Tutorial: Creating a core-data Mod (Not a Map, just a Mod :)

Yes please we need this. The command line is way too clunky.

Here are the instructions I have created for my mod, you just need to adapt them to be have the name of the mod’s umap and the mod’s ID.


To run single player (updates are automatic): 
1. Subscribe 
2. (Recommended) Backup your save directory: \steamapps\common\ARK\ShooterGame\Saved\SavedArksLocal 
3. Launch the game, select Host \ Local, and select TorchBoost 

To run on a dedicated server (updates are manual for server admins?):
1. Subscribe
2. Launch the game and close/minimize after it loads.
3. Copy the directory \steamapps\common\ARK\ShooterGame\Content\Mods\478736056 to the similar location on your server
4. (Recommended) Backup your save directory: \steamapps\common\ARK\ShooterGame\Saved\SavedArks
5. Launch with the commandline: "ShooterGameServer.exe" /Game/Mods/478736056/GenericMod_TorchBoost?listen?ModId=478736056

So I’m doing exactly that.

It’s a core data mod, not a map. It force loads The Island. I’m not sure what the problem is. The map loads to fast, and it doesn’t appear in the server browser. I’m wondering if the game mode is not correct, so I’m experimenting with that at the moment.

Here is my command line for comparison:

start ShooterGameServer.exe /Game/Mods/479815577/PirateWorldCompanion?listen?ModId=479815577?MaxPlayers=10?QueryPort=27015

If anyone has any other ideas, I’m all ears.

Alright, so I’ve tried to make a change to the Narcotic. I have several subclass folders now, the primalitem_narcotic, engram_entry_narcotic, and the bow and the traq arrow subclass folders and their references too. It was a lot of work to track down all the places referencing the narcotic and make subclasses of those places and subclasses of those subclasses. 1st question is, is there an easier way to reference other than creating a subclass just to reference your subclass? Second, is why didn’t my modification work as intended? When I go to make the narcotic at the mortar and pestel after learning the engram, the blueprint does not appear in the mortar and pestels inventory. A how-to for dummies would be very much appreciated or a link to a place where I can find my answer as a newbie. I really appreciate any help you guys can provide :slight_smile:

I am trying to use the gamestate file to use engram overrides, however it’s not working. I know that the file is properly referenced and implemented because I disabled the spawn animation through it. My test was to make the rex saddle appear at level 2, but it does not become available at it should. Please let me know what I’m missing =)

Can’t seem to get my mod running after uploading it to steam. Not sure where it’s going wrong.

Warnings from cooking:
http://puu.sh/iXcJb/115327b3d3.png
http://puu.sh/iXcMq/6cf843109a.png

Errors on trying to run through ARK
http://puu.sh/iXe2p/28820e296a.png

Anything I should be looking at in particular to fix?

Hey, i’m semi-new to modding and have managed to correctly install the devkit and find all the files I need to be working with. What I don’t understand is what a subclass is and how to make it.
I’m guessing it has something to do with being a child to a blueprint?
What I am trying to do is edit the stats of a structure.

Also when putting the edited files in the mod folder do they have to contain the same folder pathway as it’s parent?

Yes, it has to be reconnected to everything that it was previously connected to. So make sure that you are careful while doing any modding because it could easily get to the point where something went wrong, and you don’t know how far back it was.

Good luck XD

I’m assuming you are talking about connecting the file i’ve edited with everything the original was linked to?

Does anyone have an answer to what a subclass is and how to make it? Google isn’t doing me any good. :frowning:

I don’t have the textbook definition down (cwm33 loves subclassing though, so he’s always a good one to ask) but from what I understand is it means to make a “child” of that item. So when you right click on the blueprint, at the very top is an option to “create blueprint based on this”. That is essentially subclassing that item. (i think)

Hmmm, this is actually what I have done, (making it a “child”) but i’m still getting errors when trying to play… It’s cooking just fine.
As we said earlier does my mod have to contain all the files that my modified files refer to (perhaps also as subclasses?)?
Is there any use posting my crashlog?


How do spoiler me caveman no understand:confused:

Also when testing in local play selecting the mod is done by selecting a new map (still the island), is this wrong?

Thanks for all the help btw! :slight_smile:

, i think you forgot change defaut game mode in primal game date.

This Post Needs SERIOUS Updating - Our Version, Currently 201+ Is Far Different from anything listed in here anymore.
Cooking Is now completely different as well. Not Just 1 Button Anymore.

Can someone provide step by step instructions for how to “subclass” an existing game class?

why does mt editor freeze when I try to do anything at all, even when I try the first step copying the blueprint the editor freezes and I can do nopth9ing more. Have I done something wrong during install.

Just wait for it.

-WM

Quick Question

Hello I am vary new still to all this, I want to create a mod that makes a few new rafts that can allow more objects on them like walls an platforms and stuff.
What files do I need to copy over to my mods folder? Also I was hoping to make a place to craft it no just in the inventory.

Any help would be great thanks!

Can someone make a tutorial about creating a mod “from scratch”, by that I mean making a mod from a custom mesh, I have tried to do this by using an existing resource and replacing the mesh of that with my own, and it seemed to work, everything looked good in the view-port but when I pressed play to test it, it reverted back to it’s original texture. Any help on this would be appreciated. I am new to modding Ark but have modded on other games.

Ask and you shall receive! :wink: [Tutorial] - Making a new weapon & crafting station mod - ARK: Survival Evolved - Epic Developer Community Forums

I’m trying to add an item that allows you to fly for a short period of time. To do so I copied the files for the parachute and edited the zip velocity in the buff file. But I can’t find a way to fly in 3d freely and fast. Could you tell me how to add a buff that allows you to fly (and eventually how to add it to armor).