image by Ided What it can do Intall SMAPI/Xnb Mods (XNB on own Risk) Download mods (needs testing) Thanks @NewSpecies (check out his alternative ModManager) Install Storm Mods activate/deactivate mods via double click Delete Mods launch SMAPI/Storm/Stardew Valley only it has an Ui, even if simple. Update/Intsall Smapi added self-update -credits to MidgetMan Optional: Donate(paypal) MOD DB Link: http://community.playstarbound.com/threads/stardew-valley-modmanager-sdvmm.109077/ Github: https://github.com/yuukiw/StardewValleyMM Release: https://github.com/yuukiw/StardewValleyMM/releases/tag/3.0 https://github.com/yuukiw/StardewValleyMM/releases/latest 1.4b https://github.com/yuukiw/StardewValleyMM/releases/tag/1.4b 1.4a https://github.com/yuukiw/StardewValleyMM/releases/tag/1.4a 1.4 https://github.com/yuukiw/StardewValleyMM/releases/tag/1.4 1.3 https://github.com/yuukiw/StardewValleyMM/releases/tag/1.3 1.2a https://github.com/yuukiw/StardewValleyMM/releases/tag/1.2a 1.2 https://github.com/yuukiw/StardewValleyMM/releases/tag/1.2 1.1b https://github.com/yuukiw/StardewValleyMM/releases/tag/1.1b 1.1a https://github.com/yuukiw/StardewValleyMM/releases/tag/1.1a 1.1 https://github.com/yuukiw/StardewValleyMM/releases/tag/1.1 1.0 https://github.com/yuukiw/StardewValleyMM/releases/tag/1.0t. Changelog: 2.5 Download Feature being reworked fixed Adding and removing mods Zip are now supported. 2.0 downloading is now possible. 1.4b added Setting Form 1.4a inis should be moved if selected 1.4 theoretical Storm API/Mods support fixed SMAPI Update Function 1.3 Update/download SMAPI New banner - by Acrimonia 1.2a FileDialog now supports multiselect Fixed logic error that always gave out invalid choice on XNB-Form 1.2 Xnb support (please back up your content folder in case anything goes wrong) its now possible to activate / deactivate a mod via double click (Xnb dont support this yet.) 1.1b improved the Initializations dialog if the program cant the paths it needs added a few exception handling checks to prevent the Program from crashing the update folder now really is next to the exe 1.1a added Ini file that store diverse Values added Dialog to costumize the Path if the Manager can find the installation 1.1 06.03.2016 The programm will now create and Folder "Update" in the dir in which it is residing. If you place an SMAPI update there it will ask you if you want to update SMAPI on launch. You can either extract the files your self and but them in there or just put the .zip file in there. The Programm should work either way. I also fixed some bugs. 1.0 Initial Release Video: credits to Ided BATCH (work stopped): I had some free time and decides to write an small and rather simplistic Mod Manager that as of now only works for the Steam version since i am not sure where GOG does install the game. What it can do: Install mods (SMAPI DLLS) Delete mods Update SMAPI Installation (as of now you have to provide him the unpacked files) launch SMAPI unpack/repack XNB files, if Xnb_node is provided here the file: https://www.dropbox.com/s/jmaivlg8eji08w2/SDVMM.bat?dl=0 if you dont want run an batch file from some random person on the interent i will provide the "sourcecode" here. Just paste it in an Text file and save it as an .bat http://pastebin.com/uVdcmUXT
Is it possible to mod this to work with the GOG version? Checked the code, and it seems to be using steam folders/info. Not sure if I can just change those folder paths over to get it to work. Edit - think I got it working for GOG installs, just need to add some checks for the directories. GOG games seem to default to \Games\<gamename> so adding/changing the check lines to: if exist "C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley" set d=C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley"& goto start if exist "\Program Files (x86)\Steam\steamapps\common\Stardew Valley" set d=\Program Files (x86)\Steam\steamapps\common\Stardew Valley"& goto start if exist "E:\Program Files (x86)\Steam\steamapps\common\Stardew Valley" set d=E:\Program Files (x86)\Steam\steamapps\common\Stardew Valley"& goto start if exist "C:\Games\Stardew Valley" set d=C:\Games\Stardew Valley& goto start if exist "\Games\Stardew Valley" set d=\Games\Stardew Valley& goto start if exist "E:\Games\Stardew Valley" set d=E:\Games\Stardew Valley& goto start and changing the directory path %d% lines to not insert the steam directory data seems to solve it so that it will work with GOG installs. Here's the code, I added those lines to the existing info, updated the steam directory lines, and changed the directory reference lines. Also fixed a couple of lines that had echoe instead of echo. Hope you don't mind me trying to improve on this for people with the GOG version.
No I don't mind. Will add it to the c' version of the mod manager as soon as I have fixed some smaller bugs and release it. Speaking of the GUI, could someone create an Icon and an Banner?
Though it seems most people know there way around xnb files and are getting used to the API, simple or not, mod managers are always good to have. Did you have any ideas or themes you wanted for an Icon?
It should somewhat fit with the overall theme of Stardew. The banner dimension seem to be 720X150 (not sure if he mean pixel) Also i mostly make the program to improve my own programming skills so i dont mind if no one really uses it ^^
Oh, no, I mean that soon there'll be a big need for these - I imagine. There are a lot of people who might come in later who want things as concise as possible! Apologies, my tone is often worse then I intend it to be. Perhaps something like this for the icon? I'll mull banners over while I work today. It should be masked and ready to go, fine if it's not what you had in mind though!
Your best bet is to release one for GOG and one for Steam! It might make it easier for folks! I use Steam, though. I can't speak much for GOG users or anything, sadly. Awesome though, may use it
Supporting gog. And steam is no problem, since the only real difference is the path. As of now I trying to find a way to support xnb the problem with them is that many files have the same name and as such I can't think of an effective way to differentiate between them.
Also, mind making us be able to set where our installs are? I have a different installation folder for my game (E:\SteamLibrary\steamapps\common\Stardew Valley) and have to edit the code of the manager since it doesnt look there.
Yep, in the latest release it wont let me use it unless its installed to the original location. You also may want to have the icon for the exe appear for down in the taskbar.
now it sould work for you edit or maybe not I just realized that maybe I should as for the steam and game folder separately for cases like yours where the library is elsewhere from the steam exe . I also relazied that the path for the update folder isn't that good since it it always in %appdata% since I missunterstand a environment variable. This among other things will be fixed in the new version. but for now I will be off to bed.
I've got a banner here I'm working on; still not 100% satisfied, and would be fine if an actual artist put my work to shame, but maybe something like this? Linked it on imgur because I might try a few other designs or clean it up later. Also, you work crazy fast, nice job.
Pretty basic atm. Hoping it will soon become a real mod manager for managing install/uninstall/repair of xnb/dll/zip mods. Especially something that can store mod zips so I can install/uninstall at will like Curse's Nexus MM
at first i had an check list instead of just an listbox. if the file was checked "it was activaded" and was in the mod folder. If unchecked it would be in the deactivated mod Folder. Sadly this gave an few issues since the box didnt want to update the entry acordingly but i will revisited that idea soon. I also have an basic idea for handling XNB right now but implementing it may take a bit. Anyways 1.1b added