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Elle

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junimods

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  1. junimods
    junimods
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    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.
  2. lizbobiz
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    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.

    P.S. Love all of your mods so much!!
    1. junimods
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      Sorry, I appreciate the thought, but I am not interested in anyone updating my mods for me. Thank you
  3. cxy1i
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    i removed the mod cus my game was kinda lagging and i saw the pig without the mod and DAMN. THEY ARE UGLY.
    1. Brownspots018
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      Couldn't agree more
  4. miramagi
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    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
    1. junimods
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      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.
    2. miramagi
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      Oh I didn’t realize they didn’t have that one checked, thank you for the quick reply! ♡
  5. tevildo90
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    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!
    1. junimods
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      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!
  6. Rhiamethyst
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    Hi! I'm sorry to bother. Is there any chance there will be a photo of the ostrich skins uploaded? Thank you for your time! Have a great day. :)

    Nevermind, I'm SOOO silly. The photos of the ostriches are within the mod folder. Thank you anyways! <3
  7. Syd925
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    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. ShapelessLord
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      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! :)
    2. lena444
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      Thankyou very much, as new player, it can get very confusinggg. I apreciate your explanations <3
  8. aidenflower
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    Hi! Iam only getting black and brown spotted cows. Why not any herefords or Belted??
    1. junimods
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      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.
    2. aidenflower
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      figured it out, thanks!
  9. ACWNDesigns
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    Is there any way you could add a content pack for Alternative Textures?
    1. junimods
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      I already have packs for AT. You can find them on my profile
    2. LOLmooncake
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      it's hidden now, and my friend is trying to play with me with that mod and she cant download it cause its hidden, im jw if it will be back up soon.
    3. junimods
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      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.
  10. LOLmooncake
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    is this not compatible with alternative textures? i still heavily use it post 1.6 and use ur old elle's animals for AS mod.
  11. CFern26
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    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?
    1. junimods
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      I don't know what you mean? The config options aren't for specific animals you own, they replace the sprite for all animals of that type.
    2. CFern26
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      That makes more sense now, thank you! I'm just wondering how I can change the skins of specific animals I have? 
    3. ShapelessLord
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      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.