Any Luck with the Sickle gathering the bushes ? If you want to make it stop gathering wood I can help you with that. I did that for my PhiomiaFiber mod.
Yes that would help just to knock one tweak off. Did you also get your attack to collect the fiber? I have tomorrow free to get this finalized.
Dude, this is looking !
I could make the dino do that, but couldn’t do that with player.
Have you found where to change the SeedHarvestComponent I believe this is stopping me from being able to effect the values and damage types.
In the SeedHarvestComponent there are a couple of spots you modify to adjust the collection values and damage types.
Harvest Resource Entries
Expand Entry 0 which is for fiber If you want the sickle to collect other resources just expand the various sections to see what seed component it is and follow the same steps below.
The 4 sections you need to modify are at the bottom of Entry 0
Damage Type Entry values Overrides - Duplicate the DmgType_melee_dino_Herbivore and change entry 0 to your DmgType_Sickle.
Damage Type Entry Weight Overrides - This sets how well the dmgtype collects the resource and corresponds with the Damage Type entry value overrides above. This is usually set to Decimals from what i have seen 0.2 to 0.6 or sometimes lower. If you plan on having different tiers of sickle stone/metal you can set the rate to make collection better with one than the other. The higher the number the better it is at collection. Create a new element and set it to 1.0 and then just adjust it to get the number you like.
I am not 100% sure what the next two entries do maybe someone else has a better idea but I found that it is usually set to 1.0 or 2.0 I havent had much time to experiment with these settings.
Damage Type Entry Min Quantity Overrides - leave blank or try setting to 1.0
Damage Type Entry Max Quantity Overrides - Same Leave blank or set to 1.0
After that you can set your Damage Type in the Harvest Damage Type Entries below the Harvest Resource Entries from there you can just duplicate one of the entries and set the Damage Type Parent to your DmgType_Sickle. Then adjust your Damage Multiplier.
after your modifications are complete the new SeedHarvestComponent has to be referenced in the Primal_Game_Data_BP. Search for Remap Resource Components and add a new entry.
From Class - SeedHarvestComponent
To Class - SeedHarvestComponent_child
You should be all set after that
I will give this a try tonight I have been sitting on all the other settings. I appreciate you taking the time to lay this out, just did not know where to re-map the resource components.
Looks small for mighty, this is mighty:
Hey – describes exactly what you’d need to do to make your Sickle harvest more fiber from your custom remapped SeedHarvestComponent. If that’s not working for you, let me know in a PM again and I’ll see if I can set it up for you
Good luck!
Its how the tool is used but a scythe will be after since that will require some custom animations with a nice two handed swipe aoe
I wish i knew how to animate… I am definitely looking forward to seeing how your mod comes out thiugh!!!
Final
It has been a while, but I got a great opportunity at work so I had to focus on life
Now the dust has settled and I have created the sickle. Since it was not possible before hand just due to the underlying code I put this on the back burner. With the sickle from the developers being done there is no need for this mod right?
Wrong this will be a higher tier sickle that is heat treated and sexy looking ready to hack every piece of vegetation in your path. I am guessing that they will be doing a re-texture/model of the preexisting sickle in the game. If not though I will plan on making this the model/re-texture to be downloaded on steam or have the higher tier mod once the devkit is released with the sickle they added.
That is beautiful man!
Thanks bud
By the way, the devkit was updated to the current version, I am looking forward to seeing your sickle in the mod lists!!!
Since a sickle will be in the game now how will that impact this mod?
Yeah I am looking at adding this on now with the update probably Sunday test it on our server to make sure there are no issues and I got that process down.
I posted it up above on my plan for this just to make it finalized in game:
“… this will be a higher tier sickle that is heat treated and sexy looking ready to hack every piece of vegetation in your path. I am guessing that they will be doing a re-texture/model of the preexisting sickle in the game. If not though I will plan on making this the model/re-texture to be downloaded on steam or have the higher tier mod …”
This is it in Third Person it works just fine but…
While in First Person this is the error I am getting. I have done it over and over with the same steps as before with exporting out the sickle in game and its skeletal mesh. I get no errors importing the mesh for my FPV and applying the sickle skeletal system. Looking at the Rig Mesh shows the animations working without a hitch. Though in game is entirely different since I crash and the mesh does not stay with the designated bone its weighted to.
The current error I get when in First Person with the sickle
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000040
UE4Editor-Engine.dll!UnknownFunction (0x000007fed1dd3f05) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed1dd3e79) + 0 bytes [UnknownFile:0]
UE4Editor-ShooterGame.dll!UnknownFunction (0x000007fec792ca88) + 0 bytes [UnknownFile:0]
UE4Editor-ShooterGame.dll!UnknownFunction (0x000007fec7928102) + 0 bytes [UnknownFile:0]
UE4Editor-ShooterGame.dll!UnknownFunction (0x000007fec7926f90) + 0 bytes [UnknownFile:0]
UE4Editor-ShooterGame.dll!UnknownFunction (0x000007fec792d9c7) + 0 bytes [UnknownFile:0]
UE4Editor-ShooterGame.dll!UnknownFunction (0x000007fec786159a) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed2255be2) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed18d670e) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed18f7330) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed18d2c2b) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed18f3b90) + 0 bytes [UnknownFile:0]
UE4Editor-ShooterGame.dll!UnknownFunction (0x000007fec790ae4f) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed146669c) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed1b2c866) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed1b37a2b) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fed3cd5280) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fed3cd540d) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fed3d00835) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed171c5f5) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed1b5fd39) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed1b669a5) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed184c366) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fed18558ef) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fecf391182) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fecf7f4fb6) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x000000013f5f93b4) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x000000013f5eed0f) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x000000013f5eed7a) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x000000013f5faa30) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x000000013f5fb969) + 0 bytes [UnknownFile:0]
kernel32.dll!UnknownFunction (0x00000000772759cd) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00000000774ab981) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00000000774ab981) + 0 bytes [UnknownFile:0]
I’ve come across a very similar error myself, and it is at those times I have learned to take a step back and re-analyze what files I am using. Typically it means that something is “locked” for access to us modders, but we have found a portion of that locked code that was exposed.
Usually it is something very simple like a single check mark that was missed/added where it shouldn’t be. Your best bet is to back track and try to find an area where you made a mistake.
On that note, what has been your process so far?