ZenRowe

ZenRowe



21 Jan

Comment

Originally posted by Brainzaw

Aha! I understand now, Thanks! But what exactly is the difference on a daughter and a copy? And how do i make a daughter?

The difference is in what is inherited.A copy does not inherit the data from the blueprint you copied from, it creates duplicates, which in turn mean that the duplicated data will not be recognized as the same as the original. any changes to the original class will also not be inherited.

I child inherits the functions and data from the parent you made it from. think of it like you make a child of the the "Meat" class, and call it "Steak". "Steak" would inherit all of the properties of meat, it would also qualify as "meat" when doing a test for the kind of class something is. If you had made a copy then "Steak" would not also qualify at "Meat" in code.

To make a child you can drag a blueprint into your mod folder, and from the options you want to select the one for "Child" or you can right click a blueprint and select "Make Child" and then just move the newly created blueprint to your mod folder.

Comment

A couple bits of information here

1) Make a child of the PrimalGameData_BP not a copy. In fact you should do this for any files unless you have a specific reason to make something a copy.

2) When you load a file (Copying, deleting, and even just right clicking one causes it to be loaded) all of the files it references also get loaded, and in turn all of the files those reference get loaded. In order for the devkit to load many types of files a relevant DDC file must be generated first (These files are needed when actually cooking the mod)
When you load a PGD you actually end up loading most of the game into memory. This is a long process, especially the very first time you are doing it after installing the devkit.

While it's doing this it will appear as if the devkit has locked up. Depending on how much RAM and CPU you have I have heard of it taking up to 40 minutes the first time (and a few out of memory errors from compiling the DDC as...

Read more

14 Jan

Post
    ZenRowe on Forums - Thread - Direct

Alright, we've crammed our creature into a crystal somehow, now it's time to take it back out when we need it. (No WD-40 required)
I did make some changes to stuff that we did in the last tutorial, in particular:

Changed Sentry Tower Segments to be of inventory type structures


In the Virtualization Station Platform, our function for getting the dino data has been simplified a bit thanks to a new property on the struct.


We have removed the "Structure" aspect of the crystals. We have to go all in on them being equipable items for what I have planned.


You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/664aefc220dd3499438c1a8f98b3cfbc70444758


10 Jan

Comment

I stacked no stones, don't blame me for these shenanigans.


13 Dec


10 Dec

Comment

Core mods are generally not compatible with each other. Due to the way remapping works, mods that remap the same things will not work together properly.


06 Dec


05 Dec

Comment

While we do not endorse this kind of behavior, mods are the creative works of their respective mod authors.

If the mod is violating the steam workshop terms of use, Valve/Steam could have the mod removed from the workshop, but this does not stop the mod author from manual distribution if they so choose.

The mod is not violating any copyright laws.

The mod is not executing malicious external code.

Mods are not paid products, they are freely distributed creative works. (Like if someone puts out a stack of paintings and said "Free paintings!" There is no legal ground to demand a new one if the paint starts to run if put in a room that's too hot. Whereas a contracted commision for a mod would have a plan and a paying customer requesting a specific service.)

In a case like this, the only real hands to play are either to report it if it's violating the terms of use for the distribution platform, or to show collective disapproval by not using the ...

Read more

30 Nov

Comment
    ZenRowe on Forums - Thread - Direct

It's possible that the version gap could be causing issues for you. Might want to hold off until the devkit update makes its way to the epic launcher and then confirm if the issue continues to be a problem.
Generally though making children of blueprints is the safer way to do things.

Comment

It looks like I still have a few little hiccups to work out of the new devkit update, so there will probably be another manual one before it goes to the epic launcher, but I am glad that everyone is happy with the changes and engine updates.


27 Nov

Comment
    ZenRowe on Forums - Thread - Direct

I would encourage you to edit the arenas to make them a bit unique though


26 Nov

Comment
    ZenRowe on Forums - Thread - Direct

Potentially. If you know the assets are in the game you generally don't have to copy them over, but if you aren't sure then you should probably use copies in your mod folder to be safe.
As for the deprecate flag if you go into the defaults of your primalitem and search "Deprecate" you should get one or tool boolean parameters make sure they are not set to true.
You can also compare your mod files that are downloaded. if you go into the directory that gets downloaded from steam you can check for yourself to see what files were uploaded. If something is missing then you have a potential starting place to find out what is going wrong.

Comment
    ZenRowe on Forums - Thread - Direct

All three of those are okay to do. The only thing that isn't allowed is re-releasing the paid DLC maps as free mods.

Comment
    ZenRowe on Forums - Thread - Direct

This is possible, though it would be a considerable amount of work for an external management tool, but definitely possible via use of the HTTP nodes that available in the devkit.

Comment
    ZenRowe on Forums - Thread - Direct

Just a few things off the top of my head:
1) make sure your engram is set to a level higher than 0 and requires at least 1 engram point to learn. (I've seen oddities like this with anything less) and that there is a crafting cost to them (1 wood or thatch is what I usually do for testing)
2) Make sure not of your engram items have any of the "deprecate" flags enabled.
3) Make sure any assets referenced are actually in your mod folder. not all of the assets in the devkit are actually packaged in the base game.
If all else fails you can try replicating what I do in my tutorials, having a visual example might help spot anything that was maybe forgotten. Episode 3 is where I actually create a first mod that includes the stuff you are working with now: https://www.youtube.com/playlist?list=PL2o1TY9xh_JsmbgQfSCydfT-7OSdvxsVR

Post
    ZenRowe on Forums - Thread - Direct

We're going to zoom through the rough process of converting our tamed creatures into items this time. Specifically, we're making the sentry crystals that will eventually be used with the sentry towers themselves. We'll cover a few things in this video from conditional checks and most notably a brief look at Octree searching.
You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/45a5a5c3c249e5151cc3ce3676c26b3a7925f98e


19 Nov

Post
    ZenRowe on Forums - Thread - Direct

Explore The Island in a different light. Power fluctuations, loss of gravity and oxygen. The dangers of the island get turned on their head in this interesting twist on the original map.

Post
    ZenRowe on Forums - Thread - Direct

Introduce some new wildlife to your ARK with these beautifully crafted creatures. ARK additions boasts some skillfully and carefully developed species to add some more life to the game.


15 Nov

Comment

This issue should be fixed in the next update for PS4. If it's not, let me know.

Comment

I am hoping to have a devkit update ready in a few weeks, but I am not able to give a concrete ETA yet.