I just updated the mod, why does the game say 'Mod not compatible'?
Please make sure you are using the newest version of Stardew Valley and SMAPI. I always compile using the most recent versions. If it's still not working after updating, let me know. If you are intentionally using an older version, please still update SMAPI and if it's still not working, let me know and specify that fact in the bug report.
Saddle bags don't work for me, is something wrong?
If you just installed the mod, or build a stable with "instant build" from a cheat mod, you need to go to sleep at least once. I only update the saddle bags at the start of a new day. If you still have an issue after that, please report it as a bug.
Can you add support for <insert stable reskin here>?
(Check the compatibility section of the description first to see if I have already mentioned the mod in question)
Most likely yes. I will add support for any stable reskin that I am asked to add and get permission for. But I can't feasibly ask the authors of all the reskins mods myself, especially for mods I don't even use. So please ask the mod authors yourself (if permission isn't granted by default in their settings) and tell them to pm me that it's ok (or that we can discuss details). Thank you!
Can I disable the hotkey for the horse menu/ pet menu?
Yes, simply go into the config and delete the hotkey like this (can be done the same way with the pet menu):
Change "HorseMenuKey": "H", to "HorseMenuKey": "",
The game will automatically change that to "HorseMenuKey": "None",
In the "PetFoodData.cs" file on GitHub, what fish count as "fish_semi_rare"? I get what the other lines are, but I just wanted a quick list or way to determine what those fish are. Thank you and great mod!
Hello, Im having the mod crash and am hoping for help fixing it. This pops up when the gam loads up
[Horse Overhaul] Mod crashed on entry and might not work correctly. Technical details: Microsoft.Xna.Framework.Audio.NoAudioHardwareException (0x80004005): Audio has failed to initialize. Call SoundEffect.Initialize() before sound operation to get more specific errors. at Microsoft.Xna.Framework.Audio.SoundEffect..ctor(Stream stream, Boolean vorbis) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Audio\SoundEffect.cs:line 47 at Microsoft.Xna.Framework.Audio.SoundEffect.FromStream(Stream stream, Boolean vorbis) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Audio\SoundEffect.cs:line 348 at HorseOverhaul.SoundModule.SetupSounds(HorseOverhaul mod) in D:\StardewValleyModding\Stardew-Valley-Mods\Stardew-Valley-Mods\HorseOverhaul\SoundModule.cs:line 51 at HorseOverhaul.HorseOverhaul.Entry(IModHelper helper) in D:\StardewValleyModding\Stardew-Valley-Mods\Stardew-Valley-Mods\HorseOverhaul\HorseOverhaul.cs:line 158 at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SCore.cs:line 1861
I'm having a minor issue with feeding the horse not displaying as fed on the horse menu. I get a temporary speed boost (is this a 1.6 addition or from this mod?), but I'm not sure if its improving friendship and it isn't displaying on the menu. I typically feed the horse carrots.
carrots are the only food item that does not interact with this mods feeding system as since carrots were added the base game already adds a daily speed boost when you feed carrots to your horse. so carrots are the only food you can't increase friendship with, and you can feed your horse both a carrot and any other food item every day. so everything is working as intended, I'm sorry for the confusion.
this mod should be added to the base game!!! this is amazing and much like horse mechanics in plenty of harvest moon games. love love love it and thank you for sharing this with us!!!
love the warping feature as well!! works beautifully and its so useful!! however, my horse doesnt come along when using the return scepter to teleport back to the farm house
it also doesnt completely work with this magic scepter mod - the mod adds the ability to use the scepter to teleport to all obelisk locations, mini obelisks on the farm as well as to the island farm house. my horse comes along with everything using the magic scepter except when teleporting to the farm house, island farm house and the 2 mini obelisks on my farm.
can it be made possible for my horse to come along with everything?
thank you for the praise. without mod conflicts, it should work with the return scepter. depending on your config, do you stand close enough to your horse when using it? I'll check out how the magic scepter mod changes my teleport detection and see if I can fix it
thank you for such a quick reply and you absolutely deserve all the praise!!!!!! thank you as well for looking into this!!!! youre the best T_T<3
and yes i stand close enough to my horse, he warps with me when i magic scepter to the beach, mountain, desert and ginger island, but not to the farmhouse, island farmhouse or mini obelisks :(
my question was more about using the scepter of return when not using the magic scepter mod to edit it (aka I did not forget about the scepter). that should be supported by my mod. once it's changed by the magic scepter mod, it makes sense that it doesn't work. that's something I need to add compatibility for in the near future
oh gosh im so sorry, i understand now!! you're completely right, i just tried using the scepter without the magic scepter mod and it does work perfectly
thank you again for looking into this, i would so greatly appreciate adding compatibility for magic scepter and really look forward to it!!
cheers again for this incredible mod <3 i have another suggestion, i noticed that my horse cant pass through pets the same way my farmer can, is it possible for this mod to make it so my horse can easily pass through pets too?
When I translated the whole thing myself, I realized that the simplified translation uploaded by the author was just the menu untranslated, I translated the menu,here is funny thing,I realized the dll file was encrypted.What I'm making isn't working:D
you only need to add the missing rows from the default.json and insert them into the zh.json in the i18n folder. you don't need to do anything with the dll at all. also it's not encrypted at all. you can decompile it with any .net decompiler and the source code is also on github. the ingame mod config menu (gmcm) can currently not be translated
Could you add a feature to the stat window to display one additional stuff on top of whether the horse has been petted, watered, and fed? I'd like to request if it could it include a line showing the max speed boost, formatted like this:
The actual value for 'Max Speed' should adapt to changes in the config file. This additional line should be hidden by default unless toggled on as to not break the immersion. Thanks for considering it!
yep, that's sadly not something I can reasonably fix. I do not recommend mods that change the fundamentals of how game events are handled, as described on their mod page. my mod currently relies on those and I do not have the time to integrate their API. if anyone wants to open a pull request on github for it, I would gladly review it
Hi! I like this mod! I have a suggestion. I use Vibrant pastoral recolor, and it changes stable texture for each season. Is it possible to change "Vanilla" stable texture to behave the same as other stable replacers? So it only overlays trough and bucket instead of the whole stable? That way it will be compatible with most recolors out of the box.
570 comments
I just updated the mod, why does the game say 'Mod not compatible'?
Please make sure you are using the newest version of Stardew Valley and SMAPI. I always compile using the most recent versions. If it's still not working after updating, let me know. If you are intentionally using an older version, please still update SMAPI and if it's still not working, let me know and specify that fact in the bug report.
Saddle bags don't work for me, is something wrong?
If you just installed the mod, or build a stable with "instant build" from a cheat mod, you need to go to sleep at least once. I only update the saddle bags at the start of a new day. If you still have an issue after that, please report it as a bug.
Can you add support for <insert stable reskin here>?
(Check the compatibility section of the description first to see if I have already mentioned the mod in question)
Most likely yes. I will add support for any stable reskin that I am asked to add and get permission for. But I can't feasibly ask the authors of all the reskins mods myself, especially for mods I don't even use. So please ask the mod authors yourself (if permission isn't granted by default in their settings) and tell them to pm me that it's ok (or that we can discuss details). Thank you!
Can I disable the hotkey for the horse menu/ pet menu?
Yes, simply go into the config and delete the hotkey like this (can be done the same way with the pet menu):
Change
"HorseMenuKey": "H",
to"HorseMenuKey": "",
The game will automatically change that to
"HorseMenuKey": "None",
This pops up when the gam loads up
[Horse Overhaul] Mod crashed on entry and might not work correctly. Technical details:
Microsoft.Xna.Framework.Audio.NoAudioHardwareException (0x80004005): Audio has failed to initialize. Call SoundEffect.Initialize() before sound operation to get more specific errors.
at Microsoft.Xna.Framework.Audio.SoundEffect..ctor(Stream stream, Boolean vorbis) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Audio\SoundEffect.cs:line 47
at Microsoft.Xna.Framework.Audio.SoundEffect.FromStream(Stream stream, Boolean vorbis) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Audio\SoundEffect.cs:line 348
at HorseOverhaul.SoundModule.SetupSounds(HorseOverhaul mod) in D:\StardewValleyModding\Stardew-Valley-Mods\Stardew-Valley-Mods\HorseOverhaul\SoundModule.cs:line 51
at HorseOverhaul.HorseOverhaul.Entry(IModHelper helper) in D:\StardewValleyModding\Stardew-Valley-Mods\Stardew-Valley-Mods\HorseOverhaul\HorseOverhaul.cs:line 158
at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SCore.cs:line 1861
Thank you
https://smapi.io/log/dbfdaad9d50947c4bbf63e7785a66f1f
love the warping feature as well!! works beautifully and its so useful!! however, my horse doesnt come along when using the return scepter to teleport back to the farm house
it also doesnt completely work with this magic scepter mod - the mod adds the ability to use the scepter to teleport to all obelisk locations, mini obelisks on the farm as well as to the island farm house. my horse comes along with everything using the magic scepter except when teleporting to the farm house, island farm house and the 2 mini obelisks on my farm.
can it be made possible for my horse to come along with everything?
and yes i stand close enough to my horse, he warps with me when i magic scepter to the beach, mountain, desert and ginger island, but not to the farmhouse, island farmhouse or mini obelisks :(
thank you again for looking into this, i would so greatly appreciate adding compatibility for magic scepter and really look forward to it!!
cheers again for this incredible mod <3 i have another suggestion, i noticed that my horse cant pass through pets the same way my farmer can, is it possible for this mod to make it so my horse can easily pass through pets too?
Friendship: 217
Got petted: Yes
Got water: Yes
Got food: Yes
Max Speed: 2.5 (Max)
The actual value for 'Max Speed' should adapt to changes in the config file. This additional line should be hidden by default unless toggled on as to not break the immersion. Thanks for considering it!
I have a suggestion. I use Vibrant pastoral recolor, and it changes stable texture for each season.
Is it possible to change "Vanilla" stable texture to behave the same as other stable replacers?
So it only overlays trough and bucket instead of the whole stable?
That way it will be compatible with most recolors out of the box.