Has anyone had any success in finding the standing torch light radius? I’ve been able to find and adjust standard torch thrown on the ground, but I can’t seam to find where the standing torch light radius is configured. They’re 100% useless at their current values and need a significant increase (as does the new wall torch). Any suggestions? Starting to think there’s no light source attached to it at all and the light is purely emitting from the particle, which explains why the light is so weak.
Hey, had a quick look at what you described and seems like you got it all right. I think the best way to go about this is probably adding a pointlight component either to the standing torch bp or the associated emitter bp.
You could also edit the values on the particle effect here:
Yeah, I think adding a point light directly to the emitter would be the way to go. Just need to make sure it actually toggles properly.
By adding to the emitter bp it should toggle properly since that’s what already gets activated or deactivated when you turn on or off. Just make sure the default “Visibility” of your light component is set to false.
If that does not work there is another way that will definately work: you can just add the toggling of the light component to the default “turn on/off” options through the multiuse functions.
Great, thank you!
Ok, so the next question is. How do I override the emitter blueprint for the standing torch in a mod. I’ve read through the following tutorial, but it’s not making much sense in this regard.
Edit: Ok, I’ve copied the emitter to my mod folder and renamed it with _MODNAME suffix. I’m unsure if I need the entire game mode blueprints as I’m not adding a new game mode.
In any mod, you need the three core files.
The Level file, which the PrimalGameData(also required) is specified in and tells the game where to find everything for your mod.
The PrimalGameData file, linking everything in your mod in a central place for the Game to find and load correctly.
Lastly, the TestGameMode file, which is specified in your PrimalGameData file.
This last one will crash the client/server if you do not specify it correctly. This mainly happens because where ever it is you get your PrimalGameData from, it is referencing a file outside of your mod folder - this is a no-no.
-WM
I followed the video instructions, replaced the standing torch with a bright standing torch which uses the new emitter, specified the new bright standing torch in the master item list to replace the normal standing torch, cooked the mod, uploaded it, and in SP it doesn’t work. It’s on my active mod list as well, but the standing torches are still spawning in without the light source.
Do I need to add my new standing torch to the master item list instead of replacing the existing then modify the engram to give the new standing torch? In short I want to replace the existing standing torch with one that isn’t useless. I’d like to avoid adding a new engram all together as it doesn’t really make much sense to do that for this.
You’ll need to copy the engram to your mod folder and edit it, you’ll need to copy and edit the primalitemstructure file as well for the torch and you’ll need to remap the engram in the primal game data. See below.
As far as the structure itself goes, I think you’ll need to add it to the additional structures to place array also in the primalgamedata file.
I do not know if it would work for remap items… I believe that may be more for consumables and things. I don’t know for certain though as I hate core-data mods and stopped working on them.
-WM
Would it be better, more reliable, and stable to just add a new engram with 0 point cost and requires the core standing torch? This way both can exist, but at no additional cost.
What you want to do is entirely achievable, but that would make your mod stackable, yes. Re-mapping(core-data mods) is very iffy when it comes to stackability. Generally, as long as any two mods don’t touch the same things, there should be no issues if not minor ones. Some core-data mods are completely unstackable and require first-priority in the activation chain, but that depends on what you’re doing with it.
If you’re going the stackable route(green), then you’ll need to add the torch to the additional structures array I mentioned before, and add the engram to the additional engram array. And be sure to have a new primalitem file, that correctly connects to your torch, and make sure your torch consumes the correct primalitem file, or it won’t place.
-WM
I was able to make it an entirely new engram and works perfectly. I set it to require the existing Standing Torch with a 0 point cost and named it Bright Standing Torch. It’s fully functional and is brighter with the light source attached. All that’s left is to tweak the brightness further.
Question is though… if you modify core data and then remove the mod… what happens to those structures? Mine is an entirely different engram and structure so it’ll just delete, but curious what happens to core data mods in this scenario.
I have the standing torch as a separate engram. it places and works. I am VERY new to modding ark, How would I go about making the standing torch brighter?? I’ve read through this article and I don’t really understand it.
If you look in the components tab of the emitter you can find a light, you can edit that for colours, falloff and such. You can even change it’s pivot/origin to move it around.