#modding-general
1 messages · Page 2 of 1
just search for WTravel and W Shop UI on CF đ
report it, and maybe CF will take it down?
But, IDK what stops them from just renaming it. đ
but back then there was no company with a monetization plan that also had control of the mod delivery system. ive never worked with CF so i dont know what to expect from them
if its taken down, you cannot upload those files again - not sure how that works but that's what CF says about deleted content, even mods you delete yourself
surely a simple hash would be able to tell the file contents haven't changed tho
doesnt work. if you delete a project it states "you can not upload the same project again"....and still i have 4 deleted projects đ
lmao
edit the hash, change a variable, fixed.
We can just change the mod id, and theres even a button to reset it.
đ€Š so its just a scare tactic
and what prevents you from adding 1 node, not even connected and upload again?
git hub for UE5? i dont know much about the game side of development
IIRC, legit pressing save on a file changes it, and thus the hash would be new.
assets are binary. and if you change one node it would change the hash
The hash of a text document is changed when you add 1 letter to the end.
Same principle.
anyone know how to get currency to be removed after item is purchases using a UI in the devkit?
lol
Does anyone know of a generator mod that increases its range?
IncrementItemTemplateQuantity
Amount set to a negative number
Haven't figured it out yet but I think I will soon (Partially because I've been to lazy to mess around in the editor lately)
I don't know if it just appears like that in the editor and would look normal in-game, or if the black stuff would carry over
Once I figure out how to get rid of the black terrain it's smooth sailing from here
Is the mod id for winterland out?
Not until tomorrow.
i for the life of me
cant figure out why the class setting names in my dev kit are invisible
Invisible?
So only info I can find about the Ark Futurism Mod that's not on steam workshop since like 2020. The mod authors are listed on skymods as Cheers and HALOxZealot. Searching for these authors has been a dead end for the last couple months.
Loading the files from skymods works on the old devkit yea but even it's not nearly as finished as the one that was on steam workshop.
Like guys wherever you are hiding. I'll literally pay you to work on porting this mod.
we have kinda messed with it and used removeitem as well, tried consumeableitems but it doesnt seem to want to work, is there something specific you need to add or any certian type of replication that it needs?
Agh. Man I'm never gonna find em. The wildcard mechs were just not it champ.
Those guys gundam mechs walked circles on the WC mechs.
Anything like this should be running server side
cant seem to figure out why its not working if you can help me out or something
Are you running stuff on the UI or a helper buff? UIs are client-only and canât replicate.
Anything that should/needs to be run on server should be done through a buff, that takes stuff on client and sends it to server where itâs actually done
Adding/Removing stuff all needs to be done via the server. If you have anything thats adding items, dinos, etc and its being done on the widget, it will not work on a dedicated server.
Replication is the answer.
As elkay said, need something that can handle that(buff is often used).
okay thanks, i got it working
anyone know how to keep UI timers bound to the game and not the player, essentially how to i keep timers consistant and not restart when a player relogs / respawns
Save them into a variable on anything that persists over a save a re-set them on restart.
Hello, I'm looking for a mod that makes a secure base appear on the map that we need to raid in order to get some loot. Thanks in advance
I want creat mode but I just don't Know from where I need to start (Mode will be for PvP, creat Modded cave)
I would like some tips or info or help
Thanks if you awnser
So, anyone else dashboarding trying to log in at all?
Haven't been on here in a while but is the damn mod problem with Playstation not being able to download 2gb mods fixed now or wattt
Is there a way to change speed settings for a specific creature? What if I'd like to make the quetzal 20% faster, is there an option for that?
Yes there is
Yea no there's 0 issues with the actual mods it's just the game not allowing that much memory for mods to be installed I've seen the cap for Playstation is 5gb but I got nothing installed and it doesn't let me install anything so it's probably just a game issue
Very annoying tbh
any way to allow console users to use a UI. mnk has a mouse so its doable but it doesnt seem to give console players any kind of curser to select things on the UI
Lol. Poor Don. Botted for trying to help.
well. i would link to the modding discord where zen posted how to do it, or an image. but its not possible here....
lmao.
It does prevent all links.
i am trying to rejoin it but it freaks out and doesnt work when i click join server
says it collects discord data and what not then does nothing
How come Rescale All Stats node on a baby dino causes its current food stat to go to 0. Its current hp doesnt do this, just food.
Never seen that, but could be some clash between how WC limit the babis max food, and that node.
Otherwise I would suggest trying in individual stat scaling nodes, might work better?
How long is the typical wait for CurseForge approval?
Was it ever mentioned if consoles would get more than 10gb of mods to download down the road?
The 10gb limit is not just a choice, its imposed by Microsoft/Sony, but we're told they are trying to get it increased on that end
Yeah I found out it was imposed, I was just wondering if they were going to leave it like that or try to get it increased
Is the source to Winter Wonderland anywhere? I would like to use it for a bandit/hero system. If not, Wildcard releasing official mod sources for learning purposes would be nice, like Epic does đ€
Zen previously said he wants to look into releasing them as demo material if possible, but it's not available yet
Would it be possible to have more mod space? When a mod is updated we are forced to remove the others due to lack of space and in this case lose everything... Ps5 I also had this with the Christmas mod update, it's annoyin
Ask Sony. That limit is set by them.
is there any way to see xyz cords via devkit?
The viewpoint should show you your cameraâs current coords in⊠one of the corners?
If I want to add a custom event that is triggered when any dino attacks, how would this be done without editing existing blueprints.
Ima just put this here for anyone that knows about mods but me and other Playstation players are having the issue that any and all mods will break the hotbar and the button u use for collecting things or opening doors is this a issue with wildcard or with mods?
Since it's not a single mod it's all mods that break it so maybe there's something wrong with how psn interacts with the mods?
yo
I assume with the Devkit you are able to adjust model sizes for stuff in-game such as increasing the size of Deep Sea Loot Crates?
Yup
Aye good, may make room for the 300gb or w.e download for me to break the game : S
ez
hey does anyone wanna test out my mod to see if theres and bugs and issues?
@south owl what type of mod is it?
Istg I know wats wrong with the mods
If ur having problems with mods bugging out parts of the original game log out deactivate all mods besides 1 of them log back in it'll fix the bug then log back out reactivate them and then it works again
This shouldn't be a issue tho
Although this needs to be done anytime u start up the game and obviously ull still loose any progress from those mods so I'm pretty sure this is on wildcard
Idk if they know about this or if there's a way to report it but like God damn
When overriding the crafting cost of a MODDED item via ini, where and how do I have to put it?
no difference to vanilla items
So just in the exact same place? Thanks
Thought would be different
just put in the name of the modded item, otherwise the same as for any item
So that following command in the game.ini under the first header should work?
ConfigOverrideItemCraftingCosts=(ItemClassString="Kibble_Demonic_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="CryoFridge_C",BaseResourceRequirement=1000000,bCraftingRequireExactResourceType=False)))
most items start with PrimalItem so would make sure its actually right
Alright thanks, cause when I put âKibble_Demonic_Câ as gfi it works, but not the overriding somehow
And when I asked in the unofficial setup a few days ago they told me to go here haha
Anyone aware of an ASA mod where we are able to enter a specimen ID at dino birth and imprint that dino to someone else?
This was a mod or part of a mod on ASE. Not sure which one.
Some storage mods do that in ASA.
Could anyone help me figure out what spawns are replaced by adding:
- DEINOTHERIUM
- Deinosuchus
- Brachiosaurus
- Archelon
yoo how do i get more storage space for mods
You canât. The limit is set by Microsoft/Sony
When using a consumable item, how do you setup custom graph logic that determines if the item should be consumed on use and if not, to tell it to stop the action and not use the item. I see there is the Event BPPre Use Item that I could do it in there but dont know how to tell it to cancel the action of using the item.
Well found a workaround. Set the item not to consume on use and then in the logic when it has passed my custom checks then set that item to consume at the end.
can someone help me wit my mod problem
i made a thread abt it: Mods wont install and their icons won't load
regarding mods, does anyone know if primal chaos has bosses? on ASA
Hello, do you know if there is a tuto with the dev kit asa to edit the island?
I'm just starting out in modding and I'd like to create maps etc., but I'd already like to have fun editing an existing map, to start familiarizing myself with tools
Not for TheIsland no... But Buttman has tutorial series about ASA mapping...
Search Youtube for "ASA DevKit : Mapping Tutorial"
And I hope your computer is good enough for mapping... (64Gig ram minimun, fast SSD and GOOD Gpu)
okay thx
regarding mods, does anyone know if primal chaos has bosses? on ASA
Ask the mod creator in their discord.
Ok, so ASA is cross play for all platforms, do mods work with that or can u do only offcial?
you can do cross-play between everyone with mods
I'm trying to play a non dedicated server with a friend and it's not showing up
Nondedicated doesn't have crossplay
Yo, what's he best way to buy your own server?
Nitrado is exclusively used for Ark if you want your server on the main unofficial list otherwise if itâs self hosted locally or a VPS youâre thrown into the âplayer serversâ option you have to check on bottom
Alr
I find it stupid that the smallest size server u can buy is 20 slots, I wish it could go to like 4 or 8
Move to #unofficial-setup-help. This is for modding only.
i have a little question to ask..currently i am working on a creature mod and i am trying to figure out "Ragdoll Death Capture" to make the death animations so please is there a video or documentation on how to make them? Thanks
anyone know how to stop getting turrets that ammo has been set to cannon explosion to stop damaging structures when the server is in PvE mode
you can raid in PvE using it
Has anyone have the snow owl mod on their unofficial server and how is it doing on the maps
I just seen nitrado advertisement for 30 % right now for new maps
If I remove the turkey event mod from my server will people lose all the items and skins they earned?
The Terrain painter does not work. Does anyone have a tutorial for it?
So far we have all the skins and still
Thanks for letting me know
I noticed the mods menu on ps5 has a 'My Mods' tab. Silly question, but is there some way to connect my curseforge to ps5?
Yes, there's account linking on your CF profile... somewhere.
@rotund ocean contact the mod author via their discord or curseforge page. This channel is not for requests.
Was my last shot. Cant find the ASA mods on the workshop and Curseforge is experiencing server issues. Sorry... had to try
What workshop? ASA does not use Steam for mods
That would explain why I couldn't find it there
is there any mod for making waves of dinos spawn(like extinction drops) or making it hardcore(like in minecraft)?
And is there already something like ark otherworld or will there be?
Hardcore is just a checkbox on your game settings.
Check it, and you lose your character when it dies.
Does that also exist for servers?
Yes
Hey anyone know on unofficial can we take away the event mod say example winter wonderland when we want to take it away. I am being told it stays till the 7th but i thought that was just for official and unofficial can run it when we choose
The events are made into mods so that unofficials can enable/disable them whenever they want. It will stay enabled on your unofficial until you remove the mod.
If you remove it now some skins will vanish that haven't been added into the base game yet
should be able to keep the mod but remove the activeevent setting correct?
ActiveEvent is no longer used by WC
Hello survivors. Does anyone know a good mod that has like trees and plants. That you can make for like decorating.
You have to wait for all of the core assets to be added to the game or you'll lose things like krampus skins
They will be added in january the winter event. The turkey event skins wil stay after the event is done
I'm sorry if this is a simple question, but could you tell me about a situation where, for example, you are uploading a comprehensive MOD and want to upload only one dinosaur as a MOD?
Create a UGC called "MODSET", select multiple ones with enableMOD and upload them, switch to UGC called "DINO1", select the corresponding MOD with enableMOD and upload.
Is it okay to follow these steps?
Each UGC / mod directory is it's own mod đ€. It sounds like you want to upload multiple directories as one mod, which is not doable. You'd likely have to move around files.
Hey, does anyone knows if it is allowed to upload my own mod to Github, making it opensource? My mod has some ASA stuff in it. Thanks.
Yup
Does anybody know, how to clear the UGC cache, to sync with an account again. i typed in the wrong Account and need to switch.
Delete .eternal folder in... Shootergame/saved?
Is there already a mod that allows you to get more than 254 points into a stat
Has anyone had Ark DevKit's UI hang up and then the TekHoverSkiff_Character_BP break connections/can't compile without any use of it in the map or being called anywhere?
Could this be related to the actual in-game UI hanging up/crashing people are experiencing?
I've only had this when going into GCM; but unless you're actally referencing it for some reason there shouldn't be any issue
GCM unlocks all engrams, so when you open the crafting UI it loads a ton of files
Such as the complex hover skiff that is broken
anyone know any mods that show egg stats?
Think they built it in to the game now you just need toilet and some poop put meat in spoils instantly but the aa mod has a good spoiling bin it
does anyone know the command line to force load a specific map on ADK startup?
Curseforge just disabled a bunch of shop mods is this something that is short term?
Can't post screenshots in here but:
"Hey everyone,
We would like to update you about recent developments regarding mods that enable VC\buy from external sources.
To accommodate with MS and Sony ToS/EULA - Until we define our policy in the next few weeks any store type mods cannot be approved for cross platform. That includes any mod that has the capability to add VC/buy from external sources. Shop type mods which are live and cross platform will be rejected and instructed to create as PC only for now.If you have a mod you want on cross platform that does not need these functions, you should create a new mod version where the store is completely removed.
You can expect more updates on this in the coming weeks as we define our policy.
We appreciate your understanding with this sensitive matter!"
ok thanks where is that from? I would like to stay updated on it
CurseForgeDev discord
leave it to sony/xbox TOS/EULA to ruin shop mods on curseforge
PC= master race for gaming platforms lol
I agree about pc being better but it's documented that 73% of ASA owners are console, so that can't be ignored
Does anybody know how to export a .fbx (or whatever else extension) from devkit with Model Meshes and Textures attached in a single file?
Trying to export some animations for each creature but I don't need mesh only, I need the default texture attached to it.
Any idea? I tried every single export setting, but can't find a solution đ
You donât
anyone know of a mod that adds more tranq darts?
I want to use darts instead of arrows
PrimalChoas does it, but add much more then that.
Thanks
More of a #bobs-with-probs question. Or even the mod's discord.
thanks
Yo, I was once watching a guy do a ark eternal modded playthrough on yt and he had a structure that can craft dino hearts an dino DNA. Can anyone tell me how to get the structure? I can find the name.
Question, is there anyway to code on ps5 single player or no? I don't think there is but I also haven't really looked
i may be stupid but is the dev kit supposed to take 20+ minutes to open?
Is it on an HDD?
i have an ssd
1st time it can take a while, it has to compile shaders etc
Looking to replace The Island supply crate beacon rarity map
ShooterGame/Classes/SupplyCrateSpawningSettings.cppShooterGame/Classes/SuuplyCrateSpawningVolume.cpp
Is it possible to adjust these as part of a mod, looking to adjust the allowed rarities of supply crate spawns on TheIsland_WP level.
Depends on if they have blueprint versions and/or what's exposed, since those are C++ files
Hmm, well there are blueprints for each of the different supply crate rarities:
SupplyCrate_Level03SupplyCrate_Level03_DoubleSupplyCrate_Level15SupplyCrate_Level15_DoubleSupplyCrate_Level25SupplyCrate_Level25_DoubleSupplyCrate_Level35SupplyCrate_Level35_DoubleSupplyCrate_Level45SupplyCrate_Level45_DoubleSupplyCrate_Level60SupplyCrate_Level60_Double
But I believe that in TheIsland_WP level, they are using SupplyCrateSpawningVolume boxes around the map to decide which supply crates to spawn :/
Is there a reason I can't open the ShooterGame/Classes/SupplyCrateSpawningVolume.h?
Is that part of the SDK private source?
the .cpp files? Modders aren't given C++ access at all
Modders have zero access to new, edit, view, change, etc C++, or source.
Anyone else have the super cryo mod delete dinos when using the cryo gun
Does anyone have any creative ideas to change how supply crate beacons spawn on the maps?
Couple questions
1 can Deinotherium(Ark Ascended Elephants) go into boss fights?
2 Is there a spawn map for all Ark Ascended creatures?
3 does Garuga(the modder for Ark Additions/Ascended) still have a working discord?
If so my I get an invite my dms are open
Consoles should have 10gb of mod space. I have no mods installed on my ps5 and when I visit a server with mods, it tells me I only have 6.14gb of space instead of 10gb. Is this page wrong, or do we not actually have 10gb??
Oh sweet thank you
No problem!
Hey. Was wondering if there was a tutorial on how to make modded maps in the new dev kit
question if my machine cant handle ASA, can it handle the dev kit at least?
(max for ASE is medium on server play, can go on high in SP but spawns lower framerates)
the devkit is basically the game with extra steps, you might be able to use the editing functions, but testing in the kit essentially runs the game in even slower then normal
its fine my goal there is more on animations/cinematics than creating a mod (was planning to do an item/skin(?) mod tho)
Can any1 tell me why console is limited to 10 Gb mod storage?
Ask Sony&MS đ
its stupid asf. cant have shii as console user
Its mostly a map restriction. Mods that are huge can usually shrink file size if they properly deal with materials/textures.
A mod adding some plant decor, there's no reason for it to be 2gb.
do i need the dev kit to make mods?
Ehm... Yes
Guys quick question, maybe someone can help. Im running the qol+ mod and PC users are able to use the mod without issue, console on the other hand can craft items, use the tools but are unable to place any of the structures. Anyone know why this would happen?
I had this happen and it was due to a mod conflict, one of the mods that was not crossplay was conflicting with it. I would recommend taking a backup and then slowly removing the mods that are not crossplay and have a console player test if they can place.
Hmm i do have 1 mod thats not crossplay for the pc users only, ill try that thanks!
For me it was the Arkitect Structures Remastered that couldn't place items and the mod circa rp decor was the one conflicting
found the issue, it was the crafting skill potion mod that did it. removed the mod and now I can place the structures. thanks for suggestiong the problem might be other mods it helped a lot!
Anyone having issues with updating mods on PS5? Either they fail and say "invalid", take an extremely long time to update or it freezes on the mod page and you have to close the game to get back to update another one - rinse repeat
invalid mods are ones that dont have crossplay enabled, depending on the mod in question you may not be able to join on ps5, i had an issue with one of my ps5 players related to this
They were previously installed and went invalid when trying to update them. After a few more tries and restarts I've managed to reinstall them. As far as I'm aware all the mods on the PS5 mod list are ones with cross play enabled.
gotcha, just throwing out there what i have encountered, i had another one when the shop mods go removed, again only my ps5 players could no longer join with them on
I'm thinking it's some odd bug introduced with the latest patch
Have the developers of the primal fear mod implemented anything yet on asa?
Not that I'm aware of but primal chaos is making strides
Does anyone know if you can use a mod on ASA but NOT have it on your server? there is a graphics mod I prefer using, but its PC only... I also want to run a server for my fam, but it would be cross-platform as they play on PS5.. So to clarify, I want to know if I could play on the server, and use that mod Only on my end, rather than having it on the server?
Mod can ONLY be PC only or Xplatform... So does server...
Clientside only mods cannot exist because obvious reasons đ
dang it... my pc has a hard time with ASA when running a server, so was hoping to use a graphics optimizer mod for PC, so that I could play with my fam on the server (they would be on playstation)... Oh, well... guess we are going to be forced to save up to upgrade my graphics card...
What does that mod do that you could not do with settings? đ€
its the Ultimate Graphic Optimizer and Compressor mod - it takes low-end PC graphics and makes them look high-end... My PC is low end (more like potato LOL)
đ€đ§
playstation 5 users don't need it...
Why would they... But you did not answer to my question...
my comp can't use the ASA graphics to look nice - I can only use the Low settings... That mod takes those settings and makes them look like Ultra settings... but does it without making my FPS drop into the single digits (and without making my comp hot too)
And what stops you doing that with INI settings?
My comp can't handle them, thats why - its an old comp (was mid-range to begin with) and has the minimum ability to run ASA on it - the INI settings make my comp run hot and it lowers my FPS drastically
I need to check this mod on weekend so I'll know what it actually does
K
Can you tell your specs? CPU, ram and GPU
i5-9400F cpu, 40gb RAM, gtx 1650 Super gpu...
Thx
NP
Only your GPU is under "bar"
yeah, but upgrading it is hard - my MB is the b365M ds3h wifi... so it is hard to find a gpu under $250 that is an upgrade to mine... most are around $300 and up... and we would need to save either way...
Can you not use the nanites tilde bar commands?
Example:
Open tilde bar with "`" and paste in:
Potato (95% - 105% FPS Gain)
r.ContactShadows 0 | r.DynamicGlobalIlluminationMethod 2 | r.Nanite.MaxPixelsPerEdge 4 | r.Shadow.CSM.MaxCascades 0 | r.ShadowQuality 0 | r.VolumetricCloud 0 | r.volumetricfog 0 | r.Water.SingleLayer.Reflection 0|ark.VertexCountScaling 1 | Ark.UseServerList 0
Just the part in the box.
Anyone know of a mod that does âland claimâ?
@deep isle can you dm me a link please
Just outta curiosity, Does anyone know how wildcard picks which mods are chosen for the spotlights and etc? i'm curious
Okay why does the draconis actually look quite cool, does the mod featuring that creature exist for ASE as well?
What dinos mods is everyone using on there unofficial servers that has no issues
Please someone tell me if the bug with Playstation not being able to download mods over 2gb has been fixed or not
Cuz it sucksss
very stupid question. if I want to have a crafting station produce something (automatically) and they should be original resources from Ark, not new ones. How do I tell the station? It's not possible using item blue print because I have to create a new item there. does anyone have a tip?
Is anyone working on a mod for the jumping spider that was in the the community vote for aberration?
just spawn in a normal unmodded item from whatever code you are using to generate the items? assuming by automatic you mean it produces the item at intervals without any input? if you mean from normal crafting, items can give other items instead of themselves when crafted, and also have an event that is called when crafted, which can be used to spawn things in the normal manner (or do anything else)
does anyone use a stack mod? im tryin to find a good one?
U don't need one, u can just go into the config and edit the Stacksize urself.
U mean the Crab?
I mean that the station runs in the same way as the composter, for example. But instead you put something else in like fiber and you get meat (as an example) but so far I've only found blueprints to create a new item and enter the "recipe" there. But I would like to tell the composter to create other things without a new item. where do you enter this?
Use dont actual give item checkbox, and crafting give additional item
OK. also completely normal in the item blueprint, only that you activate the checkbox?
No there was a jumping spider in the new creature community vote for aberration it was called maevia eureka
Yes
OK thank you. I'll take a look and try it out. I've already made several mods, but I've only ever had my own items made đ
Oh i see the maevia eureka is not in the devkit right now, so there is no mod for it aswell. It could be that someone wants to add it from scratch, but i don't know if its worth the effort.
It wouldn't be in the dev kit it didn't win the vote it was in top 10 not sure how high it got though
I see, so it never got into the Game?
No it would need to be made from scratch
only the winners are being made by wildcard, and those will only appear with the release of their respective maps, so none exist yet. First one should be the one for center in february.
Okay nice knowing that mods are still 100% broken on Playstation
The second u ad mods to Playstation the base game stops working
From what ik all mods even the ones over 2gb work just fine but the game itself breaks with any mod making u unable to use half of ur hotbar and unable to collect stone from the ground or bushes etc
If anyone knows why or when this is fixed please do tell cuz I've been waiting since release for the game to work and it still doesnt
Is there any chance console might get more mod storage?
Thatâs entirely up to Sony/Microsoft
is there a way to increase the stack size while keeping the original weight?
just use ini if you just want to change stack size.
i tried that but the weight went up
then you want to change weight and not keep the original weight. stack mods are the only way to do that.
yes thx
do u know of any good stack mods?
I don't use them, I use ini. go to the curse forge website and search stack mod 
Is there a mod to see all the x6 of the cave ?
Careful with stack mods as they can sometimes wreak havoc with other mods that deal with inventory
Is there any update or news on fixing the 2gb bug on ps5? Last information I could find was a month ago.
Earlier the eggs showed the stats like the incubator used to, unsure if it was the super spyglass mod but itâs currently stopped doing that. Has anyone else had this issue?
Does anyone know how would i change the texture to cliff_talus_gravel?
Are any of the plugins from UE5 on their marketplace free to use in ark mods?
Cant use plugins in ark mods
Because of infringement?
Sorry I'm new to modding. this is interesting. i just dont know how it all works, and what is and is not allowed. Just curious how limited you are in making mods
No. Cause the plugins would need to be compiled into the livegame too... Which is not going to happen without Zen/WC adding those plugins themselves.
Is there a mod size limit for survival ascended on console?
IIRC.
5GB per mod, and 10 GB in total for all mods installed
Also, let alone loaded into the ADK.
ARK has custom engine edits, so even vanilla plugins just brick the editor.
Thank you
Also, since you probably don't know.
No C++ of any kind.
Viewing, editing, making, adding, changing, etc
So the unreal engine release and user inputs are different than the ark devkit release
?
uh, may be i misunderstood, isnt c++ already a part of unreal?
I guess i was wondering if quixel bridge options were available
Posting this here for visibility. Mod name & mod description on the pause/escape menu is supposed to show the data of only ONE mod, the top load mod, correct? So for example, Mod Name: Ark Additions: X, Mod Description: "Ark Additions X introduces example content"
I think there is a major mod loading issue happening right now if its suppose to be consistent, because its always combining multiple mods information in 33.53 (live)
I bring this up, because I'm in the process of helping track down crashing for a large group of server owners/players, and so far the only commonality is 33.53, and the fact the mods name & description fields are the combination of 2 different unrelated mods...
Really depends on how the name/ description is found.
Could very well be a tiny issue.
but, the update could very well still be broken for unkown reasons.
What logs do you hbave, or something?
No relevant information in logs, no callstacks at all when it happens, hard stall
making it a total nightmare to track it down tbh
wasnt a thing until this last live update
so I'm thinking its potentially a sign of a bigger issue (the name/description mashup happening, but as you said, could also just be that, just a visual bug and nothing more)
Any context?
Just a stall immedietly?
Surprised I have yet to see other post this in other discords.
Any matching mods between the servers having issues?
Do you have winter wonderland loaded with the passivemod thing?
still investigating, but have seen issues with different sets in testing
Not even just 1 matching mod?
well part of the problem is I'm dealing with a lot of information from other people as well, I've managed to produce 2 crashes with no commonality in terms of mods used (none of them being shared among the sets), but I cant get it to happen again now, so might be fixed or just random unrelated crash...
no idea tbh, mostly just inquiring to see if anyone from Wildcard chimes in
lots of weird issues in that last update even without mods
I do know this though, the common element with people experiencing the crash was version number their server was on
if they we're on the one before 33.57, no crashing at all
33.57 was the only version that this crash was experienced on (so far, we will see about new version)
Anyone having a issue with death inventory not working since last night update
Im following temptress lagoons steps (and buttman) and the runtime virtual textures crash my program everytime, no matter the map. Ive tried on 4 different maps
Task Manager says theres no activity from the devkit, memory froze, 0% status, and i cant control anything within the program. do i wait? ive waited at to 30 mins before. nothing.
The virtual texture is essential to the whole streaming ascept, right?
oh and I've inputted a height map made from gaea with help from numerous people within the videos on YT. Not sure what else to do. I dont have a crazy computer (ryzen 7 3800x, AMD 6700xt gpu, 96GB ram ddr4)
How difficult is the certification process for mods to be cross platform?
Thinking about making a mod for my servers
Its not a certificate. đ
Its just a "does this crash the console" sort of thing.
99% of mods go fine, but takes 1-3 days
is there a way to limit structure to 1 or 2 per tribe (player) via devkit?
Of course.
how?
Register your structure with an outside actor, like a singleton. Prevent placement if current count exceeds X for that tribe, or whatever other restrictions you want.
It's all custom graphing.
Hey guys, anyone know how the fix the landscape bug? I want to paint own areas but everytime theres a blue shine on it. When I set virtual textures there is already painted on the field and I can't change it. Anyone got an idea how to fix?
Temptress Lagoon on YT explains it well on their Landscapes video. look em up
How long did it take you to get used to the blueprint/graphing, it is quite frustrating starting from scratch. Lingo doesnt help either lol
Ya already followed that tut but ima try again ty đđȘ
I think its the virtual texture. Also another thing that is really important is making a seperate folder and copying ANYTHING from the content folder into your new folder in plugin. messing with the content files will make other projects that need those files not work properly. Im new to this so im just reminding myself as well lol
Is there something special with the DevKit version 33.47.48.478326 that I need to do to get it to update to that version? In the past all of the version updates have shown up in the Epic Games Launcher so I can update to it. But for some reason mine is not seeing any updates past 33.2.47.476065. I've tried a "Verify" from the launcher thinking it might see that there's an update, but it didn't seem to do anything. I could do an uninstall and then reinstall to get the latest version, I think, but that seems like it'd take longer and use more of my network than needed, assuming an update is quicker than a full install.
I don't see any mention here of anyone else having this issue but no idea why my installation would be different as it was working fine up until that version number. Maybe I'm misunderstanding how the dev kit updates work.
Ideas?
Ah, I "just" realized it was the "beta" version.
I was just about to type that to you đ
LOL Sorry, coffee is now hitting my brain and I went to the change log and noticed that.
A couple hours. Im probably not a typical example though so...id been doing programming for about 15 years at that point. 1 more language was no biggie.
Yeah, found the blueprint/graphing relatively easy to pick up, it's just all the nuances of the API and Ark DevKit that haven't yet fully saturated my brain. Though I'm distracted with other learning tasks right now and haven't fully concentrated on learning Unreal and the Ark DevKit by doing more hands on work, as it sticks a lot better when I do that.
Ah lol okay that may cause my problems, I use the regular files and don't copy them
I should maybe repair the program and start at 0
Makes sense, Im completely new to most of this. so its kinda drenching my brain with info. Making it hard to learn quick without implimenting it hands on
Yea you could varify the files too
Referencing your post in help, I'm doing the same atm, im trying a couple of things that may or may not work, but experience helps a guess.
I tried the whole gaea thing, love it. Masks in gaea, awesome. but i want a big map. yea im new. but best way to start is just dive in.... maybe....
My question is is the sculpting supposed to be done before the MI_ASA_Islandlandscape or is the sculpting supposed to be after?
Also I have opted to add landscapes to my exsisting one to create a much larger surface area. probably not advised but i need to test it out for myself for hands on experience to understand a little more of it. I am hoping that at a later time once the sculpting has been completed i can seperate the 1 landscape into others so i can have better loading times (even though the world partition is being tested with as well). Its all a test right now for me.
I also feel as though me making one large map makes for a very difficult time to layer the paint... which im hoping it wont be. I know everything revolves around the blueprints and graphing, not so sure on the landscape sculpting and how involved it is with those, but I'm hoping to learn by practising. This is all very interesting to me
I've read u have the size off map to 1 / 1 / 1 when u import the height map and resize it after
If u use gaea premium u can go bigger sizes then 1009x1009
Yea i saw that too, i was considering upgrading but i tried the gizmo tool on unreal.... So i did the import to a new landscape with a heightmap from gaea at 1009x1009, but made another landscape at over 2000x2000. If i selected the landscape tool, used select on the whole heightmap landscape, then used to copy tool on sculpt (gizmo), made a border around it - i dont have it down to a science but it just copies and pastes the landscape onto the new landscape. Bigger landscape but again i dont know if it works for ark, let alone the performance hinderances. Have to find a way to either seperate it in the outliner or use the data layers to load/unload
Yea there is another guy who explains how to get bigger sizes with gaea called CG Dealers at YouTube. U may try his options. Not specific for ark dev kit but still ue5
Yea, looks like hes got some good tutorials, my problem is also that when i try to render the draw in virtual textures it constantly crashes for the texture but not the height - that works fine.
The dropoff of videos on how to make maps initially (other than donkey man, granted to did stop too) with the devkit is quite surprising. I figured people want content then why not help each other get better and make more
Mapping has always been kinda meh.
Because of how annoying it is and how much the engine crashes.... and how taxing it is, and how long of a process it is.... let alone the knowledge and skill you need?
No
Well yes
but, also it feels like the mapper people are very closed off compared to generic modders.
People who have made working maps rarely seem to chat.
And the ones that do itâs a whole like 1 or 2.
No context on help, if the people with maps have followed tutorials.
Yea thats what ive found too
although im gunna try to get at least one map out. so far i can definitely see why theyd be closed off, a lot of it is trial and error. takes a lot for someone to be open to looking like a fool failing constantly - exposing themselves to comments im sure we all know would come...
Again totally newb at this and i have a life, so you know, gunna try and may take a while lol but when people loose interest because of lack of content then i might as well try, may be a flop but between all the info out there im sure something can come out of it
Well I tried out different base materials but they only appear Grey so there is no use for it as it seems. Well maybe I'm not supposed to create a map đ đ
Did you verify the files?
Ive heard Zen Rowe Helps people out a lot (guy who did the origonal wildcard workshop)
PLus with the new devkit things might become a little easier....or harder, depending lol
Devkit update?
Is there some mod like a pokedex? Where you can see which creatures you already caught
Make one đ
hey,
so um, quick question
so i was added as a beta tester for a map, but the map makers dont know and neither fo i on how to make a update available for beta testers or whatever, can anyone help with that?
Send it to CF, but donât publish it.
Unpublished builds are auto used by beta users.
also to use unpublished builds, people added to the project need the "cross platform tester" permission, or similarly named
Followed again the tutorial of temptress lagoon. Every time I put in the VT_Landscape_SVT into the streaming textures bei dev kit freezes. Anyone got that issue?
I havent tried mine yet, itll be a while, but increasing your page file size for your virtual memory helps, Mine is at 300-400GB (credit to @odd sage ), youtube has some tips and tricks to getting things running smoother. Just look up streaming, world partitions, cull distance, shadows, and may be just try searching up random things within that part of the portion of the world that you are trying to get going. Im sure there is more than im not thinking of, but that will get you started.
Are you sure it's not calculating shaders?
I hope we get some graphics mods for xbox soon
I need to make a new landscape video. Make a copy of VT_LANDSCAPE and VT_LANDSCAPE_HEIGHT to your mod folder. Use your copies in the runtime volumes to create the SVT. Dont copy the svt.
Thanks for all the help guys, I'm going to check this in a while and let u know the results. Thanks again đđȘ
could the CF announcements about Ark mods be piped into the modding-announcement channel? would be nice to have a more unified location to get info about ASA mods
So I copied the VT_Landscape and VT_Landscape_Height and put them into the Draw Virtual Textures right?
anyone else having issues where spyglass mods outline features aren't working?
Do premium mod developers actually only get 50% of the money?
As of last we've heard.
Yes
50% - taxes
So in Finland like 10% đ
anyone know a good shop mod ?
shop mods are not allowed on console
Lame
You can check the pinned messages for shop mod information. Thanks.
Yo why does it say that my mod has a broken file?
Idk, but it happens to me when i close my game or my game crashes when i download the mod
Also is the cyrus' critters mod cross platform?
how do i make a new skins ?
Only one that's says that to me is the winter wonderland when I try to join a official map I haven't got it to install since.
But if you have issues with mods it best to uninstall and install from your mod list not from game sessions
Will the "Let's Build" stream with Garuga be recorded for future reference or if I have troubles with the stream on Twitch? Could it also be added as a recording to YouTube? Thank you.
I actually don't have permission to post in Announcements lol, but I wanted to let you know that there's a modding live-stream with Garuga going on - https://www.twitch.tv/garuga123vz
Thank you for that Ced
Thank you WC and Garuga for the stream. Was cool to see how this is done and looking forward to the rest of the streams.
Will someone be covering the new skinning of dinos, players, structures, etc? I think that's new system that's been recently talked about being added. It wasn't clear that was going to be covered in the upcoming streams but maybe I'm just not understanding the terminology. Or maybe it's separate from the Ark Dev Kit?
I myself am not actually sure what will be in the streams
I think Garuga is following his own designed lesson plan
Ok. Will information be given elsewhere? It makes sense he might not cover it but was wondering how we can learn more about that as well. Is it too early to learn more about that? Is that done with the dev kit as well?
I know what he's talking about will certainly help me learn more, so definitely watching those too.
As far as creation of assets, I'm pretty exclusively in the realm of programming myself, so I'm not familiar with those tools.
There are a lot of systems I have to try and coordinate with other disciplines at the studio to create documentation for still.
Will there be dev videos on map making anytime soon? Like you did on ASE
Garuga's planned schedule and topics are in the Community Crunch.
Who created the dino depot mod? I want to report a bug about it, when you shoot the gun at a wild dino, its being tamed and captured, it is a game breaker lol, being able to tame gigas in one second using an item that is crafted from 1 metal is insane.
Mod page > search for discord link đ€· most modders got that linked somewhere there
shes not in this discord, i just looked
Most mod authors have their own discord.
Ok i got it
You have their discord? If not, I can send you an invite.
The ability to tame wild dinos is an ini config or admin control
Only if you have admin
Im on singleplayer thats why
Anyone have a link to Nekatus Modding discord? I don't see one on any of his mods
The one mod that says it has a discord link isn't a good link
Remind me of a mod they make?
Does anyone know if ark additions have a discord? If so can you dm me with a link
Click wiki when looking at their curseforge page and it will take you there
Nekatus made Svartalfheim, the S-Dino variants, Dwarven stuff, and Fjordur (and helped make Valguero)
Ah ok thanks nice one
I was able to find it, thank you!
Got temp muted for sharing the discord link lol
(I should have known better) đ
I added them here just in case.
I know, I removed it XD
Ahhh, thank you!
Thank you BeeLovely
where is the modded server
Modded servers can be found via #1110925695900713072 or other searching ingame. This channel is for help with modding.
i don't see ark server modded with pokemon mod and is it important the version of the game to be in the server
Literally not official + bruh.
hey guys some1 know a small mod what increase the range from the tek feeding trough? i dont want a mod with a new feeding trough
Is it normal for the dev kit to take days to download and install or is that just me?
its very large, depending on your internet connection it could be a while
Yeh 290 GB. Alright. It started installing yesterday and its like 15% past where it was this time yesterday heh
That sounds like a problem. I got it downloaded and installed in maybe an hour
@lyric ridge #bobs-with-probs.
Anyone know a way or mod that makes it so that buildings are indestructible by dinos
And Iâm talking about bosses from descended
Trying to fix a problem where people use toxic means of spawning bosses on bases and destroying them
Anyone know of the top of their head how big a foundation is UE5 units?
300x300
300x300xlike 150?
Awesome. Thanks!
A game foundation has 300uu
I was researching this just now, 1uu = 1cm
Are Garugas Dino mods overpowered or do they feel pretty balanced?
The Additions Ascended dinos
Cool mods
They are balanced
Except the brachio
Where can I find help on creating custom cosmetics?
Should I set the category and upload the file containing the skin?
you dont...yet. need to wait for devkit update. with that you can check how WC did it with the glasswalls etc
thank you. Has the timing of the devkit update been announced?
Zen has to build the devkit + cloud cooker. he said hopefully somewhere around today
Anyone else notice the issue post update with not being able to place modded structures anymore? Seems like an id or engram issue?
Yup, been an issue on the server I pay for, and have been attempting to find a solution. no one can seem to place anything aside from basic game structures. which is annoying for those building a new base at the moment.
Seems very widespread, surprised it's not a louder problem. Wondering if MA's have to fix something, or if WC does
or both heh
from my basic knowledge of building mods and coding, I believe its going to be a ma/kit update needs to be done to all mods that have structures or added creatures to ensure it matches the updates made
Yeah you're likely right. It's got to be related to the custom cosmetic system
that's what my bet is on. I never looked into the kits to see if there's a difference, but from the couple author's ive had a conversation with they're all currently patching their mods to see if it makes a difference as they hate seeing players having these issues
@haughty zealot @native jetty delete the arkascendedServerRoot\ShooterGame\Binaries\Win64\ShooterGame directory from your server and restart it
That will fix the issue
It's some sort of binary that didn't update properly or something along those lines. That is a fix from Zen directly
Note if your server is on nitrado, you will have to reach out to them and ask them to do this to fix the issue
Thanks! I'll reach out to them. I saw elsewhere that trying to do so myself through FTP was a very bad idea with Nitrado.
It'd be fine if you could even do it yourself, but you just can't access those with nitrado at all
Not even with ftp
Good to know. Will deleting the folder cause anything to disappear in game?
Nope, but loading a server up with the mods broken will result in data loss aka mod items poofing
You'll want to do a roll back if you booted it with broken mods
And by broken mods I mean any mods impacted by this issue, which is most
Hmm, I mean that's how I learned I couldn't place modded structures, saw it myself in game.
Yeah, that server will want to do a backup restore then
Structures seem to survive, but speaking from experience on this specific issue, I saw data loss from my mod on my test server after fixing it
So if I had needed to restore data I would've needed to roll back, luckily it was a test server, so it didn't matter
Most of my mod items in game are structures, some crop plots with modded plants. It'd suck to lose all the deco I've put out but I'd survive
So I may want to consider rolling back to a savestate prior to the latest patch? Ill have to check what backups we have
Yep, i would
Just confirming... I'd want to stop my server, restore a backup from pre-patch, then have Nitrado delete the binary folder, once that's done bring the server back up? Am I missing any steps?
Correct
these Krazy Kosmetics look so out of place, is there a chance they could even be made to take colour dyes?
You should probably reach out to the mod author instead of posting in a place where they likely wont even see this. You are basically shooting a flare into a sealed closed box, in hopes of getting rescued in the middle of the wilderness by doing this right here
mmmk
The mod author is wild card
And I doubt that they would do choose to do that the mod only exists as an example and uses UE marketplace assets
If you would like to make color regions, might be best to make your own version of that
just waiting for that custom cosmetic dev kit update, got my model all imported and textured
I'm hoping they do some step by step tutorials for specific things, Dev kit may not deviate much from UE5's base but it would still be helpful to know things about stuff like Ark character skeletons, or FPV viewmodels
As in?
Just go look at them.
There not gonna document something you can just open and look at.
But, if your looking for some sort of tutorials.
Looks up wildcard workshop
The retargetting on the Mickey skin from the Human TPV skeleton is very well done
and I'm hoping to have some information on how the skeleton works, exactly
I already tried to put an animation onto it from a seperate model through retargeting and it did not work out.
at the very least, I'm hopinhg they include the model into the dev kit in its current function so I can try to reverse engineer it
Guess we'll have to see.
But, no telling if its just fully custom, and isn't a "retarget"
that's what I'm afraid of
yeah I hadnt read the community crunch at all, whoopsies
who wants to play ark mobile without cheaters, write to me in the BOS đ There is also a mod!
Has anyone seen a update on why these 2 mods disappear from nitrado and severs. Archelon & Brachiosaurus you can see they are still on the map the ones not cryo and the ones cryo you can not put out and they are missing in the nitrado mod list so they can't be added back
The DevKit update out?
People have been telling me yes, some no, others say 'There is no update, you can already do this.'
Same here i wanna know that also
alright lads lets get to work
Are there any specific building, structure or storage mods known to cause serious lag? Trying to figure out why only 1 portion of my base is sitting at 6 fps
Lights of any kind. That's a base WC issue since launch.
If there was it would be easier if you mentioned the mods you had active in that area of the base.
It seems that the Devkit update has arrived, but my Devkito is not updated. Are any special operations required when using Beta?
Keep even better backups and be willing to accept there might be bugs/errors in kit build
- currently you can't even upload a mod with the beta kit cause the cloud cooker version is not updated
Are we even aware yet that we'll be able to make custom cosmetics when the cloud cooker updates? or was the update really only for the examples right now and our own tools come later?
the examples are literally the custom cosmetics they made as a demonstration, so you can create your own in the same fashion
I mean will we be able to upload our own
Is that confirmed?
Following this topic has made me realize that the modding community may be large but it is pretty silent.
Are you actually in the modding community discord? Don't answer that, because you arent đ
If that one is silent it doesn't matter if there are "lots of big names" in there.
Whatever that means...
Maybe all the discussion happened yesterday
regardless, in the event that we do not get the ability to upload custom cosmetics with this cooker update, I've made a mod in preparation that adds the skin I wanted to make.
why would they make that big system that is only for user-generated skins, and then not allow uploads
because it's wildcard
Don't you worry. The cooker update makes it happen. No reason to think otherwise.
The decisions that Wild Card makes are not to be approached with "reason". Still, I'm ready either way.
Atleast you are not in any that I'm in đ
Neither of us are big names đ
Ye, too bad đ
I don't know what the Main modding discord is, but according to my friend it's the one he invited me to and he has been using his position in the server to beg WC devs for information about the dev kit update, which the usual response to is "I don't know"
ARK Modding Community
Send invite đ€·
If it's the one I think of... Its not active... Nor was it ever active
it also doesnt sound like they even knew to ask the one WC dev that could actually answer devkit information, instead of random ones đ
besides, people have a tendency to try to pester devs for information .. but if they have any updates to share, or a devkit update is ready, it'll be announced
So that means it isn't ready
the devkit update was published last night, as #modding-announcements said
see, announcement!
but not the cloud cooker update
and while the announment was put out that the cloud cooker would come later, it was not stated that it would include the tools to make our own custom cosmetics
The tools are in the devkit...
because you need tripple confirmation of every thing they add, thats just dumb
Quote from CF
"WC Update:
The ARK DevKit Beta has been updated to 34.51.74.481263
This includes the support (and examples) for custom cosmetics and the simple game framework updates
A cloud cooker update with these changes is still pending"
the entire feature is exclusively for UGC cosmetics
so you can obviously make your own
It doesn't make sense for Zen to put out a devkit version and refuse to upload a cooker which works with that version. But since the cooker isn't ready yet, and the devkit version is kinda untested > beta version of devkit.
Remember... Zen has to build the cooker and devkit on his own machine. Sure... He could have waited with the devkit until the cooker is done... But then ppl would ask over and over again "when update rdy?"
All right, lets put a stop to things here. All I was doing was trying to state that I'm unsure if the update will come ebcause even with conformation to the extent they've given we've been dissapointed before. My personal approach to wild card's updates is to not rely on anything they say. All I wanted to do was mention that I had made a mod version of my skin in the even that wild card dissapoints us again.
Now you can atleast fiddle around with it and run local Cooks for testing
Game != devkit. I never was disappointed by zen.
Custom cosmetics was supposed to come out on the 31st
Which is game.
Can't push a devkit update if the game doesn't have it. And then someone (aka zen) has to custom build it for the public devkit
You need to understand that the one person which is responsible for our devkit is dependent on the other devs to do their stuff.
So while yes... "WC" is not rly reliable with their timeslines/announcements... Zen always delivers what he promises. So unlike the meme... Dont blame Zen.
I do not question the abilities of the singular developer. In the scenario that I don't get what I want it probably won't be their fault. But as you just acknowledged, I'm one who has issues trusting anything Wild card has any say in.
And as I said too... There is no reason to have any issues trusting zen regarding the devkit/cloud cooker.
Don't just cherry pick my points.
But Ced is the one who announced it
Hey all, anyone know a fix for the placeables from mods not being able to be placed since the update?
These steps have worked for some, use at your own risk:
1-Make a SaveWord manually.
2-Stop the server and access it via FTP. (FilleZilla work fine)
3-Make a copy of the complete arksa folder on your PC.
4-Reinstall server 0.
5-Once the server is reinstalled, with it stopped, access via FTP and delete the arksa folder that is preinstalled on the new server.
6-Copy the Backup arksa folder that we had previously downloaded.
7- In the server options start-with-backup, choose the first one that appears in the list.
8-Check that all the mods are installed (you can perform a ServerBackup directly)
9- Start the server.. and breathe a sigh of relief that the problem is solved.
Shorter version:
Stop server
Back up server through ftp
Delete all mods
Start server
Stop server once fully started
Re add all mods
Start server
Stop server once fully started
Reapply backup through ftp
So with the new server command "RedownloadModsOnServerRestart", would I need to rollback to before the update?
Because i tried it, restarted, and it did nothing.
I've been trying to figure this out since the patch landed and we all saw the issue. As of yet I've not seen anything on what that command is actually doing or how it's to be used. All I've seen is that it does nothing heh
It's not even clear if it's an admin command to run in game, or one to launch with the server in the batch file.
Also - I'm not that knowledgable, but trying to learn... so I could be misrepresenting some things here.
smh, i'm just hoping I don't need a rollback to before the update as it's been a few days and players progress doesn't stop.
I've finally thrown in the towel and am currently downloading my arksa folder as per the above steps.
I do know this process has worked, lots of conversation on it in the RR discord, medievalrpdeco
I've been holding my breath for anything else from Zen on this, but we probably won't get anything official till tomorrow
Hmmm looks like I may have to do that long version as well. Is there a chance of people losing any structures with this method? @native jetty
How do we also reinstall the server? Not done that before
Given I've already laid out my lack of knowledge disclaimer đ ... my understanding is copying down this backup should preserve all of it.
Also - these steps are for Nitrado specifically. If you host otherwise, just go delete the damn binary folder yourself
Yeah thatâs fair enough. Itâs a pain isnât it đ Iâve also never used FileZilla FTP. Donât have a clue what to do on that
Yeah Iâm hosting through Nitrado
I have lots of experience w Filezilla. Super easy
Start there - download and install it
Once you have it up there are 3, really 4 boxes to fill in, which you can pull from your Nitrado dashboard near the bottom. You'll find FTP credentials there. You need the host, username, password, and port (though it always defaults to 21)
Beyond that, if you understand basic folder management you can handle it
Your pc is on the left, the server is on the right. When you connect, you'll see the arksa folder on the right. Make a spot on your PC where you want the backup. Navigate to that folder you just made. Drag and drop arksa from the right to your spot and let it all go.
Once that's done, there's a re-install option directly on the Nitrado panel. You click that and let it run. This is where I currently am. I think the next step after reinstall is to start and stop server, then reinstall mods
Great thank you. Reinstalling automatically removed the mods then I guess
Yes
Let me know how it goes
One problem im running into now is theirs no download option for my arksa folder on Nitrado
You download arksa through filezilla
Ah
Mods reinstalled, starting and stopping now. Copying backup is next
Copied backup over, then launched backup from current save. Server is up, and I'm placing all mod structures once again. Bug resolved đ
Seen you post in the RR one too, Iâll await your user friendly manual đ thank you so much
For sure man. Lots of ppl need help. I wanna help đ
Also have a very happy wife now lol
Thatâs good to hear. Me and my girlfriend build on our server and weâve stopped for a couple days and itâs annoying us so much đ
...
Mine's unhappy because i'm fixing this instead of watching tv with her....
She don't play games
-
In game, make a save. Cheat saveworld. Log off.
-
Download and install Filezilla.
-
Go to Nitrado Mods and write down your modids, and remember the order they are in.
-
Stop your server.
-
Connect to your server with Filezilla. You need 4 things for this: host, username, password, port. All 4 can be found in the FTP Credentials at the bottom of your Nitrado Dashboard. Copy and paste them, then hit QuickConnect.
-
Once you connect in Filezilla, your PC is on the left and the server is on the right. On the left, navigate to the folder where you want to put your backup.
-
Copy the entire arksa folder over to a location on your PC. You should clearly see this folder in the server view - should be the only one. Just drag and drop and let the files move.
-
Once it's done copying over, disconnect from the FTP (9th icon - disconnect from current server), go to your Nitrado panel and click on the Re-install option on the left panel (2nd button from bottom). Confirm that yes you want to do this - it's ok, you have a backup of everything on your PC now.
-
Once the server is completely reinstalled, start it, then bring it back down.
-
Download all your mods in the same order you had them. If you still had Winter Wonderland installed and disabled, make sure you check that box again to disable when reinstalling your mods.
-
Once all mods are downloaded, start and stop your server again.
-
Connect to the server in FileZilla once again. If the program is still open, it's the 10th icon (reconnect to last server). Once connected, drag your arksa folder over on top of the server's version. Confirm the overwrite... there was an option to do this for all files in the queue, I selected this so I didn't have to confirm overwrite over and over again. Do what works for you, but make sure you confirm the file overwrite every time.
-
Once you've copied your backup over the fresh install, in the Nitrado panel - General - Settings, go to Backup section and select the first option - current savegame. Now start your server.
-
You should be able place modded structures once again, and all your stuff should be where you left it!
Id love to see someone make a psitacosaurus mod
A stupid question can i make mods when im on a ps5?
Probably not but maybe im wrongđ€š
You will need really good PC
Ok
My PC is decent, but even it still has trouble handling the dev kit.
So unsure if it's unrelated to doing the trick with FTP to fix the mods but since the server owner done this she can't open inventories, craft things in GCM and see her own inventory and spawn things in.
Does anyone know a fix for this?
Whenever this happens I have people validate their game files. Is the server owner running at home or remote hosting? If remote hosting, it's possibly a de-sybc problem with bad internet between her and the server
Having issues making an Engram
It works in player Engrams, but idk how to make it only craftable via mortar n pestle and chembench
ItemBP CraftingNeedInventory or something like that
And if you want it to show up in vanilla structures then you need to add them in MDA AdditionalStructureEngram or something similar
Nitrado server
She might try a tracert to her server ip address to see if it's Internet. A modem and router reboot never hurts either
Okay ill have her do that, might just be a mod for all we know.
Ah, I tried but
I'm at a loss
Can't post images here so can't help you more...
DMs are open methinks
Mine are not đ
Threads can have images, so you can start one in #1167978209246195733
hey guys , regarding the Simple Game Framework part of the devkit , would it technically be possible to create Any type of game with it? For example could you add rpg elements such as stats Strenght , Intelligence , Charisma etc (basic rpg game stats like fallout , oblivion , gothic etc) ? Would it also be possible to make functional npcs that you could for example talk to , get quests from the , trade goods with them etc ?
Its basically a new game, so yeah.
The game framework is legit just base UE for all basic intense and purpose.
It has no connections to the base player, its UI, or etc
It does still use a few base classes, but overall can do anything.
Its intention is not to add onto ASA, but sort of replace ASA
Yeah , i know some people trying to remake some good rpg games into other survival games as massive mods there , sort of remake them and turn them into mmorpg with survival game features , so i was thinking ASA is the perfect place for this , and be significantly easier , with much more posibilities to do it here (for example to remake the original game mechanics and such)
so yeah now ik for sure to recommend this to them
You'd basicallyu re-make ASA, but worse, no matter how good of a dev you are.
BP is slow compared to pure C++ code.
BP?
Blueprint, graphing, UEs visual coding.
ohh i get it , the major point is that this is way more achievable than to either make a multiplayer mod for the said games , or to create a remake from scratch
thanks to ASA devkit đ
thanks you for the help!
yo. is there any good tutroial for making skins so far?
As the creator of the only available user generated custom cosmetic mod, I don't know, because the one I made doesn't work.
So the command RedownloadModOnRestart seems to only work if the person does the command instead of server or am I doing something wrong?
So anything in the custom filter can be used on official?
no. Custom Cosmetics have to be on the Cosmetic Whitelist for the server.
By default the servers will opt into the official cosmetic whitelists, but server admins can override with their own whitelists or disable cosmetics entirely
Custom cosmetics will be periodically reviewed for addition to the official whitelists
Would it be possible to make the dev kit run on other os like Linux or Steam os
Is it safe to remove winter wonderland now? đ
If disabling cosmetics is a startup parameter as mentioned in the patch notes, it might be worth letting Nitrado know they should add it to the server settings since there's no way to actually edit those
noted. I'll let them know
Thank you!
Can we get one to use a dynamic config too since you'll be mentioning the other one đ„ș
It's always been something to be mildly jealous of...
disable custom cosmetics on dynamic config?
Being able to change rates without restarts
not sure what is being requested
No, so Nitrado servers don't have dynamic config functionality at all
We don't have the ability to add startup parameter for that either
you can set a dynamicconfig URL in GUS [ServerSettings] I believe. I see code to support it at least
CustomDynamicConfigUrl="<url>"
Yes but won't -UseDynamicConfig in the command line still be needed? Tried doing that before and it didn't work.
ah yes. there's the point of failure. I understand now. I'll request they add options for both of those commandline args
Thank you!!
hi, i just downloaded the dev kit. are there any good tutorial how i can create skins for structures đ ?
what are the best mods
And how is CosmeticWhitelistOverride="URL" supposed to work? like this? CosmeticWhitelistOverride="CurseforgeUrl?"
put it in the ServerSettings section of your GameUserSettings.ini
CosmeticWhitelistOverride="https://www.cosmeticurl.com"
yes, I see that it goes in serversetting, what I don't understand is if for example I can put CosmeticWhitelistOverride="httpsOrhttpURL1,httpsOrhttpURL2,etc" or is CosmeticWhitelistOverride="ForcedFullhttpsCurseURL1,ForcedFullhttpsCurseURL2,etc" or if it goes with some kind of file like exclusivejoin in https formatđ
it's not an array. just one URL
Its a URL to a file that contains the list of whitelisted ones.
Not the whitelist itself
Also, as a side note.
Someone at WC forget about crossplay in relation to the new Love Ascended?
what do you mean?
Yeah it's not showing in Nitrado nor does it have the crossplatform tag on CF
hmm our QA confirmed they were able to connect to crossplatform servers from consoles with the mod so not sure why that would be but I'll have someone investigate
Tried adding 927084 to the mod list but that didn't work either
then it would be the same as with AdminListURL="MyURL" and inside that txt I separate what I don't want with
ModID1
ModID2
ETC....
``` đ€ and another doubt, the txt has to have some specific name or if I put CosmeticsIdontLike.txt would work?
- Its just a guess, not a WC dev, đ
- Its thee IDs of what you want, hence a whitelist.
But, just connecting the dots of what Zen has said, and how other "whitelist"/ "blacklist" systems work.
The link doesn't care what it is.
As long as its valid, and leads to a URL it can get data from.
Could be ILoveClashOfClans.txt
Same even after saving it disappeared
Didn't disappear for me but nothing got added either đ€
These are the Official cosmetic whitelists to act as examples
https://cdn2.arkdedicated.com/asa/OfficialCosmeticWhitelist.txt
https://cdn2.arkdedicated.com/asa/OfficialPVECosmeticWhitelist.txt
Unofficial servers will automatically use those whitelists
it's just a comma-delimitted list of project IDs for custom cosmetic mods
PVE has +1 id? đ
they left out the glass walls from pvp, possibly one-sided transparency wasnt liked? not sure if that even offers that đ
None of Wildcard Studios mods are working for us here. They are not showing up in Nitrado
I added the mod numbers like was told but theyre not showing up
I would love the skins and the games mod but we get nothing. There was nothing saying it had to be only official on curse forge either.
thnxđ â€ïž
Zen. A lot of people on Nitrado say that itâs only working in PC and Steam
I noticed that every mod after Winter Wonderland published by studiowildcardmods is missing the crossplatform tag
Including Love Evolved
if my ps5 would ever update, bout to test love ascended on my private server lol
Idk if all these custom cosmetics even need it but none of them have it
According to Nitrado it is Steam Servers only
chortle, so nitrado doesnt trigger the mod cos cf api sez not crossplay?
funny if true. Will see in a minute
Sounds about right đ
Maybe something similar to what happened with a fewAdditions Ascended mods suddenly becoming non-crossplay.
Steam server issues?
You mean the steam servers that doesn't exist. đ
Only thing steam about ASA is the steam overlay. đ
I could disable other platforms on my servers but don't think like 90% of my population would be happy with that đ€Ł
well, ps5 is downloading the mod... soooo
Can't add a picture but
Hello survivors!
With the recent launch of the event Love Ascended, this mod is currently available for Steam servers only, if your server is cross-play enabled, the mod will not be available at the moment, it should be available for all platforms shortly.
We apologize for the inconvenience this might cause and we appreciate your understanding.
This is now on Nitrado's servers
that's hilarious
Cross-platform tag still missing on the mod page
holy mother of ..., the loadscreen image on ps5 on a 4k tv in game mode is lion king sunrise levels of bright!
Good thing we on unofficial will have plenty of time with the mod while we wait for the new items to be included into the base game đ
gawd i hate ps5 controller ... grabs ps5's kb/mouse
I'm the opposite lol
Switched to PC months ago but I use my Dualsense all the time with it
well, it's definitely crossplay. Spawned one of the new items on ps5 no worries
so i term this NitradoFart
lol
Looks like it's been fixed now. Can see the tag on the mod page.
Where do we get info on these premium mods? Like how much they cost, if it's a sub, what it comes with, if it can be revoked later etc
its a one-time purchase, and the cost is listed for each mod, but i think only ingame right now. The feature is basically in preview right now
Has anyone got any of the player made custom cosmetics to work?
@drowsy flower #unofficial-setup-help
Hi there. I would like to know if it's possible to make different creature patterns as a mod. Let's say aberrant version that can be inherited or something completely new. Or an X version. Or patterns like tiger or cow and what not.
If there is are there tutorials out there pertaining that? And how would I get the model for that. Is it included in the dev kit?
Also can you make certain parts glow? I know it should be possible since aberrant patterns have a glow to it but I'd assume that would be included in the coding then right?
decided to not mod for now...it needs over 300 gb and I need that space. imma get an external ssd in the next 3 months so itÂŽs fine XD
is there a reason why i can only download specific mods under a certain size using mod list in ark?
Can't enable transfers for the same reason 
They used to have a whole separate section for cross-Ark settings on ASE servers.
is Garuga doing a stream today?
Garuga123 â heute um 18:42 Uhr
Session 2 of the Let's Build mod stream will begin in about 20~ minutes. This session will focus on Blueprinting and setting up what controls and drives the character. If you're interested in character creation or just want to hang out, come watch!
Nitrado server owners
Important Announcement for Cross Ark Players!
The Cross Ark feature is now possible with the latest patch.
The implementation will be thoroughly tested by us initially to ensure it functions smoothly and provides an optimal player experience. Therefore, this feature is expected to be available in the upcoming week.
We appreciate your understanding and patience as we carefully review this new functionality.
im noticing some more Custom Cosmetic mods like "Cliffans" and the "vanilla ascended armor" and tools. Those are not working for me on official. we thinking its not available on official at this time?
mods need to be approved for official use, its certainly possible those are not (yet)
These were just added to the official list and still can't seem to be able to use them. Oof.. Can't post a screen shot but the newest ones that are approved for official are listed in this weeks community crunch
what is the stream link? im intrested in knowing
It's in #announcements in the community crunch.
i got it thank you i typed his name in twitch
@fickle wagon did you figure how to get the custom character to work ? im trying to figure it out my self as well
Is it possible for someone to hack your server or accounts using a mod? i ask cause i try out mods all the time and most are just mods i dont think are very popular but im wondering if its possible to use a mod to gain information about an account or something
Short answer.
Yes
They can get any INI value, including passwords.
But, no senstive stuff like server IP (as far as I know), but they can get a clients IP (the one shown when a user connects).
And, like ban players.
But, no like steal user logins, or swap accounts, or at least DIRECTLY given admin, but they can of course just log the admin password, and enter it manually
Granted, I guess the whole point is to not know.
but, I have only ever known of 2 mods that did this in any capcity.
that be it malicious, server destroying, logging, helpers, or etc.
But, honestly.
Shoould you be worried?
I feel like not.
if its found out, remove mod, and change passwords.
Pretty much solved, and if it popular, the mod is gonna just evaporated
These are great answers, and I appreciate it.
There's been some weird mods on CurseForge. Some people who put up the same mod over and over again and there's nothing barely in it or doesn't seem to function but it's huge.
Can they do anything to our PC's? Is there a vetting check process from CurseForge?
They can't do anything directly malicious.
Best they can do is open a web-page.
But, IDK if that system checks for viruses, and most web-browsers have a built in like this is a suspicious site system
Thank you. It eases my mind because some of those mods are seriously suspicious.
Can someone make a Scorpius rex mod I think moro might but we don't know
anyone know if the 2gb mod glitch has been fixed yet or? on ps5
with using ark dev kit am i supposed to have a generic mod folder???
In ASE yes, in ASA no... And even in ASE stay out of that folder even if some old guide tells you to use stuff from there
okay thank you your the first person to give me a stright up answer lol, are you familar with making custom caves in asa
Atm there's no MapExtensions in ASA
how do people make custom caves then
Magic đ
I think they have actor that spawns meshes etc... Not sure but that's how I would do it
Can you give me a name of mod like that and I'll check
cave builder pack
i talked to the person who created it or who has "owner ship" of it and he was saying its exclusive to him and if i wanted to use it i had to buy it lol
Ok, I'm not 100% sure how he's doing things but I checked few others (Royalty something) and they are using CCA actor to spawn their caves
how do i mess with cca actor
Would be easier to join ARK Modding Community and search Discord there... Not easy way to explain...
But basicly it's just SaveGameActor that runs code to make cave meshes that you add to MDA
can you send me an invite to the discord i tried looking it up and joining it from there but its saying that i dont own asa and cuz of that its not letting me join lol
Well do you own ASA or ASE on Steam?
yes
Then Google "ark modding discord"
1st link should be for joining... You need to verify your account in Steam
Can turn it back to private 5s after joining.
Did they release the full dev kit, the build your own game inside Ark they were talking about?
Yes
Its just included in the dev kit though nothing extra I have to find? I have a unique idea not done yet believe it or not I want to try out.
Correct
Thanks đ
how do i make my own creature model? like not mixing parts of other creatures but my own model?
Use Maya, Blender or some other 3D modelling software
What are the best mods for single player? I just want to enjoy the game, my fav things to do is taming and building. Im not looking for creature mods, becouse i have all that i want. I want some mods to make the game less boring.
Anyone else having issues with game constantly crashing with the winter wonderland mod?
Someone know if they Will add a way to make island extension for cave modif more easily ? Copy all island for modif cave, really boring
Hey! is there a mod for Bush Berry seeds? Or is it built in? im having problems finding it lol
are the garuga streams archived somewhere? Since on twitch it normally will disappear after some time.
garuga has a youtube but hasn't uploaded twitch VODs there in a couple years
Yeah I found the YouTube...last was 5 years ago I think? With the xiphactinuctu? I can't type that name xD
Guess U will have to look at the VOD's several times and try to learn as much as possible before they disappear
Check the curse forge youtube. I asked during the 1st stream and they said it would be on their channel
ooo will do that
also...does anyone know if there is like a way to check how long this will take?
downloading the devkit on epic games but I donÂŽt think there is a way to check the time it will need?
hm...only one stream is there...and itÂŽs the very first one. Unless I am tripping there was 2 or 3 already?
You can also download that VOD from Twitch
well...epic games launcher doesnÂŽt like downloading the devkit...itÂŽs been hours and it has longer periods of 0...no fix in the internet helps so before I can look into anything else I will have to download it anyway XD
got it to work and while I wait...
can you like create skin mods for like creatures? Passable skins I mean. For example...lets take a normal Shadowmane but then give it a new skin/variant such as a Druid Shadowmane which has clouded leopard spots or something.
Yes you can
ooo thatÂŽs good to know. Really wanna do that as I am a sucker for having a ton of variations. Are there any mods existing with that in either ASE or ASA? Idk how to find those to add to my singleplayer XD
Theres a video from Jeremy steiglitz on youtube explaining all the new features. But its terrible because you cant see anything hes doing. So if you have a general idea, and open things while hes talking you may be able to folow but its pretty difficult
I commented to him about the video but he hasn't fixed it either. It's very hard to follow the video without seeing what he's doing or pointing at. đŠ
do we know what mods are affected?
I have no clue
Probably recently cooked ones
from what i hear some of the older ones was causing crashes as well, i guess we'll have to wait for more info
Are the ark additions mods working or are those broken
I can't even find out which mods might be doing it since Nitrado is scrooging the update
Oh wait, they just released it while I was in the garage. Yay! Now I can crash things
Svartalfheim map confimed as one of the crashes
My mod that i created doesn't spawn in correctly...Im in single player and when i do the command i can tell that the lighting of the cave spawns in but not the structures
So it might need to be re-cooked also as soon as they let you
I've heard some structures don't render correctly until you leave render distance so that's very possible
The dev kit is still not downloaded lol
Any mod or settings to make Dino level/name more visible when close ? Its sooooo hard to see and its driving me crazy (PS5)
ok I am finally in the devkit...now I just need to find out how to get the model and textures separate and make like a new variant for it XD
To make variants that have only change colors/colorregions you only need ChildBP of original dino and new material
And ofc textures
i have made a little map, but any mod work with it when i test on server, any tips how to allow mod on the mod map ?
Have you added PGD to your level? If so then remove it
could you explain a bit more? Do I have to find the childbp? and where would I find everything I need? I know where to find the creature but thatÂŽs about it XD
a child BP is a child variant of the parent, so for example: If you wanted to make a T-Rex variant, you'd make a child of the original base game one, and do your alterations on that
so...thatÂŽs how I would make x versions? or other versions?
@tiny gazelle This channel is specifically for modding help with the devkit. It is not for ranting about servers being down. Thanks.
Right when you make a "child" of a class the child inherits all of the code, components, and data of its parent.
From there you can just change only the parts that you want to change about it, and any fixes to the parent creature that we make in the main game will automatically apply to your child class.
In your child class you won't "See" the code from the parent. It might be easier to think of it like a new "layer" of code that only applies when an object is created with your blueprint class or one that derives from yours
Inheritance is kind of a big topic but Unreal Engine generally follows the rules of C++ inheritance to an extent
but I want the variant/version..whatever you want to call it to then be able to spawn in the wild...itÂŽs not supposed to be a mutation...even tho that might be a fun thing in the future too
so...I would still need the childbp of said creature...lets take shadowmane as an example again XD
I would need to go into devkit and look for shadowmane (lionfish) right? but what else do I need...and is the childbp there...because I didnÂŽt see it unless itÂŽs somewhere else
No you would right-click the shadowmane and select "Create Child blueprint class" from the context menu
Then you would move that newly created blueprint into your mod directory. There's a lot more to getting it to spawn in the wild and context matters there so I recommend looking at community documentation on how the NPC spawners work and remapping creatures in a mod
(Let alone the fact that the shadowmane, and other complex DLC dinos are in shambles, so you'd have to not reb-build from the ground up, but defenitly do some fixing up)
im shambles?
broken, crashing, in shambles
oh...I will need to look into that then...and finding the context menu XD
WC have no reason, and thus have not fixed up any dinos that aren't in the game yet.
never had a crash related to a dlc dino....and idk how itÂŽs broken exactly XD
but I will find out XD
Interesting.
I had assumed it fell apart.
Guess I'm surprised it seems to work perfectly fine.
fell apart? a shadowmane? In ASA right? DidnÂŽt really try it that much tbh...before I added it to my mods I always crashed my game due to them clashing and being in the wrong order or something...it might be how it interacts with other mods too...hmm
Dino tracker mods say to prevent hibernation, how do I do that
That's only for pc, consoles can't change that unfortunately
Hibernation only occurs in SP though, so while consoles can't turn off hibernation in their singleplayer game, such mods should still function for consoles playing on a dedicated server
its my first time downloading the devkit after about 30min it finally stopped. did it take that long cause it was the first time or will that happen every time?
@polar scaffold #bobs-with-probs or go to the DSV2 discord/mod page.
is there any mods that give u like lil workers that gather raw resources for you
or any that make gathering automated/easier??
Could check out IN The Working Class they do caravans and some auto harvesting is being added
Hello, I don't see the Gigantoraptor mod in my DevKit "Mods" folder, is that normal? How to open the mod in Editor? Thank you
Ok thank you
Can someone help me fix the Mek material? I am extremely new to the Unreal Engine/Ark DevKit
The issue that appears is "[SM6] Sampling a virtual texture for the Opacity Mask material attribute is disabled in the Renderer Settings."
Nvm fixed it
Sorry if this isn't the proper location but does anyone know when the custom cosmetics that are mentioned in the Community Crunch 399 will be added to the whitelist for officials? People keep dming me about my custom cosmetic not working on officials while it is mentioned in the CC
WC adds them 1 by 1 after they have approved them
And there's not so many in there atm...
"968943,968851,972492,974329,974285,974338,974416,974857,975160,975937,975612,976592,973618,976145,978607,976759"
I know, my cosmetic was mentioned in the CC(https://survivetheark.com/index.php?/articles.html/community-crunch-399-boosted-rates-cross-platform-mods-and-more-r2258/& I am Oli4, my custom cosmetic is listed under the "New custom cosmetics for official servers"). Because of that message people expect it to work on official and DM me when it isn't working for them
Well maybe someone on WC "forgot" to update that list đđ
Thats why I am asking here, to check if they forgot or what if there is some sort of process for it đ
Well... Maybe you get answered on monday đ
the epic games launcher is giving me headaches with updating the devkit...itÂŽs so bad. Is the devkit anywhere else?
That's an interesting question. Isn't Epic the owner of Unreal Engine, which is the game engine the devkit is created for?
I'm not sure they would host it elsewhere. However, you point something out I think a lot of people miss about ARK. Many of the complaints about not being able to find servers and stuff are because Epic is also in charge of hosting the server listings for ASA now đ
well the question is coming from it dowloading slower than anywhere else...like I get 1mb/s while I get 10-18mb/s on steam for example...
Yup. It's a good question. Like can there be possibly mirror sites or some other source. I feel your pain.
Would probably need to Google that xD
TBF, it used to be hosted no where.
It was just a github download, and may still be?
and, I wanna say VERY BIG GUESS, could be miss-remembering, but I recall people talking about it being on steam for a bit.
I bet Epic Games was probably a bit more dev focused, or maybe had some weird infrastructure to support it.
hey I was wondering if anyone could help me get started on mapping, i've never used unreal engine before
I've seen some things and tested a bit but im lost on how to start mapping, modding seems that is much more covered than doing maps
and they are both very different things
hey! Is it possible to make creatures or objects from other games or series or is it prohibited?
so I made a child bp for the shadowmane to make variants as test....well I donÂŽt see a model or any of the texture/mesh...did I do it wrong XD
no I am just blind XD
@livid meadow help a modder out đ
i think a monster hunter mod is not ok, right?
What you cannot make:
- A mod that directly copies the Monster Hunter models
- A mod that uses their names
What you can make: - A mod with your own monsters in the same style, but being original creations with entirely custom designs and names
Welp, they removed my custom cosmetic from the CC list đ
https://survivetheark.com/index.php?/forums/topic/725303-community-crunch-399-boosted-rates-cross-platform-mods-and-more/&page=2#comment-3591251 this is what it used to show in the CC
Like if its not suitable for official etc that is fine, but at least communicate it⊠now I had like 40+ people dming me this weekend about it not working on official after they read about it in the community crunch
Edit: It isn't like I was expecting some big message, but even a quick "Hey we removed your mod from the CC because X/Y reason"(i.e. they listed it by mistake, its not suitable for officials(yet), etc)
ok tanks
the modding discord
lol
I forgot no links
But, #1167978209246195733 may work, and the Curse Forge dev discord has a section.
But, the previous modding discord login link, has a good source of modders, and a dedicated jobs board spot
@echo shard #bobs-with-probs
Could you dm me the invite?
Check out ark modding community - theres a process to join but its worth it. Check out buttmans and minervas temptress lagoon vids too (ark devkit usualy beings them up on YT). Buttmans vids start at #3 then 1 then 2 then 4.
Does anybody know how to do the Meks on ASA ? Like I got the discovery mod and the actual Mek mod but I canât work it. I need a guide lol
Check out ark modding community discord. Lots of brainiac ppl there
Is the gigantoraptor on the beta version of the devkit?
not yet, no
Damn i kinda need the 3d model
So the vault skin still not working on official and still no word from the devs when it will be added??
I was looking into adding Gigantoraptor stats into a local version of the crumplecorn breeding/raising calculator. Is there anyway to get these values without the release of the Gigantoraptor in the devkit?
Gigantoraptor: { //
birthtype: "Incubation",
type: "Omnivore",
basefoodrate: 0.004156,
babyfoodrate: 25.5,
extrababyfoodrate: 20.0,
agespeed: 0.000003,
agespeedmult: 1.2,
gestationspeed: 0.000035,
gestationspeedmult: 1.2,
weight: 320.0
},
Not IN the ADK.
But, technically, yes.
Those are generic primaldinocharacter values, and just have some line trace, or something, and line trace a spawned gigantoraptor in live game
either they made a mod to pull data like that, or they data mined.
Both a similar sort of idea.
dinos always have those values, so just make the target a gigantoraptor, and all those values will be the same
Great thanks!
Are there any crossplatform boss mods? By that i mean individual mods, not mod packs
Omg - im gunna have to wait another day and a half for my dev kit to donwload again with this update đŠ
Updateâs going to be on the beta kit first, likely for a little bit, so not super pressing for the main kit yet
Sounds like theyre dicovering more possibilities. Which is nice to hear
familiar peeps đ”ïž
Anyone know what this is when i try to build the svt from the runtime vt? Call to getplatformdata () is forcing a wait on data that is not ready
Could it be a gpu thing? Cause even when i load the island i cannot even load the runtime vt in the island without it stalling
I can get 40fps while streaming ark, watching a youtube video, and speaking in discord? I can play decent games and no game has crashed. I can use blender, and no crash. But unreal⊠i cant load a runtime virtual texture???
If your PC is struggling with the Virtual Textures system in ASA trying to create a map then don't use the VT. You can still create your own custom Landscape Material. I'm assuming your a new Map creator so the Benefits of using VT most likely won't help a new mapper. It will only complicate your learning.
I suggest you create or have someone create a Landscape Material for you and don't use the VT system in asa
Pc specs: cpu ryzen 7 3800x 3.4 8 core - 16 thread
Ram: 96 gb of ram 2 different types but both corsair, 3200
Gpu: rx 6700xt 12gb vram
Power: 1000watt evga
8 fans for cooling
Im using the devkits landcape material, and adding my own and adjusted settings by a mapper buttman. Proven to work with many many people.
Some have suggested i use a smaller map (im using an 8k map made in gaea - with all the ness masks and world textures).
Dont you need vt for masks? And doesnt it help with streaming and calls to lower the load on the gpu/ram?
How many ark maps have you made? I'm going to guess zero, but I may be wrong.
Stop banging your head over The VT issue, it's something you can work on in the future.
Create your own landscape material. Grab the 2k textures off of megascans and create a smaller map if this is your 1st.
You will see in the end that the VT is over hyped for a beginner mapper.
You will run into far more issues in the future when your map gets populated then the little difference VT will give you.
Ive been working on mapping for 4 months now. Overall about 4-6 maps. But nothing more than creation. And get stuck on the vtâs and have to restart. Learning. But ill do it without the vtâs for now. Like you said, may just have to make my own so there not as much reference to the vtâs in the master material the island uses.
Im considering a 4070 ti super or 4080. Heard theyre better with this type of stuff
Last i checked about a month ago there was like 600? 700? But a lot are testers. Google asa mods.
What mods is everyone using for cross platform ASA for transferring element
I'm using Element and Tribute Transfers because it's the only one I saw that doesn't mess around with stack sizes and weights and stuff. Instead of changing the original items into something else, which all stacking mods do and breaks compatibility, this one instead lets you convert the items in game to ticket like things that travel, then unconvert them.
Ok I was reading the discord on that mod look like was still working on it. I figured I ask around I try to see what others say before just adding any mod
Might be. I admit I have not tested it and was bummed that it didn't have holiday things like wishbones in it. Was going to join their discord to ask about that lol
I just hate anything that stacks stuff. The trouble that causes is just so not worth it
Yeah I already had a stacking mod from day one so I don't need them conflict
I was trying to code my self with the shard to soap to element but the shards will turn to soap but the soap won't turn to element as o wasn't sure if it was ASA itself. Because on ase I use compass
Yeah I took one look at that and went ew no. Plus I wanted people to be able to transfer the trophies and heads too
Tribute and element transfer by Belkaraine
True, you can change stacking in the base game so never understood why people build stacking mods.
I am lazy so i do not do custom stack sizes for every component. I use the multiplier for general items, and the custom setting for items that normally do not stack.
The advantage of setting the stacks in base game is that the items keep the same item id always and the stack size never breaks on updates so people never loose their stuff. You know how many wining people you get if they loose things in game. No thanks.
That is exactly why I don't use stacking lol. Also we get mods that can't use the stacked items as ingredients. It's not worth it. I used Beacon to do individual stacking overrides for me, it was quick and easy. Then I gave my players a per-level increase in their weight stat so they can carry more weight faster with less points spend. Solved it, no mod needed.
Oh believe me I hate it, but I had another owner with me that set up the server and added several mods to when we first open, not aware how largely it stacks, which I was confused because we are boosted and our stack I thought where just fine how we coded them. Creative fill on dedi gives a amount now that someone would never need every again to go grind for it. After that person has left now to many players have have items and would lose a lot of items if I take it away.
Yes, that's the worst part, you are stuck with it once you begin.
I have a stacking mod on other servers I admin for.
Imagine this: Wildcard release the updated Dev Kit two days before dropping a major update to things like this week? I mean, just imagine if every modder in ASA wasn't having a heart attack from all the complaints about broken mods? Life could be good with just the tiniest bit of planning.
Yes. I've always been bothered that they did it the opposite way.
Imagine having all the bugs in the devkit WC needs to fix after their updates đ€·
I rather have a devkit with the fixes than a bugged kit just to update it again 2 days later.
But hey.... Maybe I'm just too old to care about such stuff.
If anyone is able to help me, I need to reverse engineer Veggie Cakes to have a diff. recipe, and heal only carnivores.
As a new, seperate craftable.
I just started trying to mod ASA for the first time. A brief description of what I have done and what my issue is: I used a few different items to create a new blueprint. All the ones I used are in the devkit. It was a total of 7 different things inlcuding a wood table some boss trophies and boss flags. I used the merge actor and was able to create a new blueprint. I got several things figure out but my problem is the engram doesn't show up when I am testing it. From what I can tell everything is pointing to the correct files that I have created but I am not positive. Any advice or help would be greatly appreciated.
does anyone know how to add waves on the beach im asking because im making an map there no info anywhere about it
I would look up fluid ninja
i did there no info anywhere and they do not use fluid ninja at all
They don't? I thought their water was fluid ninja
they said it is when its not they use water planes soo i have no idea how waves work
on the beach
i looked up Fluid Flux 2.0 Coastline & Waves Tutorial in UE5.2 Unreal Engine and the dude shows how it work but ark use planes i did try to add the stuff he did
Huh. I don't know then, sorry
Not sure if this is the right place but i got the manor mod the other day but i can not for the life of me figure out how to apply the skin to the structures, the structure section in the cosmetics tab says "ITEM NOT YET USABLE" but its now on the spotlight yet i cant use it, ive tried dragging it to the custom skin structure thing an nothing happens, no structures show up when i put them both on structures, but if i do it with the armor it shows my armor and i can drag the skin to the armor, idk where else to ask
Is it possible to use the devkit to make cinematics?
is there any mods that create stacking for prime/mutton AND honey? WITHOUT reducing weight?
if you want to change stack sizes without changing weight just do it via ini.
I did, but it doesnât affect prime/honey
Prime and honey is stacking without a mod on our server with just ini changes. Maybe I'm not understanding the question.
Which ini? Maybe I edited the wrong one?
Maybe, let me find mine that was working on ASA when I had a server running.
Oh, and a good question for in #unofficial-setup-help if I can't find it.
No rush!!
I hope this is the right place to ask - Does anyone know of an ASA mod that randomly spawns a giant boss-like ape (kong-like) on the map? My wife saw something like this but can't remember the name of the mod. Supposed to be a Boss-like ape that is super strong and "unbeatable" and untamable.
I think this is it, hopefully the bot doesn't block me. LOL
ConfigOverrideItemMaxQuantity=(ItemClassString="PrimalItemConsumable_RawMutton_C",Quantity=(MaxItemQuantity=30,bIgnoreMultiplier=true))
ConfigOverrideItemMaxQuantity=(ItemClassString="PrimalItemConsumable_RawPrimeMeat_C",Quantity=(MaxItemQuantity=30,bIgnoreMultiplier=true))
ConfigOverrideItemMaxQuantity=(ItemClassString="PrimalItemConsumable_RawPrimeMeat_Fish_C",Quantity=(MaxItemQuantity=30,bIgnoreMultiplier=true))
ConfigOverrideItemMaxQuantity=(ItemClassString="PrimalItemConsumable_Honey_C",Quantity=(MaxItemQuantity=30,bIgnoreMultiplier=true))
In game ini
Set them to what you want, that one is obviously set to 30 each stack.
I have a bunch of files so hopefully that's the right ini. Had a hard time finding it. Need to be better about organizing. đ
Thank you!!! Yeah I was just changing the stacksize ini not the individual items! Iâll add this tomorrow!
Henlo, brand new to UE5 and the ARK DevKit but really keen to just try exporting some animations and meshes through to Blender just to play for a bit. Have figured most of it out but I'm wondering what all the texture files are...
There are two multi-coloured textures named dino_colorize_m and dino_layered. Anyone know what they are or where they would plug into a Blender shader?
Is there any play as dino mod yet or?
Anyone have a discord for the human_npc mod
Question for anyone familiar with the DevKit. Is it possible to make a fuel resource that has a very high burn time and can be a substitute for a vanilla resource.
For example a "synthetic wood" that burns infinitely or much longer then vanilla wood, and can be used anywhere wood is used.
For context I am building a castle and plan to have lighting from different mods. I dont want to have to constantly run around and put wood in them to keep them lit, but also dont want to just jack up the fuel consumption. My goal is to be able to use it more in novelty pieces, but when doing things like cooking I want to still have regular wood and more normal rates.
fuel burn time is defined by the structure, not the fuel
so not easily, no, you would have to modify the structures
bummer. Thanks for the quick reply
What's the procedure of starting with custom projectiles? I'm planning on making an attack where a creature shoots a projectile off their backs, do I need to add a socket or a box as an attachment for the projectile? đ€
How do I add custom Dinoâs in the dev kit whatâs the process?
Is there a tutorial?
Youtube from ue 4 are applicable to ue 5. Play around with them. Search up a dinos name and most of them will be in that area
Garuga has done some great tutorials. Look him up. There 4 of them.
Thank you
Hi, is there a reason why some Custom Cosmetics mods like "Add text and icon to structures" by @rustic isle or "Manor Mod" are not allowed on official servers ? Is there because of performance issues for example ? I'm the admin of a dedicated server and I prefer for now to stick to the officially approved list, but I wonder why could be the reasons for these exclusions, especially for PVE. The list of Custom Cosmetics mods is really short for now, so I guess it's not because Wildcard didn't have time yet to review them.
I think(donât know for sure though as I never heard anything about it) I know why mine was on the âadded to officialâ but later removed: it had some issues with icons not displaying properly after server restart/rerendering, but that is all fixed now(figured out that some things work differently in devkit).
I hope there is a way to get Wildcard to give it another chance to see if it is suitable for official now, or hear what has to change to get it accepted
Thank you for your interesting answer (and sorry for pinging you). Yes, it's strange that as a modder you can't submit your mod and its updates for review, since Custom Cosmetics is a special category monitored by devs for use on official servers. They should at least open a communication channel for authors of these special mods.
No need to apologize for pinging me! I'd rather have people ping me than that I miss a message that would be relevant to me(as I don't read every channel on every server I am in constantly)
I have quick question. I am trying to create an engram/blueprint that will take several resources to craft and then give different items as a result. I am working on recreating a mod from ASE for ASA. This is my very first time modding Ark. I have been trying somethings and got several things working but haven't been able to figure this out yet. Any help is appreciated.
Also, I made a custom crafting table and added inventory to it but I can't select it as the blueprint to craft from.
Try the ark modding community, theres a lot of very experienced guys there that will be willing to help you out!
Hey i would like to be able to spawn the structure prévention zone volume c++ class as an actor do some one know how to do it
Is there a discord that you would recommend ?
Search Ark Modding Community on google đ
You have to verify your game to gain access
I think he's already in đ
I got in! thanks
Guys I have a question can I change the day that is being displayed in the server options menu?
In advance of the Scorched Earth release I have gotten some requests from mod authors for the SpawnContainer names that will be used for SE
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDunes
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasis
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWater
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesGreenDesert
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCave
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWaterOasisCave
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesBadlands
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesEZMode
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyons
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesOasisCave
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountainCave
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntries_RexSolo
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesRuinsCaveNoGolem
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesSandworm
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesCanyonCave
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesDeepWaterOasisCave
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvern
/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMegalania
/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesTitano
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesWyvernTrench
/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesOasisaur
/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBee
/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesPhoenix
/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesCaveMegalo```
PALEO ARK IS OUT