#modding-general
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Ok so im.having issues with a few mods on this unofficial.
The archelon and the acrocanthosaurus just keep saying out of date. I install and they don't work on the server and when I go to my mods they are just out of date no matter what I do everytime. Single player says they are fine but still does not work either. I've reinstalled a bunch
I’m having the same issue on Xbox. It will still let me play but the mods are saying out of date. Even tried to uninstall and reinstall. Didn’t work.
Better to go to the mod author's discord and mention it in their bug sections. Same to you, @sudden rain
Hey does anybody happen to know why some of the newer modded engrams added to a server I’m in won’t let me unlock the engrams for them? For example I can’t unlock the gigantoraptor saddle for whatever reason
That sounds like the server hasn't updated and it's forcing you to downgrade to join
Ok so what about single player? It brings up a radial menu but doesn't spawn the dino. I'm super at a loss
I'm not sure what you are talking about. That sounds seperate from the "out of date" issue you mentioned before (I would also recommend trying uninstall, restart, then clean install the mod)
Otherwise that sounds like specifically an issue with the mod itself and you may have to seek guidance from the mod author.
Well like I put in the spawn command and it just bring up a radial menu like it does spawn but the actual dino doesn't spawn in single player. Yeah,no help on that end either so far. I've installed so much at this point haha
I appreciate the input though. Thank you.
Hey so I was wondering if it’s possible to add hair styles that could be selected when making a character dose anyone know if you can?
Maybe you should ask Marnii 😏
Hey all.
Anyone know how to prevent resources spawning back through structures on mod maps.
Specifically dwarven, but apparently happens on other mod maps also. It's an ASA bug that wildcard need to fix, but I'm hoping someone's found a workaround.
Anyone try "Survive The Night" yet? 👀 looks like an interesting mix of the game "Fear The Night" & ARK! 😸
I think they need to set a day for updates like all mods updates on Wednesdays because it's getting players annoyed having to try to get on Daily and have 4 to 5 mods updating a day. Just a suggestion
Yes please. That's a really good idea if you wanna fix bugs. "I know the mod is broken, but we gotta wait til next Wednesday for the fix". Many modders are already annoyed by the fact that CF does no reviews from friday to saturday....
Ah, console player. That explains it. Didn't saw such a comment for a while. Well. Get used to it or don't play modded 🤷
Don't mean it rude... Its just how it is.
A lot of it is not fixing bugs but adding additional stuff to the daily. And I am going off what everyone is complaining about on my discord server. So I was not speaking for myself
Like I said it's getting players annoyed and yes I might be console but I have cross platform players
Modders should not be updating daily.
I added a chair, update mod. I added a table, update. Kinda bananas?
the only "frequent" updates i do is when there is a need for an important bugfix
add new stuff? every few weeks
It's not the same but when you have say 27 mods or so and they all update different days several different days.
Consequences of having 27 mods?
I hope that the majority is not bugfixing 😂
But if you got a broken mod you would wish for a quick fix. Atleast thats when players scream loud too.
A solution to this? Reduce mods or tell them 'get used to it'. I bet the complains only come from console players cause they never played modded.
you can just not set your server up to auto-restart for mod updates, at worst you get updates with your daily reboot then
besides the game just fetches the mod you need, how bad can it be to get an update
I am guessing it's the one that has the worst Internet.
Not really most times on console it gets bug if you update trying to join from session. Players learn some need to go into the mod list and update one at a time some say invalid or broken then you have to uninstall and reinstall.
How do you join the modded official servers for Survive The Night?
Nvm, the mods arent even showing up, must be a bug
Premium mods aren't on console yet until later in April.
Is there any way to get Wildcard to take another look at a custom cosmetic you've made? They featured mine in CC399 when it wasn't fully ready yet and removed it from the "new custom cosmetics for official servers" list(I still don't know if that was because it wasn't finished yet or because of something else). If it was only removed because it wasn't finished yet(wasn't working properly on servers), is there a way to get someone at Wildcard to take another look at it to see if it perhaps is suitable for official?
Edit: and if it isn't suitable for official whitelisting is there a way to know that? So I can let people that DM me know that it won't be whitelisted on official ever
If you’re in a cluster and try transferring to a map with a modded item/creature to a map without that mod, will the game prevent you from transferring as if you were holding element or will you still transfer but the item/creature disappears?
It'll let you transfer, but when you get to the new map you won't have the item
I guess the mod developers will have to let me know this but hypothetically if we had the same creature mods turned on for scorched earth to be able to transfer them that are aquatic, would they end up spawning at like obs because of the water? Or will they simply just not spawn at all
You can only really transfer water dinos via cryos, so it won't spawn at the obs.
(no obs exist underwater to faciliate dino upload/ download in the water)
But, yeah.
if the mod is missing, you'll transfer, but anything about it will be wiped
you can place a Tek Transmitter underwater to upload/download water dinos
Besides Svartilheim
Is there any good map mod out?
I'm kinda sick of the Island and me personally don't think Scorched is being release today(at least not at a decent time)
Can you not run the dev kit on a i5-9500 cpu 32g ram and 1.2T storage pc because I’m stuck at 5 fps with everything on low
gpu?
Is the mod list on asa not working for anyone else?
tried just now and seems fine
maybe a short hiccup?
hm seems like it fails to load sometimes
so if i read this right you can use the new fronteer mod to make other mods but you cant change it so that you dont have to buy the pack to use it.
like here you go you can use my mod to make some other mods but players cant use your mod unless they buy mine
Bob's Tall Tales isn't a mod.
Mod authors can expand on and create their own variations of the content and functionality from bob's tall tales, but it must still implement the DLC ownership checks. If a mod bypasses the ownership checks to provide content and functionality that would otherwise require Bob's Tall Tales, it will most likely get taken down.
Curseforge seems to be experiencing some network service issues. They've been notified.
Development often requires significantly more powerful machines than what is required for playing a game.
Assets are uncooked and have not been stripped of data that is unnecessary in the shipping builds of a game.
Editor code often runs more heavy than in shipping builds.
Things are often loaded on demand so as not to overburden memory
With a game a large as ARK all of that adds up to the difference of 70GB for all the shipping builds content vs roughly 400GB of uncooked assets. (At least when it was just the island, haven't look at the delta with scorched earth included yet)
so there is no point in making any content with bobs talls lol
so good try though but pass
what did you expect, that you make a simple mod and suddenly content is free? 😄
nope not at all just laughing at the con. here guys we are going to release the dev kit to our newest content right away ( acting like they are doing everyone a favour) but you cant modify the permissions that way you can force modded community to buy the content.
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Is there anything you can recommend to help performance wise?
I might be biased, but if you haven't already you might want to take a look at the Mod Map called "Arkopolis"! 😺
So I was told to come ask these questions here cuz like.. y’all would know more than others. Is the DevKit locked to CurseForge? Cuz I feel like at this point everything would be much smarter to start moving mods to Nexus, just because of how unreliable CF has been. But like, if WC locked the DevKit to CF, to force modders to only ever upload to CF, that’s stupid right?
Mods are installed using CurseForge's API. Cooking is also done via the cloud, on servers hosted by CurseForge. Even if you could cook your own mods, which will never happen due to console TOS, hosting on Nexus wouldn't do anything since you can't manually install mods.
You can’t manually install mods on Ark at all? Jesus. Personal opinion, they royally messed up modding with ASA by getting rid of the workshop.
Imo, CF is better for modders... the workshop enabled people to reupload other's mods without permission, that's virtually gone with CF. In my experience, updates get corrupted way less on install too.
Is there a fix yet for non-nitrado servers regarding the skins preventing transfers
I was informed the skin attachments were counting as items for regards to transfering item blocks
Only acro
It'd be the same no matter what, released early, or released later.
WC own all of this, be glad were even allowed to mod, if you think like that. 😛
They've done very slight, but still exists cases of mods need to keep this ownership check to be a valid mod
Also, a modder can just re-make a train system.
Just can't copy the exact bobs stuff.
But, you don't gotta buy the DLC if you wanna make wagons (I made wagons before ASA even existed).
The wagons are legit just a platform saddle, but behind the dino.
and, a train is just an actor that follows a spline.
Any decent modder who actually wants a train should make easy work of a train like system.
I made boat/train/zeppelin system in ASE with almost same way as WC made it now...
Oh yeah i just hate underhanded crap and its my first time openly mentioning it. Was kinda like cool unoffical servers privatly owned we could potentially atleast have the oasisaur dino. I am sure some found trains cool personally. So sure its some nice content. But not everyone can afford it. Personally i cant so buying isnt an option. But then wc say oh here you go take our dev kit info and you guys in the modding community can use our stuff but it relys on people buying our dlc. But wait there is more if you manage to improve on that content wc can use it to improve there own content free of charge because they can look into the back end of the mods and just make it there own. Because its all open sourse.
Its not open source, at all?
Also, idk what WC gonna do with a different version of there train system, if someone re-makes it from the ground up so people don't need to buy it
Like I could convert my mod for ASA... (if I had time for it 😒)
Theres not much special about actor follows a spline.
Not much to improve about it honestly.
is there a mod that functions like s+ crafting station?
Like can craft everyting in it? Or what?
sorry my question was based on if you knew what s+ crafting station was. s+ crafting station let you craft structures in it, had a 300 inventory limit
Oh, that random round table?
I wouldn't be surprised if someone ported S+ to ASA, but idk about an independent mod
yeah, I might've found something, unsure yet
Ofc many people know what it was... You did not answer to my qeustion tho 😜
I guess Im confused, I thought you could only craft in it. So I'm not sure what your question was referring to. That said I found an equal mod that just requires some config, master crafting station
@livid meadow is preastoric beast mod returning or is it gone for good missing from mod list on official
It has been removed intentionally, I don't believe it is going to be added back on those servers.
K and ark addition Dino’s are all white now brachs ceratos and crocs all lost color
The mod author is aware and that will get resolved soon probably. Likely just need recooks
Are we being given a reason for this? That's an awful lot of popular dinos and work gone.
And one last question what we going do with all cryoed. Prestoric beast they still occupy some cryos and says we can’t deploy how we going to empty them
Lot's of amazing dinos lost sadly, is there absolute no chance of the mod being added or do they just need to so some fixing? Hundreds of hours breeding dearcs, Siam, neovenators, Neimons, Yangs, can you please elaborate a bit more if possible? I really really am discouraged after putting in so many hours into those dinos, never expected them to be removed.
@golden kite @chilly bramble @tame epoch Transfer issues are not for this channel. This channel is for mod help and devkit stuff. You can ask in #general along with the other questions about server transfers.
My question was not about server transfers. It was about dropping a mod from official servers with no notice, causing hours of wasted effort with no explanation.
Additionally, you have a separate channel for mod help.
The modding channels are for modding and content with the devkit. Not transfer issues or server issues.
Then it was caught in the mass delete. You can repost your modding question.
The question was about the removal of Prehistoric Beasts mod from official servers. There is a message from Zen stating that.
When/if he's able, he'll reply then.
The question was initially asked by someone else and responded to by Zen on this channel. Clarification was needed, as "I don't believe" it will be reinstated is very shaky to work with.
It probably will not be reinstated anytime soon if it was intentionally removed with no notice, imo.
I don't manage the official servers and what goes on them. To my knowledge there is no intent to put it back on the servers
Thank you for clarification Zen, is there somebody we can maybe ask to get more clarification? If there's a team we could contact that manages what mods get added and removed? It's just so confusing having official servers just remove a mod like that.
question- if we have one dino mod on island but not on other, will the dinos transfer? i.e: gigantoraptor or gacha
No
okay ty
needs to be installed in all locations to use
thank you for the quick response
Regarding brachiosaurus mod, I've noticed now we can finally change stance sometimes without crashing, what I do is change stance and quickly get off it then get back on and I'm able to walk on 2 legs, super fun, when stomping the same just press stomp and get off the brachiosaurus, any other tips on using them while avoiding crashing if anybody knows? Hope what I shared is helpful, brachiosaurus mod is my favorite mod dino by far.
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grasland and redwood
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I wonder if anyone is going to mod in the unka dragon for asa.
Does anyone plan on making the hunted for asa on cross platform
Is scorched map updated into dev kit yet? Wanted to have a look at the spawn tables and make a basic deathworm spawn mod
Yes
Anyone wanna save me downloading to check the dinospawn entries? 🙂
Zen posted them a while ago in the ARK Modding Community:
/Game/ScorchedEarth/CoreBlueprints/Spawners/SE_DinoSpawnEntriesMountain
/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
If I have a mod that is PC only but ONLY logic, would it prevent console players from joining my server?
damn, thank you,
I was too slow submitting for CF approval for launch of my server this weekend haha
Sure, a visual might run bad, but to the console companies the logic could hack there consoles, or crash them, and they don't like that
fair
Is it possible to mod trains? like make a mod of them and make them better? The trains are cool and so but need some changes! First is the speed its really really slow. Second is the Train can only be placed on one side and can not be turned which makes it a pain in the ass if you want to build a cool track but can't turn the train ... second is that you should be able to attach a train to the end of the other train which could possible give him more speed could be one way to let it speed up! the train if you place it goes only in one direction so the train can't be turned so if you want to build a track that doesn't go straight instead backwards you will need to drive reverse all the time ...
As long as you keep the need for Bobs Tall Tales, your free to mod it however you want
Do y’all know if immersive flyers ascended lets you still do the classic metal runs with ankys? Thinking about adding it to a server.
anyone having issues with their mods placing the wrong item down? (im placing a cryofridge but its showing up as xmas lights)
Is the Admin panel a good Mod for console ?
Is there a way to put plugin mods on nitrado servers or can i only do it if i host the server myself
Does anyone have a discord link for qol+ mod? I'm trying to find the raw ini code but it's none existent, only one is on the mod description and it's full of irrelevant text. Tia
I looked at the curseforge page and that might be the raw ini code listed, you may just gotta remove the spaces like it said
Yeah 😅 I got it know anyway 😏
Mods, yes. No ArkAPI plugins though
Does anyone know if there is a mod like simple spawners but for asa? I want to allow some modded dinos to spawn on se but they don't because they share a spawn with a dino that doesn't have a natural spawn on se, for instance how the gigantoraptor shares spawns with the theri?
Would it be possible to make changes to how something works through files? for example could I make the enemy build distance sorter by editing it inside of a file then uploading it
@quick prawn this channel is for modding/devkit help. Use #unofficial-setup-help or #bobs-with-probs.
any modders how do u add the orange affect to models so its easier to see ur sculpts?
Hello, I created a mod and a new BP engram. The engram is registered inside ModDataAsset under "Additional Engram Blueprint Classes".
When I start simulation with my mod level, I successfully see the engram in Inventory -> Engrams list window.
When I start simulation with the TestMapArea level, my engram does not show up in Inventory -> Engrams list window.
Is that normal? How to test my engram in the TestMapArea level?
Any help appreciated thank you.
you need to link your PrimalGameData into the level
in World Settings -> Primal Game Data Override
when you say "into the level", I think my mod's Primal Game Data is already linked in my mod level (I will verify it right now). But maybe I should link my mod's Primal Game Data inside the TestMapArea level as well?
it needs to be linked into any level you wish to test with, even if temporarily during testing
levels are otherwise not required
Thank you @deep isle , I added my mod's PrimalGameData inside TestMapArea level (under Primal Game Data Override) and now I successfully see my engram when I start simulation 👍
Just out of curiosity, let's say I have two mods (two PrimalGameData), is it possible to test both of them at the same time in the TestMapArea level simulation? I ask this because the "Primal Game Data Override" is not an array, so I'm not sure how I could load two mods there 🤔
Not in the ADK directly.
The ADK comes with seperate pseudo live game instances that allow multiple "mods" to be active.
I don't know what is ADK (in fact I used to do Ark server-side plugins with C++ directly, I'm kinda new to Unreal Engine DevKit).
But I think I solved my question. Instead of adding my mod's PrimalGameData inside the TestMapArea level world settings (under Primal Game Data Override), I opened the "Levels" window and directly added my mod's level there. Then I right click on my mod's level and set it to "Always loaded". So now my mod is successfully loaded inside TestMapArea simulation, and I can add as many mod levels as I want using the same technic 👍
i.imgur . com/sH5C93z.png
surprised that works to say the least.
The mod PrimalGameData is linked inside the mod level (under Primal Game Data Override), so when the TestMapArea loads the mod level it also loads the mod PrimalGameData I guess.
https :// i.imgur . com/sSxI2To.png
Does it work with multiple mods though?
1 mod kinda makes sense, happened in ASE all the time.
Ah, that I did not try. I just supposed I could add other mods (since I can add other levels).
Is there any documentation on ADK? I don't find definition/interesting pages on google.
Theres a very tiny amount.
The main one, is some ark modding wiki, and wildcard workshop on youtube.
Alright thank you.
Theres a few other random side videos.
They provide some info, but make mods in the "wrong way".
Theres methods work, but are aids.
Is it possible to have my new engram displayed in the smithy without making a new smithy blueprint?
Yes, add your itemBP to AnvilBenchBp in AdditionalStructureEngrams in MDA
That's what I did but it didn't work.
I had to add it inside my mod's PrimalGameData under "Additional Structure Engrams" (instead of inside my mod's MDA), then it worked.
Dev kit has a bug right now. Mda's are cached once loaded and don't update until you load another one and then load it back again(as in swap pgds in world settings, start pie, stop, swap back again).
Otherwise ModDataAsset is fine for that ^
Is there a way to test tribe alliances in TestMapArea simulation? Or a way to join another tribe?
The commands ForceJoinTribe and ForcePlayerToJoinTribeId are not working for me.
Did you add cheat?
yes, I also tried with admincheat
I didn't type enablecheats tho, since I don't know if it's needed in TestMapArea (and I don't even know the default password there).
ADK is always admin
it would be very useful to have a way to switch between two player-characters, to test multiplayer features
Atleast for me they are in separate windows so easy to switch
well I'm not even able to switch tribes, only thing I'm able to do is to leave current tribe and create a new one
how can I do that please?
In menu where you change singleplayer/dedicated there should be number of players
Next to play button
@frosty gate this channel is for learning to mod or help with the devkit, not server setup help or ingame settings. Use #bobs-with-probs for game help.
I want to rig in IK in the models for animating but will deleting the control rig will cause issue in my game?
@still bough #unofficial-setup-help.
does it usually take a while for the devkit to update to latest version via epic launcher, or is there a process i need to follow to initiate it?
Quick question, if a mod from ark SE has been abandoned, could I theoretically take the mod and make it work for ark SA under my name but give the original creator credit?
@solar cypress #bobs-with-probs. This channel is for making mods and learning the devkit.
Generally no, except in very special situations. First off you need the sources of the mod, and then you need permission to actually use the sources - in the form of a license or explicit permission from the author. Unless you mean "recreate from scratch based on the same idea" which is another topic..
hello i am trying to create a new mod and I am new. i have copied the primalitem and engramitem for a saddle to my mod dir and made changes to it for the new name and linked them but when i add them to the moddataasset or the primalgamedata in the additional engram blueprint classes it still doesnt show in engrams. i have restarted the devkit because i read that was an issue sometimes but no luck
Is you PGD loaded in WorldSettings?
yeah
i can right click on the BP and give myself one i just dont see it in the engrams and its not craftable in gcm
Thank you for letting me know, I didn’t know if that was a no no to basically port it into asa without permission.
Is it OpenSourced or where did you get sourcefiles?
Oh I don’t have the source files I was just curious about it. I’ll be asking the developer if they are open to it but people haven’t been able to get a hold of them for a couple years
hey
ive never made an ark mod but if i wanted to implement a new dino with exactly the same stats/functionality as a moschops just a different name and model, how difficult would that be
So, reskinning the moschops?
Well it depends how well you are as a 3d rigger
never done any of this before lol itd all be my first time
is it particularly difficult or no
dose anybody know if a play as a dino mod will be made?
Hello, anyone knows where are alliances info located?
When I get a player's TribeData I can check if an alliance name exists in TribeAlliances array, but since it's possible to create 2 alliances with the same name I don't know how to differentiate them. Thank you.
Don't make them with the same name
Why dealing with tribe alliances is such a pain in the DevKit? The structure members are mostly private and I don't find any utility function to create/remove alliances or add/remove tribe to alliance 😩
Hi here, I'd like to know if it's possible to create a map with the shape of a real island or continent? Only the shape not a copy them?
Yeah possible. You can even copy them as long as you don't copy buildings etc.
Ok thank you
can anyone shed some insight into this message from the log? it appears the devkit can't upload the updated mod data:
Failed to perform request: {redacted link issue}//api.curseforge.com/v2/mods/946148/files/chunked-upload with status code (403): {"statusCode":403,"message":"Forbidden"}
the {redacted link issue} is just HTTP:... the bot won't let me put that bit in.
Is it possible to change recoils of the firearms like if I wanted to make the ar more accurate
Hi I uploaded my map today and people can download it but the map don't appear in the map selection. The map weighs 85kb😅 did I miss something?
Why would they disable clear glass mod?
Does anyone know how to change the range/condition that tooltips for dinos/eggs/structures show up at? I want to have functionality like super spyglass but just always on for all players without needing an item.
If I formatted my PC and didnt backup my mod (I know I know), does that mean the one on Curseforge is just the cooked version, so the mod source code is lost forver? Or can I grab the source from curseforge to resume working on it?
If you dont have the sources anymore, they are lost
Hi, is the gigantoraptor already in a spawnentry?
The giganto is still a WC mod, so likely not, or at least none that is known, or in the ADK to use.
as far as I know, it uses random replacement with Theris
Ok thank you
Yes, file #bug-reports.
Alright thanks!
anyone know of any mods that add playable instruments?
if someone ported the ATLAS instruments
@wooden pilot join the Paleo Ark discord for updates on that mod.
so I added Griffins to a mod I made, and was curious on why the mesh isn't loading properly. it looks like its not loaded, yet it works perfectly fine in the devkit. does anyone have any knowledge with griffins and know if there's a parent bp or something I'm missing?
Sounds like the mesh isn't in the base-game files.
@primal vine #unofficial-setup-help.
@flat lichen #bobs-with-probs.
Hi, a question for npc spawner, we need one yellow box per spawn in a big purple one? I mean for a big desert for example, I should place one big box with several little yellow? Or just one yellow box with several spawner inside?
if anyone else has the JVH landscaping mod, do you know how to fix the issue with the decor not loading in? ive left the game twice, updated the mod, and reloaded render distance yet its still not there
Hey, i dont know how far the mod culture in ASA is, but are there any total conversion mods already?
There quite rare and annoying to do.
You can never update your dev kit, and if someting breaks.
better get ready to install a 2nd Dev Kit. 😛
Says its a map, so no?
based off the TC tag, doesn't look like any exist
Just people marking mods as TC, but having no clue what they are.
Anyone have a good tutorial for set up to make a mod map?
Maybe check Buttmans videos from Youtube
Thank you I'll check them out
Remember to check their order because he had to make 1st again
Okay I will!
I'll try to follow those ones. Tried a diff one and my pc ran out of memory...
Make bigger PageFile... And I would not even try to make "bigger" maps without atleast 64GB ram and 16GB vram
Yee I wanted to try making a small map to begin with anyway. Planning to upgrade my pc at a later point if I can figure out all the tools
hm about 2 mins in buttman's 2nd tut says to open theisland_WP in another devkit to copy some stuff but I don't have enough ram for that (only have 32gb) is there a way around this?
Make that stuff manually... (or copy stuff, open your map, paste, repeat)
Trying to load it with only 1 devkit open atm. seems to be loading so far. No idea how to make the stuff manually....
New to UE tbh I've only worked with Unity in the past
3:56 in thw part 2 tutorial it says to copy the oceanphyics volumes. Loaded the entire map as a region and I can't see even one
tutorials I've found haven't helped.
I just want to be able to using the landscaping tools to make a map environment but I have no idea how to get everything set up for that. I keep getting stuck and I'm not finding any resources helpful
tried this one already and I couldn't copy the svt at 0:40 because I didn't have enough RAM
Google how to increase page file and turn it up to something bonkers.
Even then, it might take a while/several tries. Opening the island on good systems takes like an hour
got like 3 drives should I change this on the drive with the devkit
I've never done this or needed to. I dunno if there are optimal settings or anything. 🤷
oki thank you
Very appreciative of any help 🙏 I'm extremely new to this.
Get more ram asap 😛
32 is fine for modding. 64 is a giant improvement and probably almost a minimum for mapping.
Yeh defs planning on it. I want to figure out how to use the dev kit before I do that tho 😭
No point getting more ram if I can't even get to placing a single tree
"How to make a new Dino-Island in ASA" yt video is what I want to do, but doing the set up for that is so confusing idk what I'm doing...
Are you still seeking some help with stuff?
Yes please!
following the tutorials by Donkey on YT. It's for the old devkit and the vids are 7 years old but so far have been very helpful. I'm actually getting somewhere now.
i need some help figuring out how to put some pickup and pickaxe breakable rocks to my ap
I did it through the foliage menu
when you add a foliage you can select some rocks. tested it and they pick up and break
thanks which rocks was it there was a lot also how do you give yourself tools when testing
You can just use the normal cheats like ingame
not sure I just tested a couple tbh
I'm trying to make a custom terrain wall mod (for caves). And when I place it, it shows the wall shoot up into the sky(when its green for allowed placement before build confirmation)
-> || Didn't know if I can make a thread because I didn't know if it met requirements. This is also my first mod or first time doing anything in devkit. I'm oblivious to most things. ||
So I just opened it and this is my face 
Let’s say I want to try and create a new chibi mod. How do I move?
So how does one make a mod for ark? What language is it in and where can I access the sourcecode?
When I modded minecraft there are specially made mod launchers that acted as a sorta interface between the game's code and modded code, not sure if there's anything like it for asa or ase
Before anyone tells me to learn how to code first, I am well versed in java, and from what I have seen c - derived languages are at least grammatically similar.
Use another chibi primal item as base. Replace skeletal mesh and animation w yours
Go to epic store. You can find the Ark Dev Kit there. It uses a blueprint system like Unreal Engine
EGS accounts are free
If I install mods that add just skins, will other players be able to see them?
Only if they also have them installed
Hi, how often are Custom Cosmetics "periodically reviewed for addition to the official whitelists" please ?
we try to keep on top of reviewing them each week
I have a question maybe someone can help me with.
We have a dino mod holding back our servers from coming back up. If we uninstall it i know the cryo balls will break and turn raptor. If we reinstall later once it's updated, will they revert back to their original tame and can be thrown out, or will they be perma broken? @wintry drift
Permanent broken
Have mods been fixed?
Yes
any update to them doing this retroactive fix
Hey there! Just a little bit of information for you.
On the moment all the servers with mods are broken, and cannot be rebooted back up!
But in your case, i would personally say, add another dino mod on the server, and let people cryo them up with that mod, and then remove the old one that your using on the moment, so nothing is broken! 🙂
Hope this helps a bit!
All of our other mods are good, it's just that one holding everyone back from playing again and the developer doesn't seem very active so we aren't sure it's gonna get an update - that's why we were wondering what would happen to our cryos if we just disabled that mod for now until there was more information from that developer
If we just let the cryos sit until a fix goes up for them, if it does, then we can just remove it for now
Ah! Understandable!
Yea, im suggesting, put in another cryo mod, and let people switch their dinos from the one you want to disable.
So they are not loosing anything.
It's the tame itself not the cryo pod
I don't wanna say but it's a dino mod that isnt officially sponsored - we aren't on good terms.
Overhaul mod?
No just 1 tame
Ahh okay.
I get you.
If i know the mod, i might know the developer itself as well.
I've been in the modding scene a long time 😂
That's why it's reasonable to get rid of the mod and let others play again if the tames will work again if the mod updates
Is it OK I pm you?
Ty
so is me crashing every time i try to load into asa (with mods) a normal thing rn?
Please see #announcements. If you're on unofficial, patches may not have rolled out fully. This channel is for learning the devkit, please use #unofficial-setup-help if unofficial, or #bobs-with-probs for other ingame issues such as crashes.
oh shit mb ty
@lyric ridge #unofficial-setup-help.
This where you talk about mods?
Hi you know if ceratosaur will be in the kit?
usually is once a new update rolls out
has anyone had issues logging into the epic games launcher store? i keep getting an AS-3 error even after 2 clean installs, at first my firewall was blocking its access to internet but even after that no luck
How do I replace vanilla engrams with my own modified engrams?
Hi can't we modify a skeleton to make custom dinos? I tried yesterday but when I save it it stay as it was. I tried to save as mesh and transform into a skeleton but it has only one bone
I connected the wrong account when I uploaded my first mod. I used a google account and I wanted to use the account attached to my twitch. Is there a way to change this? I've tried deleting the mod but when I hit upload no matter what account I'm logged into in the web browser it always uploads on the google account.
It would be fine i guess to leave them on the google account but it seems like the site requires you to use a twitch account for literally all other pages other than the basic dashboard for the mod...
Delete "ARKDevkit\Projects\ShooterGame\Mods\.eternal\83374" folder
how do i get the new dinos to show up in the dev kit?
nvm was looking in wrong folder
Please tell me that there is a faster way to download the ark devkit?
Epic launcher is TERRIBLE 😦
It is the only way
My download speed is 100 mbps and I get 1 mbps on epic if Im lucky -_-
I would link you to an article from epic to try to attempt to improve download speeds, but this is the discord of unhelpfulness, so i can't link it to you, so maybe try googling for "epic games launcher improve download speed"
my first hit is an article straight on the epic website with some tips
You have on the ARK moddingcord, it doesn’t help me, wait I’ll put it here for others to see
A modern customization framework.
Genuine Question about Cosmetic Mods.
Are these clientside and can be used on any server, or are they only available if the server itself has them installed?
In short, are these available on non-modded servers?
The confusion spurs from the Cosmetics section in the ASA Mods Weekly being titled "Official Cosmetic Skin Mods" it something like that.
What does the official part mean then?
"Custom Cosmetics" are not related to the server directly - however, the server has a whitelist which cosmetics are allowed. By default this is the official custom cosmetics list which also work on official servers, but whoever runs a server can pick their own cosmetics to allow, or disable them entirely.
How does the Premium mods work have everyone to buy it or just the server owner?
everyone
Alright.. then i won't use them lol
they announced a change coming later this year to give modders the ability to make it similar to how Bobs DLC works - eg. everyone can join, only those that bought can use, but for now its everyone.
Thank You for the explanation
Cool topic. I saw that auto door functionality was recently added for structure skins (with the saloon doors). Does this mean that it is possible to have a custom cosmetic mod that makes auto doors work only being installed client side? Just by allowing the custom cosmetic in the server whitelist?
Or are those structure cosmetics different in some way?
Does anyone know how the coding works that yuty can not fear roar their carno in the wild?
Really only 2 ways.
- There just on the same team
- The Yuty has some array of like
my carnos, and it does a fear check against those when trying to fear.
Alright thanks
One of my mods is failing console approval due to crash on level up. Everything works fine on PC. Now I'm about 99% sure it is because I have remapped too many engrams (34, including tek replicator). The last thing I tried was in the mod data asset instead of using remap engrams I use the add engram and remove engram fields instead, not sure yet if that will have any effect at all. Has anyone else encountered this issue, and if so how did you fix it?
Never heard of it happening from "too many", the usual reason is that you are creating a dependency loop - eg. Engram A requires B to be learned, B requires A to be learned, and now you have a loop between them, game doesnt like that. Other reasons we've seen are actually invalid/null entries in the requirements, or in the MDA/PGD itself. Essentially, verify all about the engrams. There should be no count limit.
Very interesting, thanks so much! I am going to look right now. There are many cases where I replace items and also the structure they are crafted in, but I don't think there are any circular references there. They only reference the vanilla inventory components, not the modded items (The reference to make it say "craftable in fabricator" or whatever).
I am going to take a closer look at everything.
oh another reason I saw, you cannot have an item cost nothing, it needs to cost something, even if its one fiber, just something to also make sure
Ah okay. Yea really I did my best to keep everything identical to vanilla.
Omg thank you so much. I swear I looked so many times. But I have found my power generator engram has no blueprint set. Sure that is it. Thank you thank you!
Pending review 🤞 Such a small thing but I have been looking for about a week, though I did fix many other small bugs in the process. I really ran out of things to fix while looking for the actual problem lol.
Approved, thank you again. ❤️
Anyone have a solution, when I import to the devkit my materials break and the static mesh turns white.
And the materials themselves show up in my folder as white. Instead of what they frontally were
@forest thicket Contact the mod author. This channel is for learning the devkit, not bugs with others' mods.
Ok sorry
Does anyone know of a base size mod that is customizable in size for ASA?
@lime lily This channel is for learning the devkit. Take rants and venting to #general.
Hey guys i want to try modding for the first time. I have enough ideas, the right hardware, the right motivation but no experience. So now my biggest problem is to find a tutorial i can deal with. English is not my first language so my attempts with english tutorial are
just as much of a disaster then trying with an ASE tutorial in my language. And now i think there is an display error while using the dev kit by starting a new lvl. So please has anyone a heart to help a creative and motivated modding newbie to create a fantastic map idea which only exist on paper for the moment?
Maybe a far fetch but has anyone seen a mod that allows you to breed different species together? My buddy was saying he seen it and now can't remember which it was
o/ Hi all. Is there a technical reason that nobody has created a basic lighting mod, for better options than the standing lamps and the tek light?
It continues to be my #1 bugbear building anything in ARK lol
So I just download the dev kit and I can make custom maps? hmmmmm
Ark Omega, although it hasn't been implemented for the ASA version yet due to the way wildcard changed something.
Anyone up for helping with setting up random spawn for a dino from a mod? I think I've almost got it
Have i probem with creating a new lvl in the devkit anyone here who can help?
This...we have torches and the bobs stuff...both need butt tons of wood and just stay on...forever. The bob lamps are nice though, just wish they ran with the generator.
I mean Rag is just 3-4 months away and we'll have the official tek light again so!
Does anyone know top of their head why Vessels are slightly more buggy than other interactions? Their interactions just break more than other things. I don't mean in a mod either, since ASE SE release.
Is it that there some kind of open delay that is getting triggered twice and then canceling or something awkward like that? I have not examined them closely in the dev kit yet, but I plan to replace vessel in one of my mods so if there is easy way to fix them at the same time I'm going to do it.
I am sure many will not have any idea what I am talking about...but maybe if you use them a lot you will. Okay please don't think I am crazy.
Im trying to track down why my stacker new berries: cian magenberry and verdberry are not registering for dino auto consumption when hungry nor for imprinting. I have made copy and advanced (im assuming that means childed as in ASE) and neither are working it seems, even though they are setup same as normal berries. Parent class on ported in child's are the same. ie amarberry child is parented to amarberry. However, copy or advanced copy of new berries are parented to berry base as is the normal bps for previous berries
Nvm. Just fixed. Opened fullblueprint editor on bp, then Class Settings tab, then just changed parent class from berry base to the same vanilla berry for my bp on the details pane to right. Held as saved restarting devkit and testing, dino now uses berry as food
advanced copy is legit just, an advanced copy, for very specific needs.
Gotta right click the file, and make child.
(I guess the drag and make child was a custom WC thing? idk)
Yeah. Coulda been
I'll look at the right click options for future use. Since I was able to re-parent, it fixes the issue i was having
Wow. Lookeee there. Right at top of right click. pppssshh Way to go Chief
😂
Thanks as always joe!
Any of you dev folk got a copy of the drop tables for center?
We can copy and paste from the devkit but kind of annoying to try to export them easily since they are just component properties.
At first glance it looks like most of the regular supply crates are the same except lvl 60s.
This is the set added to lvl 60s that is specific for the center. It's long but I only paste because maybe useful if someone wants to add to different map.
(/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TherizinosaurusSaddle.PrimalItemArmor_TherizinosaurusSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SpinoSaddle.PrimalItemArmor_SpinoSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_RexSaddle.PrimalItemArmor_RexSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle.PrimalItemArmor_QuetzSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle.PrimalItemArmor_MosaSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_YutySaddle.PrimalItemArmor_YutySaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle_Platform.PrimalItemArmor_SauroSaddle_Platform_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiSaddle_Platform.PrimalItemArmor_PlesiSaddle_Platform_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_TusoSaddle.PrimalItemArmor_TusoSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Platform.PrimalItemArmor_MosaSaddle_Platform_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_CarchaSaddle.PrimalItemArmor_CarchaSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_GigantSaddle.PrimalItemArmor_GigantSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_QuetzSaddle_Platform.PrimalItemArmor_QuetzSaddle_Platform_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/ASA/Dinos/Gigantoraptor/PrimalItemArmor_GigantoraptorSaddle.PrimalItemArmor_GigantoraptorSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/ASA/Dinos/Shastasaurus/PrimalItemArmor_ShastaSaddle_Submarine.PrimalItemArmor_ShastaSaddle_Submarine_C"')```
And the new saddles set used in T3 cave drops:
(ItemEntryName="Blueprints: Saddles",EntryWeight=1.000000,Items=(/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_AlloSaddle.PrimalItemArmor_AlloSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PlesiaSaddle.PrimalItemArmor_PlesiaSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MegalaniaSaddle.PrimalItemArmor_MegalaniaSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_SauroSaddle.PrimalItemArmor_SauroSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PteroSaddle.PrimalItemArmor_PteroSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_KaprosuchusSaddle.PrimalItemArmor_KaprosuchusSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ToadSaddle.PrimalItemArmor_ToadSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_Paracer_Saddle.PrimalItemArmor_Paracer_Saddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_ChalicoSaddle.PrimalItemArmor_ChalicoSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_PelaSaddle.PrimalItemArmor_PelaSaddle_C"',/Script/Engine.BlueprintGeneratedClass'"/Game/ASA/Dinos/Shastasaurus/PrimalItemArmor_ShastaSaddle_Submarine.PrimalItemArmor_ShastaSaddle_Submarine_C"'),ItemClassStrings=,ItemsWeights=,ItemQuantityOverrides=,MinQuantity=1.000000,MaxQuantity=1.000000,bApplyQuantityToSingleItem=False,QuantityPower=2.000000,MinRandomQuality=3.600000,MinQuality=3.600000,MaxQuality=7.200000,QualityPower=1.000000,bForceBlueprint=False,bForcePreventGrinding=False,ChanceToBeBlueprintOverride=0.500000,ItemStatClampsMultiplier=0.000000,ChanceToActuallyGiveItem=1.000000,RequiresMinQuality=0.000000)
Sorry so long!
Anyone ever had a mod cause green text to blink on your screen?
While in game?
Yes, like how you'd see the level up notification
Possible, I'd see if you can catch something in the console
Or systematically remove mods from your game til it stops happening
Oh, I already know which mod is doing it
Ah okay
I was trying to see if there was a way to stop it.
I guess ask the dev though, or see if there are commands
ARK Modding Discord has jobsboard
Are the Center spawn entries the same between ASA and ASE?
You can check them in devkit
I'm going to need a second hardrive for this man 😭
For what?
All Ase spawners are listed on Google
All current asa spawners are in devkit
For the dev kit you just told them to install. 😛
Its a hefty size.
Let alone required specs
It’s a little over half of my total storage space lol, I don’t mind redownloading stuff after I get what I need out of it. I’d much rather do that than pay $20 for beacon
🤦♀️
Do you have the current asa devkit?
Use it
Do you have internet? Open Google and search for ase spawn entries
…I’m not looking for ASE spawn entries. The only devkit was 500 some gigabytes and I couldn’t even open the app once I got it downloaded due to needing even more space for it. If the ASE and ASA spawn entries are the same, great
If not, I wouldn’t know as the wiki has yet to update the page for the center
Is there a mod that disables death essence?
Is there a dino retrivel other then bob's? I refuse to buy that mod!
Anyone know a mod similar to the Soulball mod (Dino storage V2) ?
Can somebody please help, I seem to have a major mem leak on the island map, using over 19gb ram :/ yet I have forglar and only using 5gb-7gb
what pc you use for modding and are ther any online cointainers with defkit
Dino Depot
Does anyone know a stack mod that doesn’t have weight reduction
Yep... Use ini.
Will a checksum or similar be added to custom cosmetics so that players can't edit the mod files and use them on official to create "ini's" and internal ESP's.
If devs/admins would want examples of these files feel free to DM me, it's a major security flaw. Patching out HTTP requests is a minor bandaid
we've already implemented something short term to address this (going out with this update) and will be looking to improve it more for the long term
Right now that protection is opt-in though because it requires changes to whitelists if anybody was using custom ones.
Is that possible on console?
Thanks for the reply, so do individual mods have to opt in to this? You can edit any mod file to add your own implementations so it seems like this update would prevent little of what is currently widely affecting official PvP, but it's a step in the right direction
I'm working on seeing how best to get info about this out, also have to make sure there isn't any reasonably exploitable information that can be gleaned from the process of setting up custom whitelists. it's opt-in on a per server basis not per mod basis.
This is fairly manual and unwieldy currently (Again this is a short term solution) so I'm not in a position to just info dump everything about it at the moment
in short, if you use the official whitelist, you can also activate the protection, custom whitelists are still TBD, right?
Understandable, I'm assuming that official is opting into this protection so it will patch the current exploits (at least temporarily)
yeah if only using the official whitelists it will be much easier, just a commandline argument on the servers. it's custom whitelists that will require some manual maintenance on a server admins part
Thanks for the replies @livid meadow
@cedar sand@deep isle
This is that information
#announcements message
the game already having the ability to generate the info seems easy enough, thanks
Just seen this, a well needed CRC checksum, thanks.
Also, @livid meadow will we be getting that club ARK stuff in the dev kit, or is it WC only, since it has the shop type system?
?
storing dino in the cloud, the pipes are clogged :p
Having an issue downloading the power rangers mod the server won’t install it
I'm not sure on that one yet
I'm honestly just interested in 1 part of it. 😛
Servers do not install custom cosmetics. they just whitelist them
and power rangers is already in the official whitelist so unless you are joining a server that overrides the official cosmetic whitelists it should be available to you in the cosmetics menu in your inventory
Oh awesome so I don’t need to grab that mod from curseforge?
just install on your game client to use it
That’s where I’m having the issue it says failed to download mod then the command screen crashes
Maybe I'm overthinking it.
But, how do you guys spawn the train tracks, train, all connected, splined, and workable, for the train mission, since if you TP there with no mission active, none of the custom actors exist
I am assuming that the recent announcement gives us the ability to choose which cosmetics we wish to allow? Or is there a way we can override the power rangers skins? Our cluster is set up to a theme we wish to preserve, power rangers don’t fit into it.. lol
if you are already using a custom cosmetic whitelist instead of official whitelist, it should still continue to work as it did before.
if you want to enable any of the new features like enabling dynamic download or doing package validation on the cosmetics to prevent people from replacing them clientside to use cheats, then please refer to this post as you will need to update your whitelist to the new data format
https://survivetheark.com/index.php?/forums/topic/736592-enable-custom-cosmetics-validation-on-unofficial/
Servers that want to enable validation on custom cosmetics should add the commandline argument: Quote -DoCustomCosmeticValidation For servers that rely on the official cosmetic whitelists that is all that is necessary. If you use custom cosmetic whitelists please read the following: The cosmetic ...
Thank you Josh, I will definitely look that over in the morning after my coffee 🙂
Hehehe yeah I remember your name lmao still very much appreciated wildcard workshop although it’s nearly too outdated now to be very useful lol. UE5.x has significantly changed
so if the unofficial server dont add the mod we cant see it? =/
Hi Zen Rowe, just to be sure, the DoCustomCosmeticValidation argument is not required to have dynamic download enabled, right ?
I'm the admin of 3 Nitrado dedicated servers, and we use your official PVE whitelist.
why wouldnt you also want validation on, however?
Hi. Do you have an eta on devkit update for http? A lot of broken mods.
Mainly, because adding startup parameters is impossible with Nitrado...
They have to be asked to add it to their settings page.
Took them over a week to add Pride Colors for example 😂
As @red pond explained, with Nitrado we can't add command line arguments ourselves. Unfortunately, Nitrado waits forever before adding such settings, and sometimes never.
That's why I was wondering if dynamic download works without the validation.
It does.
I started a Club Ark server yesterday and we were able to see each other's cosmetics.
Was able to cluster it with the rest of our Nitrado servers and it all seemed to be working fine.
Can even join through the pause menu
Can't post an image here though 😂
Still need to test it further as all I was able to test it with was Dear Jane cosmetics.
So actually my answer is somewhat wrong. It worked with Dear Jane cosmetics but I haven't tested it with the rest.
dear jane is an actual installed mod, isnt it
Well, I was wondering because I tested this morning with a skin (whitelisted for official servers, by the way my servers use the official whitelist) I had on my character, but another player who has not manually downloaded this skin didn't see it on my character. But maybe the dynamic download is slow and/or happens only when exiting the game, I don't know.
I need to find someone who bought the Power Rangers stuff because I'm not buying it just to test this 🤣
could test with any of the whitelisted cosmetics
Worst case, we all just have to bug Nitrado to add this setting... Again...
@crimson wave plz?
Yeah was just thinking of trying it with the Mickey mouse one. Will report later.
As I said I tested it with one of the whitelisted cosmetics, and the other player didn't see it. But we don't know yet how dynamic download works, especially with slow internet. This skin is more than 200MB, so maybe the download for the other player is very slow, or happens at specific times.
I noticed a setting in game for download speed.
The default was set to 500kb/s I believe
Interesting, thank you !
There were 2 new settings under Advanced - Disable Streaming and the speed setting
Disable Streaming of Custom Cosmetics was OFF for me so I assume that would mean it's enabled.
Ooh, I'll ask the other player how is set this new setting for him, thank you
correct, you do not have to enable the CustomCosmetic validation, but if you are using a custom whitelist then you will still have to update the format in order to enable dynamic download on the mods in yours whitelist
it's uploading, I'll have a modkit on beta today I believe and then on main either tonight or tomorrow morning if there are no major issues
tyvm
I tested it with the lizard costume
It worked. Took a second for the other person. They first saw my character as usual but then it caught up and showed the skin
I have a question, does anyone have a mod so herbivores can eat meat?
I am looking for a mod that adds dinos in for my center map that has pretty much all dinos. Abberation, Fjordur, Center, etc.
My role level up rewards have snow owls, fjordhawks, sinomacrops, karkinos, griffins, etc etc. I would hate to rewrite all my level up rewards, so anyone know of a good mod that has all these dinos, or multiple mods i can add together?
I found Additional IslandDinos, but their discord link is expired and I can't join their discord.
Anyone part of
Additional IslandDinos
Aberration Addon
Please send me an invite. The link on the curseforge site doesnt work
Stupid (or funny?) question: A user on our cluster wants to use the Power Ranger skin. However, we work with our own whitelist (URL). Since the skin, the CRC must be included in the whitelist file (new format: ID|dyn download|?|CRC) ... If I don't have the skin, how do I get the CRC to whitelist it? And above all: how do I update the CRC if it changes? Is this not thought through to the end?
you can look at the official whitelist and search for the mod id, and copy the entry
Does bring up a valid point for cosmetic mods in general
How to get CRC for random cosmetic mod #25
generally? run it and the client spits it out for you
if you want a paid one .. find someone that owns it to do that, someone on your cluster must own it for you to want to add it 😄 or maybe the modders will start including it on their project page
The official whitelist is at least an idea - the problem with the Power Ranger skin is just one example of a problem. In general, I wonder how this can be automated. I can't check 10-15 skins on the whitelist for new CRCs every day... But if the skins we want to have are also part of the official whitelist (which we don't want to use, because I already had some skins that are unfinished (and in an early stage) or that you can't use for other reasons..., you could write a script that parses the official list and creates a new one and then uploads it to the whitelist URL. Complicated ... why did WC make such a mess? This is a slap in the face to many modders who either don't make it onto the whitelist or whose skins run on clusters like ours that reject WC's whitelist for reasons....
Modders can just choose to document their own CRC if they want to
if they want to be included on lists
Yup it's a pain that only way to get them is with the game and it only shows on the console window no way to send them to an actual log file
I tried running crc32 and crc16 on the mod files them self and it's not even close to the CRC number the game gives for the mod 🤣
crc is not meant to be "close" 😛
a single difference should result in a vastly different number, thats the intent 😄
Does anyone have a devkit tutorial for dummies?
Cloud cook hates me today. 
But then there is still no automatism. What kind of stupid idea is behind the fact that you now have to check all skins every day to see if there are updates and then whitelist them again? 😦 Even if the modder communicates them - the admin still has to check daily...
It seems to me that WC has something against skin modders ....
If it bothers you that much... Just run without validation....
i'm sure they are not super happy about manual steps either, but fixing exploits like this is faster then making an automated system from front to back, which they can do now without exploits being live
if they actually are? who knows
@livid meadow are you able to DM me
im trying to make my own turret and am having an issue getting the turrets to shoot and or target using the default emitter settings. i also haven't been able to animate my new turret model. has anyone worked on creating their own turrets or had this issue?
I thought the verification was necessary to use the dynamic download? (so if in this in the whitelist itself is on enable; we have 3 mods on "download" and the rest not (for me better to test the skins first - as already said: in the official one is unfortunately a lot of nonsense...). I don't want to see that here). What is the validation for if it works without it with dynamic download?
validation and dynamic download are not related. Validation prevents exploits, which require replacing the skin locally with a modified version that has extra cheaty functionality. This can happen with a dynamic download or manual install.
In fact its easier to do by just locally installing it first
Oh well ... I have skin x on the server (dyn.download=1). I download x locally, manipulate it so that I have advantages. I connect server:
Validation=True => The skin is rejected / will the valid one still be downloaded? (dyn.down=1)
Validation=False => the cheat skin is allowed...
Is that correct?
If I do without validation and still have the CRC in the whitelist, is the CRC simply ignored?
Whitelist without validation:
968943|1|1|-2085641597,975527|1|1|-1513488011,...
or
968943|1|1|,975527|1|1|,
?
Could it be that the skin is only passively loaded? For example, I have a hat from the Krazy skin on - I can see it - I also have 2-3 of them in my wardrobe. But I don't see any hats in the cosmetics - I can't skin any myself now. If I've already downloaded it anyway, shouldn't I be able to use it myself?
The mod is also only "half" installed in the mod list menu. It is there - but not "Installed". I have to explicitly click on Install again (regardless of whether Validation=false/true)
Complex System and no manual ... ;|
Dynamically downloaded things cannot be used by you, anything you personally want to use needs to be manually installed
ok so you can only see the skins - but the stuff is downloaded anyway. And as I've just seen with another skin (Artifact Pedestal, 1007703): it's been downloaded, but doesn't appear in the mod list. So no more control over what is downloaded (I assume this is a bug). If I'm no longer interested in server x, I can't even remove their skins from the disc. I hope this will be fixed.
I would at least like to see the mods in the mod list - if I want to use them myself, "Install" ready (like with Krazy Cosmetics; I see it with installed mods - only "half" installed; I have to press install and it's ready immediately (it's already downloaded)). It would be better to have an option where I could set whether I want to use downloaded skins myself.
Many thanks for explaining!
It would be nice if there would be an entry in the official WC-Wiki that explains Custom Cosmetics completely 🙂
@royal escarp #unofficial-setup-help. This channel is for learning the devkit.
ok. thanks
I'm not able to, you have direct messages blocked
I'm trying to use the devkit to poke around the base game and learn how things work, and hit some roadblocks on explorer notes. On Scorched Earth, most of the notes (or ExplorerChests) start out visible but inaccessible in the Outliner, but can be accessed if I click on them and then 'pin' them. However one note Boss\ManticoreArena\ExplorerChest_SheWhoWaits cannot be pinned for access. Is there something I can do to enable that?
I'd also like to correlate which ExplorerChests belong to which explorer note in-game. Unless I keep skipping over it, looking at a given ExplorerChest in the Details viewer does not contain the data of which note it is. Comparing the Explorer Note Index with the lists on the wiki has shown that typically the numbers match for personal notes (e.g. ExplorerChest_Dahkeya_4 matches with Dahkeya Note #4) but that falls apart for the dino dossiers which are still named with numbers and not by species. I'm also only just now making the connection that Helena's notes are probably listed as DinoDossiers as well, leading to more confusion as to what goes where. Since the 'name' of a given explorer note does not appear to be in the Details view, I'm guessing that's part of a separate actor somewhere? How can I find the corresponding explorer note name for a given ExplorerChest?
The ids on the wiki are the same for on ADK when it comes to notes. I’ve made a map that has all the released notes for Island and SE. it took a long time but you gotta manually add the ids to the explorer note chest and changing the id on ADK.
My question is, is that something I can do purely in the devkit? Or do I have to go in-game to compare the sets?
It feels like there should be a separate data structure somewhere that has that information, but I just don't know where to find it.
Like, is the ExplorerChest actor responsible for the nametag that shows up when hovering over the note in-game or is that a separate actor at the same coordinates?
Has anyone had any problems with Crunkgear Mod or Better Cosmetics Mod? A player suggested them, and I want to make sure they aren't buggy before adding them to my server.
I've found my solution, or as close as it seems I'm going to get. In BASE_PrimalGameData_BP at the bottom looks like a master list of all the explorer notes in one giant array, with the array index number seeming to match the explorer note IDs. I just wish it was stored in a way that would be easier to work with the Property Matrix viewer.
If anyone is making a UI for their mod settings and would rather not further clutter up their players radial menus, considering utilizing Mod Settings Panel. It's a centralized place for all mod UIs(client or server configs).
Search for Mod Settings Panel on curseforge or view my profile, since links are not allowed here...
Doubt Ill get help here, but since the Center release my water Post Process/under water vision that make its a little distorted is now under my map and my obelisk laser will not go all the way to the ground regardless of moving or size changes. Anyone got any fixes?
@ripe lynx #unofficial-setup-help, this channel is for modding devkit help.
Sounds like you have a similar experience, im a new author/modder and kind of have the feeling that no matter where you seek support, its dead quiet. Is this normal? Where do others turn to to get their modding questions answered. I did thorough research on all the resources provided but nothing to find about my 2 issues and no reactions in none of the support channels I tried my luck. This is kind of a weired start into this.
The best source of help is the unofficial ark modding discord, cant post links here, but it should be the first hit on google
What are the criteria for the official whitelist for skins/custom cosmetics? Unfortunately I always have mods under there that are defective and cause client problems (stuttering with structure skins). I would have thought that WC would have some quality control here?
Is it just me or are the cooking tools for the Dev Kit Out of Date? I cant upload my Mod Updates currently
yeah its been brought up in the cf discord also
Hay im currently trying to start the ark Devkit but it gives me following error:
Turnkey failed to run properly, full Turnkey output:
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: -ScriptsForProject=D:/DEVKIT/ARKDevkit/Projects/ShooterGame/ShooterGame.uproject Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=D:/DEVKIT/ARKDevkit/Projects/ShooterGame/Intermediate/TurnkeyReport_0.log -log=D:/DEVKIT/ARKDevkit/Projects/ShooterGame/Intermediate/TurnkeyLog_0.log -project=D:/DEVKIT/ARKDevkit/Projects/ShooterGame/ShooterGame.uproject -platform=all
Initializing script modules...
Total script module initialization time: 0.54 s.
Unable to enumerate Visual Studio installations
Executing commands...
ERROR: Failed to find command Turnkey
(see C:\Users*******\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+DEVKIT+ARKDevkit\Log.txt for full exception trace)
AutomationTool executed for 0h 0m 1s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
does any1 know how to fix that ?
( I " *** " my name)
do you have visual studios installed?
hey, what's that shit please ?
Plugin 'PlasticSourceControl' failed to load because module 'PlasticSourceControl' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
every time i start the devkit i have this message, can u help please ?
Have you allready verified the devkit?
yeah, happend again
when I want to create a project it tells me that I need this plugin, I put it in, and here is the result
You cannot enable/disable plugins... Only WC can
install or remove a plugin from the devkit you can do it, there is always a problem with this game it's still crazy
ok I searched in the plugin, developer and I removed this plugin it seems to be restarted this time
on more now Plugin 'ExampleDeviceProfileSelector' failed to load because module 'ExampleDeviceProfileSelector' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project
This game is broken everywhere 😂
☝️
UE Viewer still work or not pls?
Hey 🫠
When I get to my computer I'll try to look it up you can actually go into your files and run them as true or false
Hey hey, I have made a simple custom cosmetic mod for my initial testing, it cooks without errors but when i add it to the ShooterGame/Content/Mods/MYLOCALMODID and register it in the serversettings of my GameUserSettings.ini it still wont show in game. Do I miss a step? (Steam, Windows)
Or is my mod's content the problem? How can I check what the problem is.
Ok, this is how to disable a plug-in through your computer 🕵️♂️ you will need to download something like Visual Studio Code (free version) first to be able to view/edit the data then go to your arkdevkit>projects>shootergame here you will Right click the file "shootergame.uproject". Open with Visual Studio Code. Press ctrl+f then search the words related to your plug-in. Change to: false
Thank Brandi !
No, will do so and try it again
Do you have the correct label selected? If you did not select the correct category 9 times out of 10 this is why your mod is not working in game
Where do I get this visual studio thing ?
code dot visualstudio dot com
I got that installed, devkit is still not running 🤣
always vopen the dev kit from within the epic games launcher
i do :/
hmm ok i only have the error you mention when i start the kit directly
do u mean the engram category? i used CLOTHING, was thinking about using MODSPECIFIC though
what do you mean follow details inside the devkit?
nvm fixed it myself
try category "General, Outfit" see if that allows it in game. Disregard the other portion i misread your message
is it possible to rip out a dino with its saddles from ASE and place them in ASA?
Not sure I understand correctly, the engram category and group do not have these, where do you mean should i change that category, which blueprint
BTW: My publish on curseforge worked, the mod is available for download and install. So I sorted this one out and can now use local testing with this folder, but still the engram isnt showing
yes so i mean the category through curseforge if it wrong through there it wont play in game. um give me a second to open dev im visual
ah that worked all fine, i installed the mod but the engram is just not showing up
ok one sec
Thanks a lot for taking your time to help
Im secretly trying to level up and be on that Studio Wildcard section
not gonna lie
What kind of section, im all new here
Like a moderator or support guru?
true....
well lucky for me then 😄
or like... id be happy if they assigned me there for a whole day
hint hint wildcard
🤣
😄
it's loading sorry
all fine im going nowhere 😉
😄
you can pm me if you want
something really weird is going on there, how/where did you install the devkit? i have never seen anyone get those before, in the modding discord. my best guess would be a bogus install, or some really invasive software. checking the devkit, those plugins are both preinstalled but not enabled or used
and on that note, you should really not do that
? why that?
absolutely no benefit to doing so, cant defer updates, and leaves off the launch args
I have had no issues launching from there. I launch both UE4 and UE5 from there. It's Golden
Sometimes.... At the same time 🤯
Nothing wrong with it launching from epic... Just that the launcher itself takes ages to start. And as fluff said, if you wanna use launch arguments like '-log' and '-forceload' or whatever it won't work from the launcher.
im tryna use the dev kit to figure out where drops spawn on maps, is that even possible ive done some searching through the maps but cant find anything that seems to indicate drops
Okay can a person edit or redo the whole of a current wild card map, mod the hell out of it and republish it or will it be copy right infringement?
Even if you could do it, it would be too big for CF cookers... There's 15GB mod upload limit
historically this was only allowed on Island as well, not sure how or if that changed for ASA
hey there, u can explain me why my texture is not correctly set to the mesh in blender please ?
i export from UE5 to blender, add my texture to the mesh, but the hand is on the leg of my ark character
does it always take forevcer trying to load regions of maps? even when i select a small space to load it takes ages (mines still loading after 20min
the first time, for sure, as it needs to build all the assets
so it finally loaded but the cave i was trying to load is still invisible, how do i get the caves to load? im on center
Does Nekatus have a discord for his mods
Anybody know if they plan on a Summer Bash "mod" in-line with the other holiday event releases, or is this just one big fat patch?
<--- doesn't wanna see it mixed between the two methods of delivering holiday events honestly.
yep hes a celebrity
Legend has it he will say "hi"
Hi. I have noticed i have to redownload mods after every update on xbox. Question is, if i accidentaly login into ark with modded creatures without noticing mod got deinstalled, will i get screwed from all modded creatures forever?
what
I am wondering if entering world with modded creatures, when mod is not installed is removing those creatures from existence.
Ya, So if you had the mod, but then you remove it then that means the tames poof.
is that what you are asking
If i install mod back than, will they reapear?
No
but if you keep the mod and the vanilla creatures are now in the map the modder can have the vanilla creatures replace them
Ugh thats huge risk 😥
Like after every patch on xbox i have to download all mods again.
elly is correct. DO NOT remove!!! readding will not bring back your dodo. unless you are admin you can backup server to were the mod was
updates are ok. that doesnt delete your baby dodo mod tames
Wanted to play survival chaos, but if i accidentaly enter the world after game patch, i am screwed. I dont want that pain 🤣
But they remove all my installed mods.
So i would have to remember to install them back each time.
drama
sounds like an adventure
@livid meadow there's supposedly a method to grab IPS through custom cosmetics dynamic downloading
So I have heard but I need someone to tell me what cosmetic is supposedly doing this
I'll try to find more details out for you but they are slim, when custom cosmetics are moderated before being added to the base game are the blueprints not looked at @livid meadow
Cosmetics including dynamically downloaded ones are supposed to be blocked from making network calls. period
Yeah I saw with the recent update the removal of http requests too, but what is actually checked for when a custom cosmetic is uploaded, what would stop me injecting somewhat malicious code into custom cosmetics blueprint that isn't revealed by using the cosmetic alone
(which seems to be the case here)
I can't tell you what the process for moderation is. Moderating the custom cosmetics is not my area of ownership.
My point is, and I'm not saying they haven't found some way around it, but native code flat out blocks all files from a custom cosmetic mod from making http requests and interacting with websockets.
if a mod is doing something malicious we need to remove it from the whitelists if it is on there though
but do you have any evidence so far that it's something whitelisted on the official network?
All that said. we're looking into this already, just if you have any concrete info please feel free to let me know
I'll poke around to find this out, but i would surmise if it is possible to sneak malicious code into the whitelist it's already been done
I'm sure there are ways, that is always going to be a back and forth battle as it always was, but I am most interested in if there is a way to bypass my network protections from cosmetic mods because even if they have some code that is looking for IP data, it's useless if they can't phone home with it
as that should be protecting all clients from cosmetics being used like this regardless of the whitelisting
Do you mean network protections blocking this IP scouring in the first place? Otherwise you'd just be able to do a client notification or similar GUIs to display the IPs etc
What purpose would there be to display someone's IP to themselves?
This only has a purpose if they can have their code send that data to a remote location for them to use themselves.
If they are blocked from sending that data off the client, then they have nothing
cosmetics do not even exist on dedicated servers either
so they can't run malicious code that way
My other message was unable to post, but supposedly peoples I.Ps are in the database who have never joined unofficial, and they have only been added after dynamic downloads were enabled
I feel like most of the talk going around is a lot like a circle of whispers, but it seems to bear some truth
as I said we have people looking into this already.
Any concrete information is appreciated but speculating and talking about the security features we have in play only serves to potentially expose unrealized vulnerabilities to malicious parties.
hearsay doesn't help
Okay thanks best of luck
I appreciate you bringing it up though, this just happened to be something that had already been brought to our attention
Does the water tap have a structure tag? I’ve not been able to locate one. Asking for custom cosmetic purposes
I think we need a new cohesive guide for Custom Cosmetics
Jeremy's video was pretty messy
And by pretty messy half of what he was saying he forgot to pull up onscreen LOL
@livid meadow Zen!! Make us a fresh Custom Cosmetics tutorial, and my life is yours!!
What's wrong with Ark DevKit Docs guide?
Hm? Docs Guide? Never heard of it
HOH
And there's even button in devkit to open it
If you need more help then join modding Discord
In here Moderators just remove most of the posts
I see I see, thanks man
Why could i use the skins for power rangers yesterday but today i cannot ? The custom cosmetics tab is empty now even with the mod installed
hi
i have a question
what the name of the cross server chat that works for all language? (ark survival evolved)
@here
'Let's go Custom Cosmetic making!!'
ding ding ding
Comedically loud buzzer
Aw, it's broken
ding ding ding
Comedically loud buzzer
Aw, it's broken
ding ding ding
Comedically loud buzzer
Aw, it's broken
This is a useless affair
Same issues as before, same issues as always
We really just need a video to explain this
Trying this for the FIFTH time and having it not work is fuck-all irritating as you can imagine
"I'm tired, boss"
No point complaining in here where we cannot actually talk about modding...
''Your item should inherit from PrimalItemStructureSkinGeneric but your structure can inherit from any structure.''
Force Structure to Inherit from BP_DecorBox_Medium
Kit Crash
Inherit from normal DecorBox
Won't place
I'mma just go watch a show instead, this is tiring
Go look at the working mods. 😛
WC have there mods in the ADK
The same ones I've been basing mine off of? The one's I've cross-referenced every step of the way?
I'll get back to it later. I think I have a fix.
Hello all, I'm not sure if this is the appropriate channel to ask this but it is mod related, they recently announced official modded servers transfers will open on July 17th, with Svartalfheim, Forglar and reverence being added to the already existing official modded cluster, my question is if anybody knows, will they add the existing dino mods from main maps to premium maps? (Moro rex, rr sharks) if this not the right channel is there somewhere I could confirm this information or ask? Thank you
Yes I'm excited for transfers to open, couldn't find any info on this yet so I thought I asked, official modded island, scorched and center have all the same mod list, however Svartalfheim for example only has garugas mods plus s variant dinos, so I'm very curious if they are going to add to the list the rest of modded dino or keep it as is and we just can't download moros and rr sharks there.
is there a way to rename a mod? i started with a test mod and it worked so well i just want to rename it lol
edit: nevermind, i see the option to duplicate the mod which then lets you pick the name for the duplicate. all good!
@potent wedge #bobs-with-probs or #ark-survival-ascended, this channel is for learning the devkit.
Is there any documentation for the dev kit and if so where can i find it? I’ve looked around and havend found anything
If by documentation you mean functions and variables and such, no. There are startup guides and some video tutorials though. There's legit a button in the dev kit, in the hotbar that links to tons of stuff.
Hey all, trying to get into modding but I need a new pc to run dev kit, what would yall recommend? I probably wont be working with 3d models etc, mostly will be doing like mods with admin features or like potions and consumables stuff like that, maybe using already existent structures as well
Whatever you'd play ark with, assuming its pc, is probably fine. 64gb of ram would be preferable to 32. An ssd big enough to hold the kit + updates, etc. So, 2tb or 4tb if you wanna put other stuff on it as well.
Basically, you dont need to run wild getting a 4090 or anything bananas.
3080 is probably lovely. Biggest things for the kit are ssd, ram and then cpu/vram. I'm sure someone can get into more specifics than me. I havent looked at what's a reasonable system in sometime.
appreciate the info
am guessing like 12VRAM, 16 might be an overkill for what am gonna use it for
I was fine with a 3060 12GB
Gpu power isnt super relevant. You can always turn settings in kit to potato mode. Dont get me wrong, itll help for sure, same with the vram and if you want to see whatever you're making in its full glory, it's recommended, but a quality cpu/ssd/ram first.
Hi 🙋🏽♀️,
Can someone please explain the difference between the Alpha and Beta devkit?
There is only beta and release, beta gets updates a bit earlier but may sometimes have issues
Most people should probably use the release
Ah, thank you very much 😊🌻 I tried asking ChatGPT, but the answer just confused me even more 😅
I'm afraid ChatGPT doesnt know much about ark modding 😄
what mod is there to get firepotions etc for wyverns (it says a zombie fire wyvern wants 2 Fire Potions to tame but i dont have any potion mod) (ASA)
I'd say it's the same mod that adds that Wyvern...
but it isnt tho
What's the name of that mod?
not sure. i think its primal chaos
If you don't know can't help then 😦
Literally makes no sense for a modded Dino to ask for a modded item which isn't part of the mod... unless otherwise stated on the mod page. But since you don't even know which mod the wyvern is from... Have fun
Never tried modding was gonna try building a map or Dino any tips?!? Or how to even download devkit
You can download it from Epic Store
Anyone know the physics or file to add the waves? I have the basic water physics to swim but has no interaction with the player and just looks plain.
how many downloads do you need to make the spotlight
how do you install a premium mod after buying the mod voucher, i didnt see a code or anything to redeem and it doesnt let me install.
@polar solstice Might want to post update notifications to the Modding Discord aswell 🙂 Since thats the main place modders congregate 🙂
cant find the mashed bugs in the mortar & pestle in the magna gecko mod, anyone know how to fix this?
Is this still bugged for you?
yea
What’s the mod that makes it so you can change how often high level Dino’s spawn?
Nvm I got custom Dino levels but what is the command you use to switch it from equal levels to high levels on console bc the mod description only says how to do it on PC
ah
So, I had a question about “Ragdoll Capture”, Specifically for step 11 in the official documentation, the blend spaces refuse to generate, everything else works perfectly
no nody know it? #1265185601481871371 message
What are you making
just change basic sword and dino stats
Nice 
not work in game 💀
@cyan basalt these channels are not for commissions, they are for modding help and learning the devkit.
@scenic junco look up the mod's discord or curseforge page.
Is the devkit meant to take so long to install? It's going on a brand new 1TB sata ssd but it's taken a day sofar and only just hit 17%..
It shouldn't, or unless you have really slow internet and it's taking forever to download
I dunno, i just find downloading anything through epic is slow as, compared to downloading from a browser. I'd think 480gb would take 5-10 mins to download, but so far through epic only 76gb has downloaded..
100-500kb/s is a bit rough..
Are you sure that your EpicLauncher is not set to Throttle downloads?
It's not throttled
I just looked in my task manager and can see my browsers is using 9mbps network and epic was only 0.3mbps. so i set epic priority to high and started closing down some tabs and it's up to 2.2mbps now
Australian internet speed is like 90mbps at most
Ah... Australia explains a lot 😄
yeah and after setting priority high now epic is pulling 9mpbs so i'll let that run over night and see how it goes
Anyone have an updated discord link to Prehistoric Beasts?
Could anyone tell me about the Jurassic awakening mod and if its any good?
I was just looking at that one yesterday, I would like to know the same.
How do i make a mod on ps5? It used to have it available but i just checked and its nowhere
I'm watching the ZenRowe tutorials atm but are there any current ones available? I'm specifically interested in structure modding for now.
There's no differences between ase and asa for most of the fundamentals.
Thanks, it's seems pretty much the same sofar. I'll finish it off and come back if there's anything i can't figure out
im on PC singelplayer, how can i do to make dinos like 2x stronger and more hp BUT when tamed the are like normal, so wild dinos always are a little stronger. (i know how to change the wild dinos to x2 stronger but i dont want them to be even more stronger when tamed)
Does anyone know the Plugin name for the auto Sort / Arrange Graph Nodes Mechanic (Currently binded to F on keyboard) for the DevKit? I wanna use the same one in base UE5
Can I get modds on ps4
No.
With Ark Survival Ascended, yes.
BPassist. also does some incredibly annoying stuff and is kind of hated among modders 😂
anyone know if you can use multi user editing in the asa devkit yet?
SVN usage is supported, I would use that instead tbh, but the multi user editing plugin is there just enable it and try it maybe.
What else does it do? Should be configurable I would imagine right?
@frail kestrel #bobs-with-probs, this channel is for devkit/modding help
Yep
the main thing it is hated for is making it difficult/impossible to select or drag multiple nodes, and some other really buggy stuff with connections and selection. it does not seem to be, at least correctly.
@mellow meadow #bobs-with-probs. This channel is for devkit help.
Does anyone know the mod discord for the QoL+ mod? Trying to find more info on if the mod developer really quit or not and haven't found anything.... Arkoholics help?
There's no discord linked. They use GitHub for their "wiki" page
Yeah, but I'm getting rumors they are not going to do anything with QoL anymore, at all. I'm trying to get some clear-cut info on what the plan is for it.
I would recommend messaging them on Curseforge directly 👍
Can i make mods from my ps5 or would i need to use a pc
How does one even start building a map with devkit???
@urban apex #bobs-with-probs if it's singleplayer/nondedicated, #unofficial-setup-help if it's your unofficial server. This channel is for devkit/modding.
Figured out some stuff just trying to add like the ground to be sand or grass instead of squares?
Anyone know a mod with a saw in it? I need a wood saw, or log saw. I can't believe one doesn't exist!
curseforge shows there is one
How'd you find that??
typed saw
And the 2 results were chainsaw mods, not log/wood saws...
Look image has a log 😂
They got me good
I didn't think the rest through 💩
Oh I know!. You can make it!
Me no skillz in the DevKit yet 😦
Working on it
Me either
I believe in you
I'm so green, I don't even know where to start with UE5
For Ark Devkit (aka the DevKitten)
Step 1, breathe
Step 2 click UGC
Step 3 click Create Mod
Step 4 click the category you're going to make
then join the real modding discord, because there is basically no documentation here or online 😂
plenty of places to get a saw mesh, though
Where's that?
Google "ARK Modding Discord"... It should be 1st result
yes fluff is accurate i follow this group. "Ark Modding Community"
@tacit raven use #bobs-with-probs for crashing. These channels are for the devkit.
Oh okay that wasn't made clear, I just assumed mod help was for mod help
@worn dune #bobs-with-probs or contact Curseforge, as that's been an issue for a few days with some of the premium mods.
i'm amazed there hasn't been a custom cosmetic mod that brings back the fed tek armor.
I loathe the sharp angles and oversized jetpack on the ark tek suit and have been checking pretty regularing for when someone brought back the better version
Yo does anyone know how to make your own custom cosmetics? I'm completely new to modding and have no idea where to start other than getting the devkit
Do it
Not necessarily I'm more weapons, structures and creatures 💩😭
Does anyone know if s+ is coming to consoles or if something similar is available for consoles?
try Cybers Structures, it originates from S+
Alright will check it out next time I get in asa thanks
no problem 🙂
@wraith elbow #unofficial-setup-help
Is dino storage v2 on asa?
No
Oh that's a bummer, thanks
Closest to it is dino depot, pelayori's, or super cryo storage
anyone know when studiowild/curse releases premium mods that were accepted? like is there a set day/time or just random
I will be making a premium mod soon. But at this time the answer directly from a curseforge agent is that once your premium mod is accepted, curseforge will provide you with further details at that time.
Sorry that's all the Information I have until I post my first one.
Consider joining Ark Modding Community as they may contain more information on the subject or help with any other modding concerns or questions you may have 
where is this link to this modding community 
Google "ark modding discord"
The join process is explained...
🍻
@glacial glacier try the ark modding discord. We do not have a commission board nor is this channel for that.
give me link pls. i didnt found the link in google
Just Google "ark modding discord" and it'll pop up. Follow the instructions there.
ok
seeing blue quellcrest makes my brain confused
@raw stump these channels are not for commissions, we do not allow them here. That is why your message was removed. You can Google the ark modding discord for commissions, or make a general inquiry there to find a way to commission someone.
ohhh ok
ty for letting me know country
but the verification isnt working tho-
i set everything to public buuut-
its not letting me in
@trim temple use #bobs-with-probs for regular ingame questions, or #unofficial-setup-help for mods and other setup questions. These modding channels are for learning the devkit and help with modding.
@versed spoke see above.
Oh .... 😦 Fair enough 😦
Any good tutorials on creating mods that can be placed on the decor box?
Try Ark Modding Community if you haven't already. Someone more likely will know there 
Oh they should make a show and tell modding section here so we can show players our mods
with like an image or small video clip
You're welcome to share images of your content in #fanart-and-screenshots, it is for stuff like that. Just make sure to read #bulletin-board-rules
Exciting
so that means its only going to affect armor cosmetic mods right?
I’ve been in this server for who knows how long and I just now found out there’s a modding general here
it may also affect non-cosmetic armors added by mods if they inherited from some of the base games master materials. So far the impact seems to be limited to armor materials though yes.
Are aberration spawn regions already available in the dev kit? Like, would modded creatures possibly already have their spawn regions for this map coded in or nah?
We will know when we get devkit update 😉
Depending on how you add the spawns, then yes.
But, any specific AB files are not in the kit.
alright, ty guys 🙏
@static hollow #bobs-with-probs or ask in the mod author's discord
Someone knows if Summer Bash mod has been merged into main game yet?
I wonder if I need to pause it or if I can directly uninstall it 🤔
@magic parcel this is for devkit help. You can remove the mod.
alright thank you 👍
can anyone give me a brief explanation on how i get my assets from devkit to being actually in asa (completely new so if u can dumb it down a bit)
In the devkit toolbar (on the right-ish side) there is a button that will link to this documentation site as well as to the curseforge document pages
https://devkit.studiowildcard.com/home
You can find a "Getting Started" section here
thanks very much
I See in the Whitelist for CC this:
985124|1|1|-1103968277*-1221627336
Is it now possible to use more the one Hash? I have an other Skin from the Same Autor with 3 Hashes…
yes it just uses a weird delimiter *
But that's new? I've been creating my own WL from the official one for a few weeks now (unfortunately there's no quality control with the official one) and I'm seeing this for the first time. Does that mean I could save the hashes for a skin and add them with * when an update comes out? Players who haven't updated yet would then have a match with the old hash and still see the skin? wouldn't be bad ... but how do I get that into my script 🙂 Challenge 🙂
it's not brand new, it just didn't get broadcast very well when it was added so we've only recently started using it internally as well
hopefully we can entirely do away with this manual system soon.
the CC system is currently not ideal. You always have to update the skins manually. If you don't do that (because not everyone knows about it), you won't see anything "new"... so I wouldn't get a paid skin at the moment... there are only 2 paid ones - unfortunately understandable…
the hash checks are definitely only intended to be a temporary bandaid until we can sort out a better solution for it.
We don't want to be having to update the whitelist for every individual update of a cosmetic either 😛
and you're always a little behind 🙂 ... I've often stood in the base and said "wtf! where is ...." 🙂 (I test a lot of skins and therefore I update all skins promptly ... yes, that's the mistake) ... but it's nice that you don't think it's optimal yet and are working on it.
I hope someone will make steampunk decor mods! like the western mods but steampunk!
?
Whats wrong with my Post?
Yes - more Steampunk. But I'm not hoping for mods, but for skins.
Argh - i cant post a sentence but i dont noch why 😦
The decor box was
no links, no images, no nothing. just text in here
Only Text!
both then 😉 i dont like skins, but good for some 🙂
The decor box was (…) where you could also put pure decoration on it. In addition, the servers would then have fewer mods and therefore fewer sources of error
Lol found the Bad Word …
Yes … my english is not soo good - Whats wrong with this Word?
what a nice server to talk about modding and helping with modding 😄
Yes - more Steampunk. But I'm not hoping for mods, but for skins. The decor box was i n t r o d u c e d into the game where you could also put pure decoration on it. In addition, the servers would then have fewer mods and thus fewer sources of error
Whats wrong with the Word „ i n t r o d u c e d“?
yeah, i hope for both then 😉 i dont like to use skins, i like to use it directly, craft it and all, im not a fan of the skin for the buildings either,
why? there are more and more orphaned mods on curse. after every update of wc it can be the end for the mod (I already had a mod that was no longer compatible after an update - unfortunately it was still loaded and caused a client crash when approaching this structure. we had to remove the mod - there were only a few structures that were hardly used anyway. if that happens to a whole base... great... that's why I prefer to have skins. here you only lose the look - but not your base 🙂
i like to build and decor not to use the skin, i dont know how to explain it, i prefer to see it when i place it, not place something use skin and i might not like the placing of it, 🙂
I have no idea. I don't manage discord moderation
Do you have the option of passing this on? I think we can all agree: that's not a bad word. We are not allowed to write to anyone here, so we have no way of reporting problems with DC 😦
Temporarily censored due to a massive spam crowd, we're working on it. Chill.
I understand what you mean. It's easier to design something when you know straight away what it looks like
I think that's what @jade harness is for, just for future reference.
is there a mod that disables pyromane spawns? that would be really nice to use for aberration
question for the modders and such does wildcard ever hire modders or people who have worked with the devkit etc before?
I was/am a modder, I did have some industry experience (Compliance testing) before I was hired though so I might not count quite as much in context you are asking.
Several others in the studio were hired from the modding community as well though, I was to say... maybe 10 or so.
Generally you would want to keep an eye out on our studio Job postings and apply when you see something in your skillset, if you have mod projects for ark then those would be good to include with any resume you send in as that shows experience with your field in the context of ARK.
I won't say it's a recommended way to get a job at a particular studio, but it can be a way. Modding projects can almost always be beneficial on a resume with almost any studio though, as they are real development projects. Being able to explain your development process and techniques you learned and put into practice with something tangible is not a small thing.
i will 😄 i been doing 3d modeling and animation since 2011 so i am hopping it goes well 😄
i was doing modeling and animation before i learned the joys of modding tho i was doing for a game called second life i dont know if many people still play said game tho
that's a title I haven't heard in a while
hah right
i heard they just updated to pbr rendering and its not going well for alot of the people but i donno for sure
I am honestly kind of surprised it's still going. At the time it came out it was both a very niche style of game and also very ambitious in scope
tho trying to write scripts for it when you first start is a bit of a pain that scripting language makes no sense untill you learn its little gammer rules etc
it was and i am checking on it while downloading abby it seems to have a semi stable commuity
You can replace a dino spawn with another one via config. I think the other one could also be empty - and thus the spawn is removed. But it does not affect existing, tamed dinos
trying to discribe it to people tho is odd cause its basicly a game that has no game
oh should prob move outta modding gen with this talk sorry folks
dont have access to that, im on console (i also found a mod that does it)
You can install Mods, but can‘t change configuration? Talk with your Admin for configchange …
no pyromane by gaiastudios should work
@wraith elbow #bobs-with-probs.
@delicate spruce this is for devkit help, not ranting or asking for mods. You can file #bug-reports for issues that cannot be fixed via mods. Thanks.
what would be my course of action if i had to reinstall the devkit and i no longer have access to my mods im making?
You can try to contact CF.
Else, your SOL.
would i be able to download the file of my mod on curseforge and then put it into the devkit?
No
That is why you'll need to contact CF.
See if they can/ will provide the raw source that the ADK can use
ahh i see. thank you!
Get a time machine, go back in time, backup your files 🙂
i mean, absolute worst scenario, i just split my mod into main thing and then another mod with new stuff
i would rather not because there are still small bugs i would like to patch out, but it might happen
@eager fossil this is for devkot help, ask the mod author in their discord or report issues via curseforge.
It is for devkit help, it is not for reporting issues with other mods.
we bouta be at a 1TB devkit by extinction 
not even lying ... its at 670gb now
But the question is whether it works. It's not a bug - because this translation came with the Xbox release. So it's MS's fault, which is why you haven't fixed it... the topic is already old. So I only have one question for you here, which is related to the Devkit: can the Devkit add its own translation to the game? Does the kit offer this option? Is this supported by WC?
You will have to wait for modders to answer or Zen.
There is support, but IDK of anyone who has ever used it. 😛
and, even if there wasn't built in support, mod devs can detect your game language, and manually translate from there.
no, nobody uses it yet 😉 The problem is that I ask ASE players if they want to play ASA. No - and then come up with the translation. They want to play in German - but that's not possible anymore since the X-Box release. I've had 4 rejections for this alone... (I asked 10-12 people). So a mod that solves the problem could be a solution for such players. The server operators could advertise a complete German translation, for example... of course someone has to bring out a mod like that - a completely different problem - which doesn't belong here 😉
It's precisely because of language-detect that it's difficult for non-English speakers to simply play in English (the ASE players know the game and the animal names; I also play in English - my English isn't that good... it's annoying sometimes) - there's a mod that's also available in German - that has a lot of text etc. and the player gets it in English (which isn't a mod error).
But okay - from your answer I take it: it would work in principle - then I'll have to see if I can motivate a community here to take on the topic 😉 Thank you for the answer!
@late lichen ask in the pugnacia discord or #bobs-with-probs.
@gusty chasm would be #unofficial-setup-help for server issues.
Thank you, seemed it was a mod that had not published yet and yet it closed the server to auto update, alls good. Thanks:)
Can anybody point me to a place where I can request a mod commission?
edit: Stop soliciting me, assholes
As we don't allow commissions here, try the ark modding discord. You'll have to Google it and verify, due to their security.
Idk if I'm in the right place to ask this but if I add a premium dino mod to my server does everyone that plays on my server have to have the mod or can they still play and just not be able to tame it?
have to buy to join
how would i add skeletal meshes to skeletons or creature meshes? trying to add a crystal to the back of a creature
If you're just wanting to add meshes to it you can do that inside the blueprint
Why is Pinnochio and Homelander allowed to be a mod?
If I wanted to make say, a Pokémon mod, would I be able to? Would it be restricted to PC only?
the mickey/minnie one I get since its so old but homelander and pinnochio stand out to me
You must get permission for any characters/content you want to use for mods
so they got permission for pinnochio and homelander?
Most likely, curseforge would remove them if not, I would assume
I find it hard to believe disney would allow some random modder to make a pinnochio costume for everyone to use for free
the homelander one you could argue is just a costume and not the hero itself but yeah pinnochio is just pinnochio
some modders live dangerously. it's possible maybe they modified the content enough that is not considered copywrite
they got featured in the mod showcase by the devs
ya I just looked at it. It is possible that the mesh and the features of the character are off enough to be cleared
If it were the exact replica then ya they would need permission
so i can just add the meshes for crystal notes to the blueprint for the creature?
that would explain why crystal wyverns dont have their crystals yet lol
Anyone use mod QoL+ able to help me out? There are a ton of items/engrams I don't have or can't use. Not sure if it's a problem with my current mods on the server conflicting with each other or if it's a problem with the mod itself.
The mod is just QoL+ but the structures in it
Any others like it you can recommend?
We use B+ Structures.
I was really looking g forward to the mutator and transmitter
I'll take a look 🙂 ty
Here's another question, the mutator has a vanilla counterpart, right? I can't see that in my engrams either. Any suggestions on what could be wrong?
Unless it's not in base game and I'm remembering wrong 😅
Is there any way to replace all structures of a type at once? Like if you were to remove a decor mod with a different variant of walls, would there be a way to replace them all with a different base game type?
The Pinocchio looks like it's from Shrek Pinocchio itself isn't really owned by Disney since yk they didn't invent him they just stole the story lol
there is also glen from chrono trigger. i dont think anyone is checking.
the homelander one is generic (and parody) enough to get away with it
I have a question about the CustomCosmetics WL:
Mod ID|Enable Dynamic Download (0/1)|Allow non-dataonly blueprints(0/1)|Calculated package CRC
1,2,4 are clear. But what exactly does Allow non-dataonly blueprints(0/1) do? Unfortunately, I don't understand what the WC forum post says about it. Can someone explain it to me in simple terms? 😉 Example? Thx
I'm going to take a wild guess...The "Allow non-dataonly blueprints" option lets you use blueprints with custom scripts or logic, not just data configurations. For example, a data-only blueprint might define how an item looks and behaves, like a new skin for a sword. A non-data-only blueprint, on the other hand, could include custom logic, such as a custom weapon with special attack behavior or effects triggered in the game. Setting it to 1 allows the more complex blueprints, while 0 limits it to simpler configurations.
I think I'm too stupid for that 😉
I looked in the official whitelist:
Arkitect's Paradise has the value set to 0 (everyone else has 1). In my WL I set it to 1. But I don't have the feeling that there's anything "missing" with the skin?
It's exactly that.
When the cosmetic is loaded we check to see if it has any custom script in any blueprints in the mod.
If it does, then it needs that flag in order to be used on a server whitelist.
So if you only want to allow cosmetic only cosmetics with no code whatsoever, you can set that to zero and even if you aren't using CRC, versions of a cosmetic that suddenly have custom code won't be usable
When you use the launch arg on your client to grab CRCs for a mod, it will fill in that flag for you to let you know if that version of the cosmetic would require the flag in order to work
thanks for stepping in. Sorry @delicate spruce just now seeing this
Oh, I thought CustomCosmetics were just skins. Without any scripting. There is a CC that you can use to suppress the sound on vanilla machines. That would be one of those? If I set the data flag to 0 here, would I still hear the sound? With 1 it is suppressed as desired/expected by the skin?
Does the mod author set the flag? There is a mod in the official WL where it is set to 0 (Arkitect's Paradise). Since I have ignored the flag so far, it is set to 1 for us. But I don't see why it is set to 0. Or is the modder the only one to do it right so far and defined when creating it that it has to be a 0 - since there is no scripting anyway.
In any case, the CC topic has been made nice and complicated - why make it simple when it can be so beautifully complicated 😉
Since day one of Custom Cosmetics release, we got from Wildcard, as an example, an interactive Tic-Tac-Toe table and other stuff with scripts attached. So yes, it's not just skins, it's a very powerful tool and it's a shame that modders don't really make a most of this opportunity.
I haven't modded cosmetics yet, but I'm debating it since it is very much in high demand. Just personally had no interest in it. But ya, interactive tables are amazing and would be great if everyone were skillful in creating them or other items similar to it.
Oh, right, the Tic Tac Toe table - yes, I completely forgot about that. The same thing with the flashing lights (but they don't work for me anymore...)
mod authors don't have any control over the flag. if any blueprints in the mod at all have custom blueprint scripting and not just value changes in the defaults, then they are not "data-only" blueprints/cosmetics
Hey is there where I can ask questions about modded stuff?
Depends on "stuff"
For the devkit yes. If it's how so and so mod works, looking for mods, or a specific mod issue, #bobs-with-probs for ingame help. If it's setting up a mod for sp/servers, #unofficial-setup-help.
@random bear see above.
Hey. Are we allowed to create smaller and silent versions with larger inventories of BTT as variants in our mods? The BTT check remains as normal.
as long as you keep the check in, you can freely modify the DLC stuff
Ok Thanks. 👍
literally just found a spawn character when looking at custom cosmetics
@north valley Google the ark modding discord or look around on reddit/etc.
Is there a hold on custom cosmetic approval this week? It’s been a few days since upload. I’m getting messages from people concerned it’s not showing up. I usually wait to upload till Mondays so I can be in the window:
Yep I noticed that several Cosmetics, including some that were ironically featured in Community Crunch, have never been included in the official whitelist.
Can someone please clarify if I can make mods for Ark SA. That adds armour, creatures or whatever from Star Wars or other movies?
I see there are a few mods on the store that add Game Of Thrones stuff so I am just wanting clarification.
If I cannot create them for public use, can they be used privately?
copyright law applies the way it applies anywhere else, use common sense
But I am not doing it for profit? As I said there are Game Of Thrones mods on the store.


This is amazing news