ARK crashing on TheIsland map only ( With clean custom made mod )

Hello everyone, I’ve been having this issue with my own mod crashing on TheIsland map ( It’s a clean mod ). I’m not sure what the issue is since my friends with less powerful machines ( GTX 670m, 12 GB of ram and i7 3630QM ) and are able to use and run my mod and still load in. My PC is 100% meant to run the game fine, it’s a i7 4790, gtx 970 and 24 GB of ram. I also formatted my PC a day ago to see if it fixes it but sadly it did nothing :frowning: .

Some more info
When loading in with the mod enabled I kept my Task manger up and watched my RAM usage and it was steadily climbing until just above half way when it crashed.
I have deleted ARK and reinstalled with a fresh copy and oddly enough I can run TheCenter with my mod fine without any issues, It’s only on TheIsland.

Crash Log

LowLevelFatalError [File:C:\SVN_Ark\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 599]
Trying to call UObject::BeginDestroy from outside of UObject::ConditionalBeginDestroy on object None. Please fix up the calling code.

VERSION: 241.5
KERNELBASE.dll!UnknownFunction (0x00007ffcddcc1f28) + 0 bytes [UnknownFile:0]
ShooterGame.exe!FError::LowLevelFatal() (0x00007ff795be5516) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
ShooterGame.exe!UObject::BeginDestroy() (0x00007ff795c93878) + 361 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\obj.cpp:599]
ShooterGame.exe!ADayCycleManager::Tick() (0x00007ff795478fdb) + 54 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\daycyclemanager.cpp:63]
ShooterGame.exe!AActor::TickActor() (0x00007ff7962cc78e) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\actor.cpp:733]
ShooterGame.exe!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00007ff79665e55c) + 30 bytes [c:\svn_ark\engine\source\runtime\core\public\async askgraphinterfaces.h:665]
ShooterGame.exe!FTaskThread::ProcessTasks() (0x00007ff795b533e6) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\async askgraph.cpp:338]
ShooterGame.exe!FTaskThread::ProcessTasksUntilQuit() (0x00007ff795b52ecd) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\async askgraph.cpp:177]
ShooterGame.exe!FTaskGraphImplementation::WaitUntilTasksComplete() (0x00007ff795b542fd) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\async askgraph.cpp:882]
ShooterGame.exe!FTaskGraphInterface::WaitUntilTaskCompletes() (0x00007ff795c024f1) + 0 bytes [c:\svn_ark\engine\source\runtime\core\public\async askgraphinterfaces.h:187]
ShooterGame.exe!FTickTaskSequencer::ReleaseTickGroup() (0x00007ff796628892) + 269 bytes [c:\svn_ark\engine\source\runtime\engine\private icktaskmanager.cpp:187]
ShooterGame.exe!FTickTaskManager::RunTickGroup() (0x00007ff79662d20a) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private icktaskmanager.cpp:851]
ShooterGame.exe!UWorld::RunTickGroup() (0x00007ff79648350b) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\leveltick.cpp:694]
ShooterGame.exe!UWorld::Tick() (0x00007ff79648488a) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\leveltick.cpp:1185]
ShooterGame.exe!UGameEngine::Tick() (0x00007ff7963b3dfc) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\gameengine.cpp:953]
ShooterGame.exe!FEngineLoop::Tick() (0x00007ff79544a5e9) + 0 bytes [c:\svn_ark\engine\source\runtime\launch\private\launchengineloop.cpp:2344]
ShooterGame.exe!GuardedMain() (0x00007ff795444c1c) + 0 bytes [c:\svn_ark\engine\source\runtime\launch\private\launch.cpp:140]
ShooterGame.exe!GuardedMainWrapper() (0x00007ff79544baca) + 5 bytes [c:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGame.exe!WinMain() (0x00007ff79544bbf8) + 8 bytes [c:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
ShooterGame.exe!__tmainCRTStartup() (0x00007ff797527a21) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffce0808102) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffce0e1c5b4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffce0e1c5b4) + 0 bytes [UnknownFile:0]

Trying to call UObject::BeginDestroy from outside of UObject::ConditionalBeginDestroy on object None. Please fix up the calling code.

Your mod is referencing something outside of the mods directory. Hence it being a lowlevel fatal error, and not critical.

That’s odd. Would I be able to find out the asset that’s causing the issue? I followed The Wookie’s videos to make my mod then started branching off and doing it without the videos but did almost the exact same thing to the videos. If I go into one of the PrimalData items the only thing I notice that IS NOT in the mod folder is the Sound ( What is found inside ARK, I made copies of stuff ) and some icons.

Also something I did not mention, I was able to load into the map TheIsland previously with the mod enabled and all was fine. That was until I entered console commands too fast causing a game crash. I later relaunched it and loaded in the map again without issues but little did I know ARK copied the crash info. I thought I had something like giveitemnum 1 1 1 0 in my paste, sadly it was not that. Without knowing I entered the crash log into the console causing it to crash a 2nd time. Ever since that it’s always crashed even after formatting my computer, reinstalling ARK and verifying game cache. - I’m not sure if it’s even related ( I did also unsubscribe from the mod and resubscribe )

To me that looks like a library call, and I doubt you’ve gone through the ADKs library assets and meddled with them, that stuff should not even be accessible by the ADK. That being said it would mean something that is calling that library has bad data, as there is not always a chain of custody on memory, so if you pass bad information to another section it can crash completely valid library functions.

As I’ve made quite a few mods without ever experiencing this particular issue I can’t give you specific information, and as it’s a library call and not a local file call from your mod it’s further making it hard to just tell you what your issue is. ADK has a tendency to revert your changes if you scroll off screen, and it could be possible it’s passing a null field to a library and the library is not set to handle null.

If you make a new simple mod that has nothing in it, except a UMap, PrimalGameData & TestGameMode. Link them all properly, change their description and mod name, cook & upload. Test it, if it doesn’t have a library crash, you know that there is a fault with 1 part of your mod, slowly build your mod back up piece by piece until the issue is resolved or you find the part of your mod that had issues.

I did what you suggested to diagnose the issue, again it crashed. So I guess it’s my ARK Dev kit then. But **** am I mad :/, It took me 3 days to download the kit because of Aussie net… Also my mod would have to be re-uploaded for the 2nd because I would’ve lost the IDs and stuff ( Reason for this being the 2nd time is because I touched files I should not have. ) Would there be another option or would this be the only way?

Yea takes me a good 9 hours to download the dev kit in Sydney. ADSL2+ woo /cringe…

You can cook your mod and upload it to your old mod id, but honestly you’re having issues with your files, it’s best to just delete the mod from steam release that id, and try uploading again with new files, so there is no chance steam does it’s usual problem with binary file comparisons and lets through some faulty data.

Now you say you did my suggestion and it crashed, did you make a blank empty mod and just change the name and description, cook and test it?
Or did you copy the generic mod file, rename things and remake all of your mod data before and then do a cook and upload to test?
Or did you copy a new genericmod folder move all your mod files accross and link them in?

I’m not trying to be pedantic but really need to know what part your computer is failing at.
Is it failing in any kind of a cook at all?
Is it failing with some step you have taken?
Is it failing with the old mod files you made that has a small issue you can’t identify?

The mod it’s self cooked fine and uploaded to Steam without hassle ( Sorry I should’ve been more descriptive ). The issue was that when I play ARK survival evolved on TheIsland map it crashes and oddly it’s only on that map with my mods, I’ve tried other mods and they work. I copied generic mod files and renamed them linked in a sword and the engram same issue.

Also no one else is having these issues with my mod, that’s what I don’t get. It’s just me.

So other people use your mod on the island without any fault or problem, but when you use it now after doing something weird in console it crashes your game?

Yes, I’m not sure however if the console command thing is related.