Do not ask me when mods will be updated for 1.6. Your comment will be removed. I have a life and I'm very aware of the update! So have some patience, please. Thanks.
Hi Elle, I have updated this mod to work with 1.6 and added new versions of all the sprites for each of the additional color palettes you include in your newer mods (red, fawn, midnight, etc.). I tried to DM you but it looks like you have DMs turned off. I'd like to send you the files so you can post an update. I don't know how active you are on here these days, but if you see this please let me know how I can go about sending them over.
Hi, my sibling and I are trying to play multiplayer together and we started having crashing problems when sleeping, so we can't progress to the next day because the game doesn't save properly. Here's part of the crash report:
[12:17:45 ERROR game] An error occurred in the base update loop: Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found. ---> FileNotFoundException: Content\Mods/Elle.CuterBarnAnimals/Cow/SpottedBlack.xnb ---> DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Mods\Elle.CuterBarnAnimals\Cow\SpottedBlack.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.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 58 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 --- End of inner exception stack trace --- 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 289 at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 319 at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 255 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.RawLoad[T](IAssetName assetName, Boolean useCache) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 340 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0`1.<LoadExact>b__0() in SMAPI\Framework\ContentManagers\GameContentManager.cs:line 127 at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in SMAPI\Framework\Utilities\ContextHash.cs:line 53 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.LoadLocalized[T](IAssetName assetName, LanguageCode language, Boolean useCache) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 154 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 136 at StardewValley.AnimatedSprite.loadTexture() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\AnimatedSprite.cs:line 197 at StardewValley.AnimatedSprite.UpdateSourceRect() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\AnimatedSprite.cs:line 549 at StardewValley.FarmAnimal.SleepIfNecessary() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\FarmAnimals\FarmAnimal.cs:line 1801 at StardewValley.FarmAnimal.updateWhenCurrentLocation(GameTime time, GameLocation location) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\FarmAnimals\FarmAnimal.cs:line 1946 at StardewValley.GameLocation.UpdateWhenCurrentLocation_PatchedBy<FlashShifter.SVECode>(GameLocation this, GameTime time) at StardewValley.Farm.UpdateWhenCurrentLocation(GameTime time) at StardewValley.Game1._UpdateLocation(GameLocation location, GameTime time) at StardewValley.Game1.<>c__DisplayClass711_0.<UpdateLocations>b__0(GameLocation location) at StardewValley.Utility.ForEachLocation(Func`2 action, Boolean includeInteriors, Boolean includeGenerated) at StardewValley.Game1.UpdateLocations_PatchedBy<spacechase0.SpaceCore>(Game1 this, GameTime time) at StardewValley.Game1._update(GameTime gameTime) at StardewValley.Game1.Update(GameTime gameTime at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) For now we've taken the mod out of our save but would really like to use it again, if someone can help! Thanks
Hi there. The mod you're using is my Cuter Barn Animals mod, not this one; that mod has a warning in its description for usage in co-op/multiplayer. You have to not only all have the mod installed, you need the exact same settings for all "skins" in the config as well. It looks like one of you has the SpottedBlack cow enabled and the other doesn't, so your game can't "find" it and is crashing. It's unfortunately just the way the 1.6 skin feature works, so please go back and read the warning and instructions.
Hello, can someone help? I only get one skin (e. g. brown cow and white cow) but never the different ones. Can someone help? I have content patcher installed in the mods folder and this is also where I installed this mod. What must I do? Thank you!
That's how this mod works, you only get one of each without an additional mod like A&S. If you'd like more variation you should look at my newer animal mods!
I feel so dumb. I don't understand how to add this to my game. I get to step 4 then I get lost. Is there any videos or advice anyone can give me to help me understand?
1. Install the latest version of SMAPI. 2. Install the latest version of Content Patcher. 3. Extract into your \Stardew Valley\Mods\ folder. 4. Run the game through SMAPI to generate a config.json, then close. > When you launch the game with SMAPI, it generates a .json file in its folder called "config.json". This file is ONLY generated when you launch the game through SMAPI. You'll need access to this file later. 5. Open the config.json and use the images in the References folder to change each animal to the texture name you prefer! To disable a retexture, change its value to "False" > Inside the folder called "[CP] Elle's New Barn Animals" there will be a config.json. Open the config.json in notepad (or an equivalent program). You'll also want to go into the "Refrences" folder so you can look and decide which ones you like best. In the config.json, input the name of the desired skin after the name of the default animal you're retexturing. When inputting names make sure you input them EXACTLY as they're labelled in the reference photos (no spaces, case sensitive!) otherwise they will not work. If you prefer the vanilla look of any animal, set the value to "False". Don't forget to save the changes you made to the json! 6. Run the game using SMAPI! > The game must be run through SMAPI for mods to work. Launching the game vanilla (like using the default Steam directory) will result in none of your desired modifications. Enjoy your new skins! :)
Your cows will appear as whatever you have listed in the config.json. This mod only adds default replacements, it does not add skins, so you can only have 1 sprite for white cows and 1 sprite for brown cows.
No, the AT packs unfortunately will not be updated anymore so they are hidden. Eventually my old animal mods will be updated with the 1.6 features which will make them compatible with AT, but I can't say when that will be.
Hi! I am a huge fan of all your animal mods and just had a question about something I can't figure out :) I have no problem going in and changing 2 of my animals skins in the configure file, but when I try to get a third animal I cannot change the skin. They do not show up in the file. It is like this for my barn animals and coop animals. I'm not sure what to do?
for that, you're better off switching to the Adopt 'N' Skin mod. if you were able to use this one properly, it's not that big a difference to set that mod up and then you can use the A'N'S tilesheets from this set to assign skins to individual animals.
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The author has locked this comment topic for the time beingP.S. Love all of your mods so much!!
[12:17:45 ERROR game] An error occurred in the base update loop: Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found. ---> FileNotFoundException: Content\Mods/Elle.CuterBarnAnimals/Cow/SpottedBlack.xnb
---> DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Mods\Elle.CuterBarnAnimals\Cow\SpottedBlack.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.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 58
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
--- End of inner exception stack trace ---
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 289
at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 319
at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 255
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.RawLoad[T](IAssetName assetName, Boolean useCache) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 340
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0`1.<LoadExact>b__0() in SMAPI\Framework\ContentManagers\GameContentManager.cs:line 127
at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in SMAPI\Framework\Utilities\ContextHash.cs:line 53
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.LoadExact[T](IAssetName assetName, Boolean useCache)
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.LoadLocalized[T](IAssetName assetName, LanguageCode language, Boolean useCache) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 154
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 136
at StardewValley.AnimatedSprite.loadTexture() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\AnimatedSprite.cs:line 197
at StardewValley.AnimatedSprite.UpdateSourceRect() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\AnimatedSprite.cs:line 549
at StardewValley.FarmAnimal.SleepIfNecessary() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\FarmAnimals\FarmAnimal.cs:line 1801
at StardewValley.FarmAnimal.updateWhenCurrentLocation(GameTime time, GameLocation location) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\FarmAnimals\FarmAnimal.cs:line 1946
at StardewValley.GameLocation.UpdateWhenCurrentLocation_PatchedBy<FlashShifter.SVECode>(GameLocation this, GameTime time)
at StardewValley.Farm.UpdateWhenCurrentLocation(GameTime time)
at StardewValley.Game1._UpdateLocation(GameLocation location, GameTime time)
at StardewValley.Game1.<>c__DisplayClass711_0.<UpdateLocations>b__0(GameLocation location)
at StardewValley.Utility.ForEachLocation(Func`2 action, Boolean includeInteriors, Boolean includeGenerated)
at StardewValley.Game1.UpdateLocations_PatchedBy<spacechase0.SpaceCore>(Game1 this, GameTime time)
at StardewValley.Game1._update(GameTime gameTime)
at StardewValley.Game1.Update(GameTime gameTime
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
For now we've taken the mod out of our save but would really like to use it again, if someone can help! Thanks
I only get one skin (e. g. brown cow and white cow) but never the different ones. Can someone help?
I have content patcher installed in the mods folder and this is also where I installed this mod.
What must I do?
Thank you!
Nevermind, I'm SOOO silly. The photos of the ostriches are within the mod folder. Thank you anyways! <3
2. Install the latest version of Content Patcher.
3. Extract into your \Stardew Valley\Mods\ folder.
4. Run the game through SMAPI to generate a config.json, then close.
> When you launch the game with SMAPI, it generates a .json file in its folder called "config.json". This file is ONLY generated when you launch the game through SMAPI. You'll need access to this file later.
5. Open the config.json and use the images in the References folder to change each animal to the texture name you prefer! To disable a retexture, change its value to "False"
> Inside the folder called "[CP] Elle's New Barn Animals" there will be a config.json. Open the config.json in notepad (or an equivalent program). You'll also want to go into the "Refrences" folder so you can look and decide which ones you like best. In the config.json, input the name of the desired skin after the name of the default animal you're retexturing. When inputting names make sure you input them EXACTLY as they're labelled in the reference photos (no spaces, case sensitive!) otherwise they will not work. If you prefer the vanilla look of any animal, set the value to "False". Don't forget to save the changes you made to the json!
6. Run the game using SMAPI!
> The game must be run through SMAPI for mods to work. Launching the game vanilla (like using the default Steam directory) will result in none of your desired modifications. Enjoy your new skins! :)