[WIP] Total Conversion: Ultra Realism

Hi all,

I’m making a total conversion mod for ultra-realism.

Basically I’m over-hauling all the player and dino stats, removing any tamed multipliers, and make player and dinos and weapons as close to realistic as possible. You can about implemented and planned features in the Steam mod link below.

You’re all welcome to use my number crunching spreadsheet: https://docs.google.com/spreadsheets/d/1_r9TLQZtyZXhVIOnp0MXZLgACdKteXu7yYZ_UuVIkiY/edit#gid=585605435

The Steam mod location is here:
http://steamcommunity.com/sharedfiles/filedetails/?id=500756764

oh cool spreadsheet :slight_smile:

i will not go with this one since i don’t think it do what i want for the dino (didn’t found any that did it ^^) but the idea is great and you clearly have look into it :wink:

i think there is a little error in the vanilla file, the sarco can’t have this 0.1 attack speed :o it’s more around the same as a carno even when mount and spam clicking :stuck_out_tongue: (or the actual king of the island is the sarco? :x)

but do you really need to make a total conversion just to modify the dino/weapons (since it look like you only modify already modifiable value)? personnally i will prefer take a total conversion that modify more thing like the structure/items(statera vis for example) or even change some core mechanism and use a mod that is stackable for the dino.

All the values are picked up from the original blueprints… I also noticed the anomaly with the sarco attack speed. It is what it is… maybe there is some other value (an animation complete time etc.) that is reducing actual DPS.

Do I really think a total conversion is needed?

Let me ask you a question: is a player-tamed raptor killing tyrannosaurs non-stop without losing much health ridiculously overpowered and unrealistic? There’s the answer to your question :slight_smile:

hum i’m not sure we are understanding each other here ^^

what do you change that you can’t change using the stackable way? i personnally think that for mod changing 1 aspect of the game like your’s (balance of dino) you don’t need to use the total conversion like that if people use a big total conversion mod (let’s say someone release a mod where they remove all the vanilla items/engram and make new player system with class. but don’t change the dino to do it they need to use the total conversion.) they can still stack your mod on it and gain your rebalance of the dino and their total conversion.

maybe you need to make a total conversion but i don’t see where you are “force” to do it from the description :slight_smile:

Can something like that really happen w/o overriding game values like damage etc?

Sure… that’s vanilla gameplay, courtesy of 300% tamed dino damage buffs, tamed dino health and melee damage multipliers, saddle armor buffs, player stacking of health/melee damage, player-spammed tame dino attacks. etc. etc.

When I was playing Ark, my godlike Stego lumbered around, mowing down every spino, rex, sarco, carno it saw. Two in a row? No problem! Three… pffft my stego ate Rex for breakfast!
Nothing was safe from my godlike Stego of Invincible Destruction: it had more health than several brontos combined and hit harder than a pair of a mated pair of T-rex!

So… yeah… the vanilla game is… ummm… well… nah

I’m looking for a contributor who could partner up with me to tweak NPC and resource spawns.

Here is the Steam workshop link to the request:
http://steamcommunity.com/workshop/filedetails/discussion/505962979/520519112497385317/

“Contributor request: spawn specialist”

Hi,

I’m looking for a contributer to the mod… someone who is comfortable adjusting spawn aspects of the Island map.

What I want to do is:

  • put spawns of carnos and velociraptors around mountain tops and inside volcanos… to make gathering those harvest items more challenging. The carnivores have recognized a new food source and are moving in!

  • reduce the spawns of crystals/obsidian on the surface map by about 75%… to force more cave exploration and mining.

The preferred approach is not to change the island submaps, but rather only the relavant spawn layers.

Let me know if interested and capable!

I know that this reply is rather late, but afaik you can’t add spawns without needing to recook the entire map. You can’t cook individual sub levels. As for the crystals and obsidian you can’t directly change them without also recooking the map. But perhaps theres a actual respawn rate value somewhere you can change instead that isn’t reliant on parameters referenced from instanced actors. The issue with doing that though would be that you would still have the initial resources spawn as normal, but respawn slower afterwards. Perhaps providing a early game boost then dwindling resources as the server runs. But then the resources would reset after the server restarts.

I like the idea of redistrinuting resources though to make the gameplay more interesting. Would be cool if certain areas of rare resources became highly contested, fostering more tribe v. tribe warfare as groups attempt to control resources.

You might want to look into modifying AI of some creatures as well if you want to make the gameplay less static.

As a suggestion I would change the name of the mod though. Ultra-realistic doesn’t make sense in the context of what changes you are making and doesn’t describe the mod well. Perhaps something more like “overhaul” would be more appropriate.

He is doing a TC, recooking maps and submaps is not an issue at all. Been there, done that.