Animation sprite exchange framework

by Nikanor·v1.2.1·Updated 2025-10-23

The animation sprite exchange framework allows you to temporarily replace NPC sprites while the animation is playing, and automatically restore them to the original when the animation ends.

Screenshots 2 screenshots

About this mod Machine translation

The animation sprite exchange framework allows you to temporarily replace NPC sprites while the animation is playing, and automatically restore them to the original when the animation ends.

Animation Sprite Swap Framework

🎯 Core Functions

This framework allows you to automatically swap NPC sprites when specific animations are triggered, such as during the playback of scheduled animations such as alex_lift_weights or sam_guitar.

🔧 How it works

  • Read a simple data file (Sprites/animationDescriptions) to list which animations should use which sprite sheets
  • When the animation starts, the frame temporarily replaces the NPC's texture
  • When the animation ends, the original sprite is automatically restored
  • No events, no conditions, no complicated settings, just automatic sprite exchange

💡 Usage scenarios

Especially useful when you are using another mod that loads character sprites (such as *Seasonal Cute Characters*), but still want a specific animation to use a different sprite runtime.

👨‍💻 Moderator User Guide

Create or edit a **Content Patcher** package using a simple EditData patch:

```

{

"Action": "EditData",

"Target": "Sprites/animationDescriptions",

"Entries": {

"alex_lift_weights": "Characters/Alex_Tattoo",

"sam_guitar": "Characters/Sam_BlackGuitar"

}

}

```

**Key Notes:**

  • Each key (like "alex_lift_weights") is an animation ID used in the schedule or event
  • Each value is the **sprite sheet path** that should be loaded when the animation plays

⚡ Automatic process

When the animation is run in the game, the framework automatically:

  • Replace the NPC's texture with your custom sprite
  • Restore the default sprite after the animation ends

It's that easy, no coding required!

📝 Notes to modders

  • Can map multiple animations for each NPC, even using different sprites
  • Animation keys must **exactly match** the keys used in the game or your event/schedule
  • The sprite path must point to a valid game resource
  • This framework only manages textures — **not** adding new animations, changing frames, or editing timings

✅ Compatibility

  • For **Stardew Valley 1.6+**
  • Works with **SMAPI 4.0+**
  • Compatible with all mods that modify schedules or animations
  • Safe to use with **Seasonal, Outfit and Appearance** mods
  • No known conflicts with other frameworks

---

✨ Make NPC animation more vivid and interesting, and realize automatic switching of sprites without complicated settings!

Install & use Install: SMAPI mod (Stardew Valley standard)

  1. Install SMAPI first (Stardew Valley's mod loader): download it from smapi.io, run 'install on Windows.bat' and pick your game folder.
  2. Unzip the archive from playbuff and find the folder that contains manifest.json — that folder is the mod.
  3. Copy that whole folder into Stardew Valley/Mods/.
  4. Launch the game through SMAPI (run StardewModdingAPI.exe or set it as the launch option). The console before the title screen lists each mod's load result.

Cheat-style tools may not need SMAPI — unzip and run them as the readme describes. Back up your save before editing it; SMAPI lists failed mods in its console.

File & checksum

Filename
AnimationSpriteSwapFramework
File size
16.6 KiB
SHA-256
849b8040fcab74ff3aeee7355d1591c287672371fedc9efc2b39f81ba71528b7
Stored at
2026-10-10 10:37