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And it shouldn't mess with the achievements.
https://github.com/FlashShifter/StardewValleyExpanded/wiki/Install-guide#prepare-an-existing-save
Personally, I would strongly recommend a new farm though. Starting anew will give you a MUCH more immersive and cohesive experience where all of the new features just flow seamlessly into the old features.
Does SVE let you use the different farm types? Like is there an expanded Riverlands, an expanded Wilderness farm, etc. or does SVE only have one default farm type?
I've been thinking about modding the game soon. I know some of the new farm maps modders make simply replace the files of other farms, like Riverlands, so I'm wondering if I can just use SVE for one save file, but not for all of them? Or if I'd have to uninstall the save file whenever I do something on a non-SVE file?
My assumption is that it will work just fine, but I'm quite the philistine when it comes to modding and such.
Right now, the one somewhat complicated thing is to install SMAPI, but how to do it is described very clearly on the wiki[stardewvalleywiki.com].
Then in 99% of all cases, it's just download, extract, and drop into the mods folder inside of the Stardew Valley folder. You'll often have to download dependencies as well which the nexus will notify you about, but most mods use the same ~10 utility mods, so once you've got those setup, adding more and more mods is even easier.
You also can't use SVE for one save file and not use it for another. Once the mod is installed, every save will use it. You'll need to completely uninstall it if you want to play a save without it.
As for installing mods, here's a quick tutorial.
First, download SMAPI. You'll get a zip file. Unzip it with WinRar/7Zip and drag it to your desktop or any other folder. Run the file depending on your operating system and follow the instructions. That will install SMAPI in your Stardew directory.
Now you can start adding mods!
Almost all mods are installed the same, unless they're XNB mods. Though, those have been being phased out over the past year or so in favor of Content Patcher and other .manifest mods. The difference is that XNB mods overwrite the actual game files, while .manifest mods overwrite them while you're playing. I hope that makes sense.
In the case of SVE, download the main file from the Nexus page and unzip it. Drag the folders into Steam\steamapps\common\Stardew Valley\Mods. Leave them as is or they won't work. You do the same with every other mod required for SVE.
Next is possibly the most complicated part: launching the game through SMAPI.
Right click on Stardew in your game library, then go to Properties. From there, click Set Launch Options and type this into the box:
"C:\Program Files x86\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe" %command%
It's VERY important that you format it exactly like that quotes and all, or it won't work. Replace the file directory with your own if it's different.
...and that's it! Now you can play Stardew modded! I hope that helps!!
Not that important if it's only a difference of one mod, but if you have multiple "mod packs" that you enjoy playing with, this is very helpful. One just has to make sure to not accidentally save while having the wrong mod pack active, as items will vanish if the mod that added them is deactivated and, I think, won't show up again even if it gets reactivated later.
It'll also deal with SMAPI and all that when those are installed into Vortex
I wont lie, took me a little to get it working but once I did was worth it. I had SVE installed then decided I didn't wanna play it after like a week so I just disabled it and had no issues lol
If the mod doesn't have a "Mod Manager Download" button, download the mod manually and drop the provided zip file into the downloads section of Vortex. That will install the mod through Vortex. You can also just paste the mod's Nexus URL into the box. It's straight forward from there.