Hi folks, first-time modder here.
I’m developing a mod that alters the properties of some consumable items. I’m running into compatibility issues with other mods; specifically, any mod that alters the stacking count of said items. What are some best-practices I should be following in order to ensure the changes I make to an item do not conflict with the properties changed in other mods? Or, am I asking too much due to the nature of ARK mods?
My process for editing items in the Dev Kit is as follows:
- Create a directory under Game/Mods.
- Copy the GenericMod Level, GameMode, and PrimalData Blueprints to that directory, changing names, GameMode, and PrimalData overwrite references appropriately.
- Create sub-directories in my new mod directory that map to the same path as the item in question.
- Create a child instance of the item Blueprint in the appropriate sub-directory. For instance, the Tintoberry blueprint.
- Alter a property of the new child, for instance “Item Description”.
- Remap the original item Blueprint to the Child Blueprint in the Mod specific copy of PrimalData.
After cooking and installing my mod alongside a stacking mod (I’m using Resource Stacks AB), I start up the game and I see the pre-existing berries in my inventory have had the description changed, and are in large quantities that reflect the stacking mod. However, when I harvest from a bush, I pick up the stacking mod instance of those berries, sans Item Description change, and they appear as a separate type of berry in my inventory. I imagine the actual act of harvesting the wrong item has to do with remapping what resources a shrubbery produces, but that’s not the problem I’m looking to solve. The biggest kicker is that if I drag the stack of items with the altered descriptions around my inventory, or into another container, the stack is reduced to the vanilla maximum of 100. What should I be doing differently so that my changes play nicely with all the great stacking mods out there?
Thank you for any advice, it’s very appreciated!