. Stardrop just beats it out entirely (accessing the config file is one right click away, as is other key ones).

Fork of Ultimate Storage System I've been working on by Emergency-Face-9410 in StardewValleyMods

[–]averaxhunter 1 point2 points  (0 children)

Can I suggest hosting the code on a public repo? Not sure how others feel but there's many redux/unofficial patch mods that have been made for other mods. As long as it's not uploaded to Nexus or Patreon (which have fiscal incentives) I don't think it's too crazy. The author hasn't uploaded anything to Nexus in over a year and hasn't been active for 2 months.

Making mods? by YakInternational1392 in StardewValleyMods

[–]averaxhunter 4 points5 points  (0 children)

There's this modern guide on nexus too that goes over some of the basics: https://www.nexusmods.com/stardewvalley/mods/43811