![]() I haven't tried it yet for fear of it altering all my previous saves. ![]() I suppose using terminal to rename the folders is what makes a difference? I know know nothing about coding either, but I love mods, and would love to be able to use SVE someday. It's been a while since I tried this, and I also remember not being able to add the dot to the beginning of folders, but I think I was trying to do that in my Finder Window. This is super helpful! That said, I have been trying to attempt this for a few months using the wiki guide, and I always get stuck with not being able to access my mods folder in terminal because it's in my hidden library folder. Originally posted by scotchsunshine:I know this is late but I'm putting this here for anyone else with this question! So I tend to choose Content Patcher and JSON Asset types of mods. Oh, I forgot to say that I don't really use the mods that needs to replace XNB files, because it requires more steps and it's a bit tedious. English is not my first language and I don't always know how to express myself correctly. I move Rob's folder into my "Different saves" and put Janet in Mods. This way, in my Mod folder I will have my "Base Mods folder" and "Rob_Away Farm". So I made, another folder in the Stardew Valley folder, call "Different saves" (you can put it wherever you want on your PC, but I prefer this folder because, it's easier for me) and put Janet there when I play with Rob). If I put Janet folder in the mod folder when I play with Rob, the game will read both folder and I don't want that. Originally posted by gill4401:Let's say my first save is: Rob_Away Farm, in my Mod folder I will made a folder with this name.Īfter that, I wanted to try something different with: Janet_Purrrfect Farm (yes, a crazy lady cat lol). There's also a lot of really useful information on the Modding page in the Stardew Valley Wiki. Hopefully this made sense, I'll be happy to respond to any further questions. Just make sure to double check that you have the right mods going before you open your save file! ![]() (mv ".BigSisMods" BigSisMods) The directory will reappear in your Mods folder and SMAPI will run it with no issue. To enable it, go back into your Mods folder in terminal and rename it without the full stop. Do not panic, it is still there, it is just invisible. When you do this, the folder/directory will disappear from the Mods folder. When you run SMAPI after doing this, it will skip over the disabled folder. In terminal, you can do this using the mv command (mv "BigSisMods". For example, if my subfolder for my mods is named "BigSisMods", I rename it to ".BigSisMods". Now, before you play, you can disable different folders/enable different folders by adding a full stop in front of the file name (I learned this from the Modding page in the Stardew Valley Wiki). I left basic mods like Content Patcher in the Mods folder, but put content mods like SVE into my subfolder) (e.g., I'm playing through SVE right now, little sister is not. Sort the mods you want to use for different saves into the folders. SMAPI will automatically check everything in your Mods folder so it won't mess anything up. In terminal, make a new folder/directory inside your Mods folder using the "mkdir" command. I play SDV on a Mac, so anyone with a different OS may have to do this differently. I know this is late but I'm putting this here for anyone else with this question!
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