Dedicated Server Crash w/ Custom Mod

Hi there,

As most of you know I’ve been working on Light, and finally got it uploaded to the workshop. I tried setting up a new dedicated server to use to test the mod and make sure it was running right, but I’m getting these errors.

The error message after it seems to have almost fully booted (gets to 2k+ ram before it crashes)

My .bat setup (just incase I’m doing something wrong)

And my mod folder setup.

And last but not least my Dev Kit setup for the mod in case I missed something

The Generic Mod correctly references the correct PrimalGameData file as well just to be clear cause you can’t see that in the SS.

Hope someone can help. All these issues I keep encountering are getting old fast le sigh. I JUST WANNA MOD BOBBY! /cry

NOTE: It crashes almost immediately in local play.

  • Sinari

got the same error with my small hat mod

I think its something to do with custom models/textures

Well if thats the case then I hope this gets fixed soon >.>

Update: Cooked out a TINY mod with Hallucination arrows only (NO CUSTOM STUFF ALL IN GAME ASSETS USED), and instant crash on Local Play. It’s clearly not a custom model/texture thing at this point.

remove the " between generic mod and last ".

Basically the last " " u put there. U dont need any “” in fact so remove them all.

Example:

C:\Steam\steamapps\common\ARK\ShooterGame\Binaries\Win64\ShooterGameServer.exe /Game/Mods/xxxx/Mod_01_UI?listen?ModId=xxxx QueryPort=27015?MultiHome=192.168.1.11?MaxPlayers=50?Port=7777?listen -nosteamclient -game -server -log

ShooterGameServer.exe /Game/Mods/479062471/GenericMod?listen?ModId=479062471 GenericMod?QueryPort=27016?SessionName=[Canna Ark Test]?ServerPassword=?ServerAdminPassword=?MultiHome=192.168.0.8?MaxPlayers=50?listen -nosteamclient -game -server -log
exit

is my bat setup, still getting error

Update: I noticed on launching it via local play that it is trying to load PrimalGameData_BP and not the correct one initially (In my case PrimalGameData_BP_Override). Wonder if this has something to do with it? I know for a fact I have that setup correctly and referenced correctly.

Another update: I realized I had one reference that was off and I fixed that. Now it no longer crashes on loading, but I get sent back to the main screen after about 5-7 seconds of loading. (This is in local play)

Still crashes however on dedicated server launch.

I get the same thing on my MOD… If only the Devs just created a video tutorial or more detailed written tutorial with pictures that might help.

I concur, it would be nice. Getting really demotivated with all these problems.

Update: Can get it to load up into the game for about 2 seconds before I get this error now (local play).

Might be resolved in 185.4 per , but I haven’t done much testing yet to see if it is also affecting me; will look soon.

For server cmd line arg you should assume spaces are your enemy that aren’t inside quotes btw. Here is a more cleaned up example on yours:

ShooterGameServer.exe /Game/Mods/479062471/GenericMod?listen?ModId=479062471?QueryPort=27016?SessionName=“[Canna Ark Test]”?MultiHome=192.168.0.8?MaxPlayers=50?listen -game -server -log

So in those 2 seconds before a crate spawns do you know if other parts of your mod look to be loaded?

Also I’m guessing you are creating child blueprints of the blueprints you are overriding? And that those assets are located in the mod folder?

Hey , looks like your GameMode class may not be cooked? Is it within your “Mods\” directory? (all new mod assets need to go in there)

Cheers,

It may be a bug in the vdf configuration for the mod. Check if when you cook the mod that it is actually creating any files for you (you should see at least a umap get created in something similar to C:\Program Files (x86)\Steam\steamapps\common\ARKDevKit\ModTools\Output\TorchBoost2\CookedMods\TorchBoost2 ). I had an issue where I had to rename the GenericMod map to GenericMod_TorchBoost (in my mod for example) before cooking would actually output any files.

Me and Boris confirmed that the Gamemode class was setup correctly and being cooked. Still getting the crash. Bleh…my head hurts from all the troubleshooting today x.x

And @Drathek Alright, I’ll try renaming the mod map I guess.

If the assets were getting cooked and actually being output to a similar folder to what I mentioned the rename won’t be necessary and I’m not sure at this time what to suggest.

I checked, and assets were NOT being updated (that I could see) even after cooking successfully according to the logs. Deleted the contents of my mod output folder, and now I’m recooking to see if it updates.

UPDATE: Recooked after deleting contents of Output folder, and now its only cooking the LinuxMax folder and mod.info.

UPDATE2: Recooked again and there was the mod. But then I got the error “Failed to Update Workshop Item”. I renamed my modtools folder and am validating the Dev Kit right now to fix that (fixed it last time).

UPDATE: Problem solved and mod is working! If you get failed to update workshop item just delete your modtools folder & validate it. Recook the mod and then you should be good to go with uploading it. Reminder you will need to authenticate steam guard.

Good to hear I got you on the right track, they should get some error catches in place for the steam workshop uploader so we can better know what is going on.

Can you explain how to got the server to load the right globalBP? Everytime i load my mod it loads the default BP even though the map is set to the new one :confused: