ASA Modding | Let's Create Our First Mod | Episode 2
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- Опубліковано 21 сер 2024
- Here I will show you how to start creating your first simple mod. I hope I explained everything properly. Please let me know if I missed anything or if you want to know something specific.
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I'm here for this content and only this content. Thank you.
Thank you very much for the series, trying to create some additional Rifles for my brother in law that is a huge CS fan, however with no background and very little time to learn whilst working 2 jobs I was about to give up until I found your guide
I’m happy my guide/tutorials are able to help you homie. More are coming down the pipeline that I’ve personally been working on. So hopefully I touch base on something you have been having issues with.
I'll be watching out for a fabricated single round rifle mod then@@slayerxtremetv
I actually just downloaded the dev kit, want to learn a bit, great video to get started.
Oh snap bro that’s awesome. Welcome to the mod grind lol. Ask me whatever you want, I’ll do my best to answer it since I’m always learning new things on the devkit
Great video. Just getting into modding. Although on your video once you placed the Simple Bench, the max items says "75". In the Kit you modified it to "300" I thought? Looking forward in watching the next one. Thank you
Yes, I might have missed some information when making that video. Changing the inventory quantity is simple, go into the inventory BP and search Max Item Inventory I believe and that should bring up what you need to change the amount the bench can hold
WARNING: Do NOT delete the level that is in the main folder of your mod. You can delete everything in the "level" folder and the TestMap, but you need the level that starts with the name "BlankMod". If you delete this file, your mod will never load into your game properly!! If you have already deleted it, you need to make a new blank mod and migrate everything over apart from your mod-data file and PGD. Everything referenced or changed in those files will need to be changed again. Additionally, make sure you check any blueprints you have and recompile them if they need compiling BEFORE shutting down the dev kit otherwise it may break references.
Please upvote this (or pin it, SlayerXtremeTV) so other people can see it. Happy Modding!
Believe it or not, when you create a new mod and choose blank mod, you don’t need the level that is strictly named blank unless you need it for a specific mod. The main files you need for any mod created that isn’t a map only needs the ModDataAsset, PrimalGameData & TestMap (just for testing of course). Deleting everything else doesn’t cause any form of issues for mods unless you are making a map, that’s from my understanding.
I know this personally because I have created my personal dino overhaul mod this way as well as 4 or 5 other mods on top of that. I haven’t made a map mod so I know nothing of what’s needed for that style mod.
@@slayerxtremetv Interesting. Because for me, that is not true. I recently did a test where I uploaded a mod without the map file and the game didn't recognize it as a mod other than letting me download it. It never loaded it. No extra items, no singletons, nothing. When I made a new mod with a test item and left the map file, it worked for me. I assume it's an edge-case for when you use singletons or upload as a multi-platform or something like that. Idk.... In ASE, that map file was necessary. Maybe it's some kind of holdover?
Regardless, it may be best to leave the file just in case, as it shouldn't harm anything.
@Zarum5 yeah that is kinda weird for sure. Leaving it won’t cause harm for sure. Hopefully no one messes with it if they don’t know how to use it lol
I do like your tutorials so far. Easy to understand. I want to try making my own creature mod with Models, textures and animations ripped from MHW but I can't really find any good tutorials on making a creature. Is this something you know how to do and are willing to make a tutorial for creatures?
I haven’t personally made creatures from scratch just yet but it’s something I hope to learn soon. Now I know curseforges UA-cam channel has stream vods from a modder who I believe goes over the process I’m not sure how clear it is in terms of understanding tho.
You can give yourself max levels with 'GMBuff' instead of give experience, just easier for me. Also, do you plan to cover making this work on a server vs single player?
Never thought about using the “GMBuff” lol always forget about that. To answer your question I would need more information on the question. What do you mean? I do plan to show how a mod can be live tested on a dedicated server or single player without ever having to publish
Well, I'm still learning, which is why I'm here lol ... but what I meant was that I thought the box needed replication for it to work properly on server vs single player.... no?
lol we both learning here. As far as I know, that doesn’t matter for launching a mod for a dedicated server or single player. I can see that being used for testing within the dev kit tho.
@@slayerxtremetv Definitely looking forward to the next ASA Modding vid!!
Hey, I've been wanting to create a simple mod for a while now that involves replacing the gun sounds with ones that sound much better than the ones we currently have. I used to be able to replace the weapon sound cues in the old ASE devkit but the mod would never work in the actual game, and i'm still having trouble wrapping my head around the new ASA devkit. If you'd be able to make a tutorial on replacing weapon sounds in the ASA devkit I would greatly appreciate it. Thank you and I hope you have a happy new year!
I will for sure throw that into the mix when I make a video about making a weapon for sure 👍
@@slayerxtremetv Awesome, thanks a ton! I subbed
@BaconSeer thank you homie
I really liked the video very clear and informative. I used it to try to modify the work benches. I started with the blank mod got the smithy changed like I wanted it then did the fabricator and added it to the smithy. The only problem I have is I can build the smithy just fine and the blueprint for the fabricator is in the the smithy and I can unlock it but I can't build it. I can build it in my inventory and on the original smithy but not om my modded one. Any help would be very appreciated. Thanks for the videos
I would need to look to see what you’ve done up to the point you are at now. If you join my discord community I’ll give you the dev role and we can chat in the dev vc. You can share your screen with me when we can get together and see what the issue is 😊
I followed this but instead of the smithy i did it for the forge. Not sure what i did wrong but I can walk through the forge and cant see the name or access it after its placed down. I did change the static mesh to that of the xmas version...maybe thats what i did wrong. I did join your discord :)
Oh that’s a simple fix that even I had to figure out. You basically have to add collision to the static mesh you decided to use for your forge. Normally when you change a static mesh for a structure, your new static mesh has no collision by default. Adding it through the static mesh bp will resolve that issue
Shouldn’t you also up the Absolute Max Inventory Items and Max Vanity Items (don’t recall exact names) so that it has overflow room if you craft something while it is at Max Inventory?
Yes you can do that if need be. If you don’t change it then it will have the vanilla number for overflow
@@slayerxtremetv But if you leave it at the vanilla number for overflow you won't have any at all if you up the max inventory. The overflow isn't additive. Its a total. If someone uses the bench as is and happens to fill the inventory(I know its set to a lot so isn't going to happen often) then they will lose anything they craft.
This is all assuming I actually understand those numbers.
@Gnomaana you’re totally right. It honestly comes down to the modded item and what the dev decides to do. In the end, we as mod devs can only do so much. It’s up to the players to pay attention.
Gotta say, I don't understand that attitude. Are you saying that the player should know that if they start making items when the bench is close to full there is a chance they are going to just lose a bunch of ingrredients while the game throws away their crafted items? All when the option to fix it during mod creation is right there in the same section as the Max Inventory setting? Because I'm a player and I would assume the mod author would take care of such an easily solved problem.
Anyway, didn't mean to hijack your comment section.
@Gnomaana don’t be sorry we just having a conversation homie 😊. All players should know that there is always a limit to a structures inventory that has the possibility of losing either resources or whatever extra you may be crafting. Yes mod devs have the chance to fix those specific issues, you are correct about that. Down side, either the majority of mod devs don’t know the information you provided or they choose not to change the overflow amount for a specific reason. Not all mod devs but some will make mods with structures in them to be a certain/specific way. Mod devs may have the power to fix the issue but not all will. That’s why it’s up to the player to also be careful because you never know what kind of mod dev you might be dealing with.
Hopefully that makes more sense in my part.
Hey thanks for posting this tutorial. I was able to easily implement a new item to my mod on the first try. I added a second new item using the same process but it seems that it won't show up in the test map unless I restart the DevKit and reopen the project. Is there an easier way to refresh the test map so it shows newly created assets?
I’ve noticed the devkit having the issue. 2 ways, one you already have done and that’s restarting the devkit. Second way, once you load your test map area, go to your world settings and search “game data” and clear out the PrimalGamedata in that spot. Save the test map and load into the PIE. Once loaded in, exit the PIE, go back to the world settings and place your PrimalGameData BP into the game data section you recently cleared.
Idk of an actual fix outside of those two ways. It seems to be happening to tons of people within the devkit. If the second step doesn’t work, just restart the devkit and it should be good. If you have more questions let me know.
@@slayerxtremetv Sorry one more question. My new structure shows up in the inventory but when I activate it in my inventory, nothing happens. I made sure the blueprint class was added to the "Additional Structures to Place" list in the ModDataAsset file. Also are you aware of any sort of Ark ASA modding discord channel where one can ask these kinds of basic troubleshooting questions?
Edit: Sorry, nvm. I guess restarting the devkit 3 times was the answer lol. Would still like to know about a discord channel if one exists though.
@user-vz1fx5rq9u you can join my community and talk with me and other devs if you’d like. There is an official Ark Mod Community Discord I can DM you through discord as well if you’d like. My discord name is SlayerXtremeTV like the channel :)
Hmm, I followed the instructions here but it isn't appearing in my blueprints in test environment. All I'm seeing is the default items and the new DLC items. I'm not sure what I did wrong.
If you join the discord and DM me and explain the process you did I can try to help you
@@slayerxtremetv doing that now! My name there is majrownage.
happened to me too. you have to add it in world setting to the primal game data.
bro the bench we created can still craft everything. I've followed these steps 3x now and each time its the same. i know because i used the giveengrams command at the end. i didn't just learn "simple bullet" please revisit this.
Have you watched the updated crafting bench video lol
can you do a video on creating your own egg incubator
Oooooo that would be a good one to try. Totally will look into that homie!
@@slayerxtremetv sweet an i gave it a sub but yah an incubator or the propagator would be sick an a tool for discord tribe log like ase if at all possible would be neat
@patrickbernard5959 anything from ASE is possible in the ASA dev kit. It’s one of those matters if you can figure it out. Creating a structure or item or resource is easy, graphing to do a specific function and stuff is a different ball park I’ve started to learn
Good video dipping my toe into modding. One question the inventory capacity doesn't change from the base 75 to 300 on the video or my mod any idea why?
Keep in mind its all about figuring out the certain language used by the Devs to determine what something actually is.
The base inventory capacity can be changed to whatever you want within the "Inventory BP". Search "Max Inventory Items" in that specific BP then change the default number to whatever you want and boom your structure will have that size inventory.
If you need me to do a video on this specific thing I can walk you through it if need be.
@@slayerxtremetv I figured it out had to replace the inventoryBP component inside the storage blueprint class. So that the changes made on 14:56 appear when looking inside the inventory 29:19.
@zumba963 I’m not gonna lie, I feel bad for not remembering to say that hahaha I’m glad you figured it out homie!
Hey man, Im loocking for info on how to create structure mods. I basicly want to build a castle using assets already in the game (for example assets that are in the megapithicus arena). However I would also like to open the island map in the unreal devkit since I dont really want to build it in a flat world. Is it possible to open the island map? (I would like to add an extention to the map basicly). There is a map called theisland_WP but it crashes when I try to open it in the devkit. If yoh could possibly make a video on this structure modding it would be awesome. Maybe you know a different solution that does not need to open the entire map
In terms of a structure mod, let me look into that to see how that works with all the new things ASA has brought to the game now. As for making a map extension for The Island, I will for sure have to look deep into that one only because I remember someone say map extension wouldn’t be possible. But that was from the modding community discord and at the early stages of ASA and the dev kit being out. I will get back to you homie.
@@slayerxtremetv Thanks so much man, will look forward to it. In any case if map extention is a no go, then what I will probably do is an engram for the castle that can be placed into the map as a structure ingame. However, opening the island map or even just the specific area where I want the castle is still what im missing (this would be the best actually so its not as computational heavy on my pc), but IG just copying the area into the plugin mod map is the best solution.
could you make a ASA Devkit landscape tutorial😍
lol i do not know anything about map making but i am willing to learn/figuring it out and ill then create a video for it once i understand it 😊👍
@@slayerxtremetvOh, well you don't know how much it would mean to us, if you could set up just some basic map building tutorial to get us beginners going.
@ParkRangerGaming I will do my best to learn the basic of ASA map building and add them to the mix homie
@@slayerxtremetv Sounds like a plan, take your time.
Is it possible the build a vending machine mod like rust has in game?
To some degree, yes it is possible.
you have failed you dont add the PrimalInventoryBP
I believe I made an updated video for this
@@slayerxtremetv ok ;)
hey man how do you delete that folder ?
If your talking about your mod folder, you delete it by going into the file explorer of the devkit
dude I don't know what touch that I deleted the sandbox and now it crashes me xD, wouldn't you know how to fix it?
lol 😂 verify the files of the devkit
@@slayerxtremetv It's strange, it lets me be inside the devkit but I don't see anything other than a black screen, when I click on playing with the character a separate window will open where only the character and the objects are xD
@@slayerxtremetv Could I show you the error I'm talking about via direct message xD?
@SEBAXTI_YT you can message me on discord
It drives me crazy how every single video on ASA modding fails to explain at all how you determine what files you do and don't need.
Depending on what kind of mod your making will determine the type of files needed. Do you have a specific question on what you may be confused about so maybe I can give you a more focused answer to the best of my ability?
@@slayerxtremetv I appreciate your response but no, I understand it just fine now. It just takes a lot of blind trial and error to get there because there is essentially no information about the "why" of this process basically anywhere.
It's like teaching someone how to fish by handing them a rod and teaching them how to cast. That knowledge is effectively useless if they don't know anything about how to choose bait, lures, or location.
If you make a Dev kit video teaching someone how to make a box and don't explain why you're doing anything or how you knew what to do then yeah, they'll be able to make all the boxes they want but that's about it.
It doesn't help that it's often extremely counter intuitive. Take editing the player character for example.
Character Pawn
Character Pawn Test
Character Pawn Child
Character Pawn Male
Character Pawn Female
Assuming you made the assumption that this even is the player character, depending on what you want to change about player stats you might need two, three, four, any of those + two files not listed here, or potentially even just a single file that's not even listed here. How do you know what to take and what to change?
If you want to change jump height and just change any one of those files by itself your character won't even load and you won't have any idea why.
If I ask you two questions:
1. Which files do you need if you're just changing jump height?
And
2. Which files do you need if you want to change Max health?
You might know the answers to those questions but how would you explain how to figure it out to someone who doesn't know?
You could say "easy just search all of them until you find what you want to change" but they all contain all of that data. You could say "well obviously you need the child and parent file" but which one do you change? Both? Why? There are also two parallel child paths here. Which one matters?
Either you just know, or you have to learn the blueprint system from the ground up which honestly at that point you might as well just learn C++ lol.
Or..
You find an explanation on UA-cam that says "if you want to change a box you need the blueprint, the structure, and the engram".
The problem is this isn't always true. All of these things are only required if you want to change certain things and depending on what you want to change you might need more than this. Sometimes it's intuitive enough to guess and sometimes it's not.
Here's an interesting one that should be incredibly simple...
What do you need if you want to change the Raft Max health? That's a pretty simple thing right? If you're guessing you'll basically never get it right because despite the fact that the game has vehicle tagged blueprints, and the raft has the vehicle tag, the raft is technically a dinosaur which means it inherits its properties from a file called "dino status component".
Or... someone could just explain that files that are related generally reference each other and if you're not sure what file a blueprint is related to you can check the parent blueprint listed in the editor and follow that all the way up because inheritance is top down, understanding that you have to maintain reference integrity for inheritance to work properly. That means if you want to change a property of a blueprint you need to know if that property is inherent to that blueprint or being inherited from another blueprint which you can do by checking to see if the blueprint you're editing has a parent and if that parent also contains that data. However if you want to edit a variable stat you will almost always find those in component files which are listed on the left side of the blueprint editor and are often unintuitively named. Generally speaking you need everything from the object you want the changes to occur on to its top level parent blueprint and any component files containing data you intend on changing.
With that information anyone can change anything about any blueprint in the game relatively easily. There are edge cases and weird one offs but it is infinitely more useful to understand "how to make mods in general" vs "how to make a box mod".
Unfortunately every single video on ASA modding skips explaining how the blueprint system and inheritance works entirely.
That being said yours probably touched on it more than any other, it wasn't necessarily your video I was frustrated with, it just happened to be the last one I watched that glossed over the whole "what if I want to do something other than the specific example in this video" before I gave up and started reading the UE4 documentation on blueprint from start to finish.
*And yeah, I meant UE4. The UE5 documentation for Ark is practically empty at the moment
I really wonder how many people "start" learning to mod, get taught how to make a box, hit a brick wall after that and just give up. It's crazy how poorly explained even SWCs own video series on ASE modding is.
@brandonheath6713 I can totally understand the frustration. The majority of what I know has been literal trail and error + asking other mod devs who actually respond back + reading/watching as much documentation as possible + talking to a buddy who’s knowledgeable about coding more so than modding (which does come in handy when getting a better understanding of wording in the dev kit). I’m still learning how to explain a lot better and I’ll do my best in future videos. I can’t promise tho only because there are some things I honestly have no idea why it’s done the way it is lol. 😂 I even have times where I question why some things are done the way they are haha
@slayerxtremetv hey im using uevr to make ark into a vr game and ive almost got 6dof working, i just have one problem. I need to make a mod that hides the players fists in first person. Changing the skeletal mesh of Mesh 1P under weapfists0 under playerpawntest_male0 to the TPV model accomplishes this. Im really curios how to make that change into a actual mod. And if at all possible if it could be made to only happen when items are equiped. If not just permanently switching it to the tpv mesh would instantly allow me to get 6dof vr working so any help would be greatly appreciated 😊