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Help Needed: How do i replace core files like Static Meshes, Texture, BluePrint and so on?

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    Help Needed: How do i replace core files like Static Meshes, Texture, BluePrint and so on?

    I am desperately trying to replace core things like "Raw PrimeMeat", "DeathItemCache" or adding a Supply Crate Particle like "CrateSpawn_Overland_QualityTier6" to the corpse and the "DeathItemCache".

    - As for the "Raw PrimeMeat" i succeeded replacing it and increasing the spoile time to 10 minutes, but i can not use it to cook it. And if i place it into the cooking pot and take it out again it has a spoile time of 2 minutes again and still not useable. (I harvested the Raw PrimeMeat after modding and starting the server.)

    Now the question: How to replace the different core files the right way?

    How to remap things like Static Meshes, Particle System, Skeletal Meshes, Texture, Material, Blueprint and Basic?
    Well, if not possible how do i replace Item Blueprints the right way? Replacing "DeathItemCache" concerns me to most right now? I always look into the Reference Viewer and try to take care of the files effected by my changes.

    Thanks in advance!

    #2
    Instead of duplicated your meats, make them children of their originals and they can still be used like their parents can be used. In other words the recipe for cooked meat requires the class raw meat. If your new class is a child of the original raw meat class it will work; if you created an entirely new class then that recipe must be updated to use a new class of raw meat in its recipe. A remap resource MAY update everything that needs to be updated to use your new raw meat, but using a child if at all possible is always preferred.
    Creator of the ARK mods TorchBoost, PogLoot, and DinoWipe.

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      #3
      Well, so even if i want to replace "Raw Prime Meat" entirely i create a child of it, rename and remap it at the "PrimalGameData" "Remap Items" only or do i need to change the "Master Item List", too in "PrimalGameData"?

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        #4
        You should never need to touch master item list as of v190. Doing so is using the outdated method of modding ARK and will result in your mod requiring an update for every version of ark and will not be a compatible stackable mod. You must remap the item and also remap resource (this one updates engram pointers).
        Creator of the ARK mods TorchBoost, PogLoot, and DinoWipe.

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          #5
          So i am confused now I thought the Remap Resources is for harvesting components only -.-
          Could you explain please how to remap Blueprints of something like HarvestingComponents and how to remap Items?
          Should both be remaped in "Remap Item" and "Remap Resources"?

          Comment


            #6
            Here is official explanation of all the remaps as they appeared.

            Originally posted by StudioWildcard View Post
            ...
            * Remap_Engrams will now also remap the Engram Requirements!
            * The new Remap_Items array will actually remap a PrimalItem class to a different PrimalItem when it's created.
            * The new AdditionalStructureEngrams array is a much simpler way to add more Engrams to a Structure. Simply add elements to that array, specify the Structure class, and then the array of additional items to add to it (the item classes, not the actual engram classes). Those will then appear as Craftable Engrams within the Structure (presuming the Player has learned the Engram)! This way, you don't have to modify any of the base structure classes directly if you just want to add more craftable items at, say, the Smithy Structure, and you retain forward-compatibility with other mods and future additions to the base game.
            ...
            If you want to add a new buildable Structure, in addition to putting the Engram on the "AdditionalEngramsBlueprintClasses" array in your PrimalGameData, you should add the Structure class into this array of your PrimalGameData so that the Structure is buildable: AdditionalStructuresToPlace

            (This approach is recommended, rather than overriding the Structure Placer blueprint which is fairly complex -- the 'AdditionalStructuresToPlace' array is future-proofed to ensure a mod doesn't conflict with any future Structures that we add.)
            ...
            - You no longer have to manually add items to the "Master Item List" in order to use new Items in your Mod. This was causing problems with original items from Saved Games getting wrong network indices if that array was replaced/modified/added. In fact, that array really has no key meaning anymore, so don't bother editing it. Rather, to add an Item, just reference it somewhere used by your content: in a supply crate, in a loot drop, or add the Engram for it to the Additional Engram Entries array of your PrimalGameData (if you just really, really want it cooked without a direct reference, then add it to the "Extra Resources" list of your PrimalGameData). That's all.
            ...
            You can now more easily add Engrams also via the "Additional Engram Blueprint Classes", if you want the game to also support all of the BASE GAME engrams as well -- even when we add more . If you want to replace BASE Game engrams completely, then you should use the "Remap_Engrams" array in your PrimalGameData. Soon you will also be able to REMOVE base game engrams by replacing them with a NULL class, but that won't work until v187 -- for now to remove existing game engrams you can still use the "Override Engram Entries" array in your TestGameMode, though we'll be changing that soon to support names rather than indices which tend to change

            You can also add MORE Dino Entries (Survivor Dossier Profiles) with the Additional Dino Entries array in the PrimalGameData. To add an amusing new Dossier for your, of course, Godzilla-sized Raptor.

            The benefit of using these Additional Arrays, rather than the original arrays, is to support all of the dynamically-expanding base game content as well, if that is something you want to do. (If you just want to replace the base game content, then feel free to override the original arrays directly).
            ...
            In your situation try doing remap item - see if you accomplish your goal. Then try remap resource (I bet it will accomplish your goal). Then you can try only using remap resource (may still work, but test fully).
            Creator of the ARK mods TorchBoost, PogLoot, and DinoWipe.

            Comment


              #7
              There is an extra asset in the "PrimalGameData" for the "DeathItemCache" called "Death Destruction Deposit Inventory Class". This is the reason why i did not get it to work properly. Just put in your personal "DeathItemCache" there and it will work.
              I could replace the "Raw PrimeMeat". The problem there was the childing i guess. I remaped it as Item and Resource just to be sure. It works.
              Thanks a lot for your help!

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