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ZenRowe

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Everything posted by ZenRowe

  1. Yes you should be able to set it in any instance where INI settings would be accessible. Unfortunately I do not know yet if there will be a menu option to set it for console SP though.
  2. There is actually a setting for this that will be going out. It's already in code, it just not in the live version of the game yet. I'll try to make sure Ced includes mention of the settiing in the Crunch when it actually does go out.
  3. Greetings Survivors! Zen Rowe here again, and I have brought you another peek into the lives of the modders! Today we’re going to be talking to LeutianKane! Why don't you introduce yourself and tell us a bit about your sponsored project. I know a lot of people love these types of mods, they can make gameplay feel refreshing and new again. You've been working on this project for quite a while right? How did you get started on it? That's actually a really interesting thing to see. Mods don't often change hands, for various reasons. Was this your first mod, or have you worked on other projects before this one? So you had some experience before starting on the project. I want to switch focus for a moment here and talk a bit more about yourself. Outside of modding do you have other development experience? Does your background benefit your modding endeavors at all? You have quite a bit of history with modding! Let's get your social media info. For anyone that wants to follow along with your creations where can they find you? Now for ARK Eternal, this is a pretty big mod, it involves editing so much of the game. and I imagine that balance and adjustments take a lot of time. Can you give me a general high-level view of what your workflow process looks like? Sounds like you've figured out a system of iteration that works for you. I know that's a lot more than it sounds like at a glance, there are tons of pieces we have on things that can be tweaked and altered just in the class-default settings alone before even touching the blueprint graphs. So, do you have any top-secret plans for ARK Eternal that you can share with us today? Are you planning to add your own special twist to these features, something that sets them apart from existing mods of their type? I'm interested to see what kind of take you do with it. And last but not least, what advice would you offer to a new modder that is interesting in making overhaul mods like ARK Eternal? Wise words. Thank you for talking with us today! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark
  4. Greetings Survivors! Zen Rowe here again, and I have brought you another peek into the lives of the modders! Today we’re going to be talking to LeutianKane! Why don't you introduce yourself and tell us a bit about your sponsored project. I know a lot of people love these types of mods, they can make gameplay feel refreshing and new again. You've been working on this project for quite a while right? How did you get started on it? That's actually a really interesting thing to see. Mods don't often change hands, for various reasons. Was this your first mod, or have you worked on other projects before this one? So you had some experience before starting on the project. I want to switch focus for a moment here and talk a bit more about yourself. Outside of modding do you have other development experience? Does your background benefit your modding endeavors at all? You have quite a bit of history with modding! Let's get your social media info. For anyone that wants to follow along with your creations where can they find you? Now for ARK Eternal, this is a pretty big mod, it involves editing so much of the game. and I imagine that balance and adjustments take a lot of time. Can you give me a general high-level view of what your workflow process looks like? Sounds like you've figured out a system of iteration that works for you. I know that's a lot more than it sounds like at a glance, there are tons of pieces we have on things that can be tweaked and altered just in the class-default settings alone before even touching the blueprint graphs. So, do you have any top-secret plans for ARK Eternal that you can share with us today? Are you planning to add your own special twist to these features, something that sets them apart from existing mods of their type? I'm interested to see what kind of take you do with it. And last but not least, what advice would you offer to a new modder that is interesting in making overhaul mods like ARK Eternal? Wise words. Thank you for talking with us today! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark View full article
  5. Greetings Survivors! Zen Rowe here again, back for another spotlight on our glorious modding community. Today we’re going to be talking to Kiwiboys! Who are you and what do you do? That's a pretty intense modification. ARK itself doesn't really have much in the way of existing mechanics for you to tie into for that kind of system, right? Making mods can definitely be an exercise in creative solutions. May I ask about your background? Does your education or personal experience tie in well with helping you design the overall system or influence the direction of your solutions to problems? Shhhhh. Don't let Epic hear you! We'll talk a bit more about ARK settlements in a moment, but I do want to focus on you a bit. When we make our mods we tend to focus ourselves entirely on that and most of the people who enjoy our creations don't know a thing about us. So tell me, aside from making mods, what other things do you like to spend time on? Do you have any other creative hobbies? I can relate to the feeling, seeing your own progression in skill and surprising yourself with what you can come up with is a very satisfying thing to be able to look back on. So for anyone that wants to follow what you are working on, do you have a twitter, or discord, or any other social media you engage with? Thank you for that, prepare for a flood. You said you were working with unity before, were you making games for yourself or were you making mods that used that engine? What made you decide to start making mods? Sounds like modding has served you well in that regard, ARK settlements is definitely an ambitious project, I can't imagine you would have gotten it to this point if you hadn't learned a lot. Do you take any inspirations from other city-management style games when designing features? Would you be able to give us a high-level view of what your design and development process looks like for ARK Settlements? That's a good insight into how you approach the design. Do you have any other mod projects that you work on? well, if you want my opinion, that sounds like a fun idea! While I've got you here, do you have any secret features or plans for ARK settlements that you can share with us? What's to come? Leak the goods! That does sound exciting! I'll have to take a peek when you get the update out. Before we sign off, do you have any advice you would give to new mod authors? We should put that on an inspirational poster. It's been a pleasure talking to you, Jordan. I look forward to seeing where you go with Settlements! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark View full article
  6. Greetings Survivors! Zen Rowe here again, back for another spotlight on our glorious modding community. Today we’re going to be talking to Kiwiboys! Who are you and what do you do? That's a pretty intense modification. ARK itself doesn't really have much in the way of existing mechanics for you to tie into for that kind of system, right? Making mods can definitely be an exercise in creative solutions. May I ask about your background? Does your education or personal experience tie in well with helping you design the overall system or influence the direction of your solutions to problems? Shhhhh. Don't let Epic hear you! We'll talk a bit more about ARK settlements in a moment, but I do want to focus on you a bit. When we make our mods we tend to focus ourselves entirely on that and most of the people who enjoy our creations don't know a thing about us. So tell me, aside from making mods, what other things do you like to spend time on? Do you have any other creative hobbies? I can relate to the feeling, seeing your own progression in skill and surprising yourself with what you can come up with is a very satisfying thing to be able to look back on. So for anyone that wants to follow what you are working on, do you have a twitter, or discord, or any other social media you engage with? Thank you for that, prepare for a flood. You said you were working with unity before, were you making games for yourself or were you making mods that used that engine? What made you decide to start making mods? Sounds like modding has served you well in that regard, ARK settlements is definitely an ambitious project, I can't imagine you would have gotten it to this point if you hadn't learned a lot. Do you take any inspirations from other city-management style games when designing features? Would you be able to give us a high-level view of what your design and development process looks like for ARK Settlements? That's a good insight into how you approach the design. Do you have any other mod projects that you work on? well, if you want my opinion, that sounds like a fun idea! While I've got you here, do you have any secret features or plans for ARK settlements that you can share with us? What's to come? Leak the goods! That does sound exciting! I'll have to take a peek when you get the update out. Before we sign off, do you have any advice you would give to new mod authors? We should put that on an inspirational poster. It's been a pleasure talking to you, Jordan. I look forward to seeing where you go with Settlements! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark
  7. We have already implemented as much of S+ as we are going to. There is a short pickup timer when placing structures to allow for correction of accidental placement, but a persistent option to pick up any structure at any time is not something we plan to implement in the official game. It's far too easily exploitable and under normal playing conditions packing up a huge base and moving it to the other side of the map or another server should not be easy in my opinion. If you are on single player or a private server I believe there is an override setting you can use to make that option stay, I don't remember what it is called though.
  8. oh, it's no secret. It's the HLN-A skin that comes as bonus of the genesis season pass. Why that is restricted, I'm sure is easy to guess. This is all a bit off topic now though, I just wanted to clarify something to prevent any misunderstanding about content restrictions.
  9. They can use assets from the maps, they just have to make their own map itself. The "command spawnable" test was aimed primarily at items, creatures, structures, etc. (There is one item that is restricted, but it's also not spawnable). It's not a strict rule, just a good test to see if it's something the studio might take issue with. If something is explicitly made non-spawnable where it normally would be, it's probably under restriction.
  10. The cost to buy the mods from authors and convert them to official is not even remotely close to the perpetual cost of supporting an open platform for mods on consoles. perpetual expanding storage costs, development costs and time for infrastructure (Remember the consoles provide nothing for mod distribution), labor costs for curation in perpetuity, etc. It means permanently devoting resources to managing it as well which means fewer hands working on our actual content. All of these things add up to staggering costs. That is assuming all logistics hurdles were overcome and nothing prevented every kind of mod from being on consoles. Which also won't happen (Currently), again look at the Farming Simulator mod curation to see what you should actually expect, at best, from most studios: content-only mods, which may be a hard blocking point since pretty much every ARK mod is, to at least some degree, 3rd party code. The point of my original post in this thread was to point out the hurdles that any studio will have to come up with answers for, and to illustrate why the number of studios that have done so thus far numbers only to 3. ( 4 if you count us, but I don't as we're just sort of circumventing most of the hurdles by integrating the content offically) If it were easy and without risk, as many seem to think, it would be a lot more common by now. Also @invincibleqc Slight point of clarification to prevent misinformation: We do have some restrictions on mods using our paid content. If you can spawn it via console command you can use it in a mod, but the actual official maps are restricted. The modders are aware of this though and we have provided ways for them to edit the official maps without breaking that restriction. We don't ban players or servers for using mods that break those restrictions though, we simply remove the mod from the workshop.
  11. I think you missed the point of the information. But sure, if you want to be reductive, yeah we choose not to put mods on console that way... currently. Who knows what the future may hold. For now we do it via purchasing the mods directly from the authors, polishing them up a little further and making them official content. But we definitely don't have the kind of resources or the staff size Bethesda can afford to throw around. Comparing us to Bethesda is flattering (I guess?) but unrealistic.
  12. When only 3 companies have done it across the entire history of home game consoles, that's a pretty glaring indicator that it is in fact not "with ease". If you are about to reference something said by Todd Howard about it, you should know better by now. Bethesda generally has the resources to brute force their way through just about any roadblock that they want without having to worry much about the consequences if it flops (and they have made many catastrophic missteps when it comes to their modding community). Not only that but on PC modding communities have historically been able to handle their own distribution systems for mods (Nexus, ModDB, and even just direct sharing through forums as it was for Minecraft in the beginning) Largely I actually prefer it that was as a modder, because it means that mods can continue to thrive even after a studio may have stopped active support for a game. That is unfortunately something that will never be true for consoles, if a game stops getting active support from a studio, then there is probably not going to be anyone there to curate new mods and updates for old ones. Now I can't speak to what situation other companies may or may not have. Bethesda as an example confuses me, I can't tell if they skirt the rules or just outright ignore them. The Farming Simulator console mod situation is more in line with what I would expect to see from most studios, they only permit content mods (No custom code) on consoles. They have set up their own distribution system and they aren't a behemoth of a studio, so I think that speaks to it certainly being possible, but I also don't know how large of an investment that system was for them. I know in the cases of all 3 companies that have ever put mods on console though that the mods had to manually curated by human beings. Every release, and every update.
  13. It's a good question. In practice I've never gone far enough down this particular part of the rabbit hole to be able to find out if they have specific rules for such a thing. I know it's possible, but to my knowledge the console manufacturers provide no support for this, and setting up a distribution system like that even on PC isn't a trivial thing to do. I imagine consoles will also have extra rules regarding security and transfer methods as well.
  14. Consoles are not forgotten, but there is a lot more to it than just flipping a switch. I understand the desire to want mods on console platforms, I really do. I'm going to talk about some of the hurdles. This is just general information for you to think about, not just for when vying for console mods for ARK, but any game. These are hurdles that every developer that wants to put mods on consoles will have to come up with an answer for and for some studios they just aren't worth the perpetual cost. platform requirements: Publishing anything on a console comes with following strict rules about content control and reliability. Certification is that thing that often results in a delay in updates for consoles. It's where they check to make sure that every game and every update to every game follow the rules and requirements. This would be a hurdle for mods because mods will still have to follow all the same rules. For some consoles, certain kinds of mods themselves would be in direct violation. At least one console doesn't allow 3rd party scripting/code to run in the game (Which actually is a problem for ARK mods since to at least some degree all of them are code based). Additional to that, every mod would have to be certified by someone, and every update to every mod published on the console. With over 5,000 mods on the steam workshop I think you can begin to see where that could get out of hand without a lot of human-power supporting it every day. Distribution: Consoles do not have support for mod distribution, they do the game distribution and any DLC and that's it. A studio would have to add their own distribution method into the game for storing, finding and downloading mods. Certainly possible, but far from trivial. Development: No not for us, but for mod authors. This would primarily affect code based mods, but getting your hands on a devkit for every console in order to be able to properly debug any issues that might only be occurring on console would be next to impossible currently. Getting a devkit console for XB1 is pretty easy (Microsoft opened up a path for any XB1 to be turned into a devkit), but the resource access necessary for debugging on it isn't as simple, and I don't think mod authors would be able to get devkits for ps4 & switch at all. Nintendo and Sony are a lot more protective of their devkits. Modder interest: I think there is sort of this weird assumption that all mod authors would want to publish their mods on consoles. They aren't being paid for it, and it quickly becomes a lot of extra tedious work to publish on multiple platforms that I think only a smaller subset of authors would even be interested in trying to manage. There is also a trade-off that most people don't consider: When you buy a console, you are also getting a reasonable expectation that any games you buy for it will run on it, and also that they aren't going to do anything sketchy, I think that is half of the entire reason for why consoles became so popular in the first place. Now I'm going to be the last one to claim that modders go to the dark side, historically they've proven themselves largely to act responsibly, but there have been some bad apples. The problem here is that opening consoles up to mods, regardless of their historical record, compromises that expectation. Additionally, anyone using mods whether it be on PC or on consoles absolutely should be aware that there is always some degree of risk associated with using them and neither the console manufacturers or the studios are going to let them selves be held responsible for if something bad does happen. There's more, but this is already getting lengthy as it is. Again though this isn't to say mods shouldn't become more prevalent on consoles, but these are some of the larger hurdles. Consoles have slowly started to become more friendly to the idea of mods, but they are still far from actually being "mod-friendly". You aren't forgotten, not by a long shot, but consoles are a whole different ecosystem.
  15. There is a misconception that was spread at some point. Official conversion is not a part of the sponsorship program. There is no strict criteria for when we decide we want to integrate a mod into official. We have a quality expectation and we have to assess the time and work necessary to integrate it, do any necessary polish, fix issues, balance if needed. Official integration isn't limited to the sponsored mods. Any mod on the workshop could be offered to become official, but not every mod is suitable for integration into the base game... where it will be forced upon every single player. Sponsorship allows us to support mods that we think are doing really cool things, even if those mods would never be suitable for official integration.
  16. Greetings Survivors! Zen Rowe here; for anyone that doesn’t know, I am the Mod Community Manager here at Studio Wildcard. We’re starting a new segment where we will look at the mod authors and the projects that can add so much extra life to a game. Today we’re going to be talking to Garuga123! Why don't you introduce yourself and tell us a bit about the project you are sponsored for. That's amazing, We don't have too many creators in the community that create new creature assets. If you don't mind me asking, could you tell us a bit about your background? What do you do outside of modding? Wow, so your background ties pretty heavily into what you do for your mods. It's always interesting to see how our history can impact our creations. Monster Hunter is a great game to take inspiration from as well. For anyone that wants to find you, do you have any social media channels that you are active in? That is fantastic, being able to see someone's workflow in action is an incredibly useful resource for new mod authors that might not be familiar with the particular medium they are trying to tackle. On top of that, attempting to stream while you work is incredibly difficult, there is so much trying to draw your attention. That's impressive. What originally brought you to start modding for the first time? Was it for ARK or for another game? Yeah, it's unfortunate, I know that a lot of people like seeing their favorite characters from TV and other games popping up in the world, but unfortunately that is an ever-present risk to such creations. Mods that use that content will probably get taken down at some point and copyright law is a messy thing that I don't recommend getting pulled into. I am glad that the experience did not discourage you from continuing! Let's switch gears for a moment because I'd like to talk about your creations. In particular, I'd like to look at my favorite one, the Brachiosaurus. (Credit to @UpFromTheDepths for this video) This thing is fantastic. When you showed me some videos of the working creature in development, I was awestruck. The first time I saw it rear up I was thinking "What is it going to do? Is it afraid? Is it going to fall over? Will it do a trick?", and then those legs came crashing down and it was a great moment of suspense in the design of the creature. The taming mechanic was a fantastic touch as well. Can you give me a bit of a high-level rundown on your process for creating a creature like this? Would you say you managed to capture your original vision for what these creatures would be? Did you have to make any compromises along the way? I think that's a great way to approach adding new creatures. And yours blend so well with the core game that if I didn't know better I would have a hard time identifying that they weren't. Since I've got you here... do you have any super-secret content that you are working on that you would be willing to reveal for us? That does sound interesting! Aside from balance, are there any other significant challenges you expect to face when creating it? I look forward to seeing what you manage to create with this idea! To wrap up, is there any advice you would like to give to any new mod authors that would like to make new creatures? Sound advice for anyone interested in making mods for ARK! Thank you for taking the time to talk to us today, Garuga. Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark
  17. Greetings Survivors! Zen Rowe here; for anyone that doesn’t know, I am the Mod Community Manager here at Studio Wildcard. We’re starting a new segment where we will look at the mod authors and the projects that can add so much extra life to a game. Today we’re going to be talking to Garuga123! Why don't you introduce yourself and tell us a bit about the project you are sponsored for. That's amazing, We don't have too many creators in the community that create new creature assets. If you don't mind me asking, could you tell us a bit about your background? What do you do outside of modding? Wow, so your background ties pretty heavily into what you do for your mods. It's always interesting to see how our history can impact our creations. Monster Hunter is a great game to take inspiration from as well. For anyone that wants to find you, do you have any social media channels that you are active in? That is fantastic, being able to see someone's workflow in action is an incredibly useful resource for new mod authors that might not be familiar with the particular medium they are trying to tackle. On top of that, attempting to stream while you work is incredibly difficult, there is so much trying to draw your attention. That's impressive. What originally brought you to start modding for the first time? Was it for ARK or for another game? Yeah, it's unfortunate, I know that a lot of people like seeing their favorite characters from TV and other games popping up in the world, but unfortunately that is an ever-present risk to such creations. Mods that use that content will probably get taken down at some point and copyright law is a messy thing that I don't recommend getting pulled into. I am glad that the experience did not discourage you from continuing! Let's switch gears for a moment because I'd like to talk about your creations. In particular, I'd like to look at my favorite one, the Brachiosaurus. (Credit to @UpFromTheDepths for this video) This thing is fantastic. When you showed me some videos of the working creature in development, I was awestruck. The first time I saw it rear up I was thinking "What is it going to do? Is it afraid? Is it going to fall over? Will it do a trick?", and then those legs came crashing down and it was a great moment of suspense in the design of the creature. The taming mechanic was a fantastic touch as well. Can you give me a bit of a high-level rundown on your process for creating a creature like this? Would you say you managed to capture your original vision for what these creatures would be? Did you have to make any compromises along the way? I think that's a great way to approach adding new creatures. And yours blend so well with the core game that if I didn't know better I would have a hard time identifying that they weren't. Since I've got you here... do you have any super-secret content that you are working on that you would be willing to reveal for us? That does sound interesting! Aside from balance, are there any other significant challenges you expect to face when creating it? I look forward to seeing what you manage to create with this idea! To wrap up, is there any advice you would like to give to any new mod authors that would like to make new creatures? Sound advice for anyone interested in making mods for ARK! Thank you for taking the time to talk to us today, Garuga. Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark View full article
  18. Wildcard works on ARK, Grapeshot (which is like a sibling team) works on ATLAS. Dark & Light, Pixark, ARK Park, Wushu Chronicles, and Fear the Night are all either developed by Snail Games or developed by other studios/teams and published by Snail. Outlaws of the Old West is, to my knowledge, not in any way related... it's not even published by Snail. I just wanted to clarify those points, but otherwise you are correct, our team isn't massive. Current events and plans can have impact on holiday event planning. That said, a Halloween event this year is not out of the question.
  19. I think people who hate diplos are the same kind of people that hate dogs. Seriously... they are just big, not-so-fluffy, dogs.
  20. Ever wanted a bit more character in your creatures? This mod aims to do just that by adding unique behaviors to the denizens of the ARK. It's still in early development but new additions are being added.
  21. Bring a bit of steampunk aesthetic to the island with these clockwork creations. The author is adding more and more creatures to the mod, pair it up with other steampunk mods and layer the island in brass.
  22. Protect your favorite creations with this great utility mod. You can save you builds, reconstruct them on the fly, and clone them! Great for building cities and villages
  23. I would need to see your actual values you have in these entries in order to tell you what you are doing wrong. Unless these are actually the values you are using in which case.... The bits I have highlighted in red are things that need to be changed. Things like FromClassName and ToClassName need values of the actual class names (appended with a _C at the end) of the creatures you want to use.
  24. Being that you use mods, I'm wondering if maybe it's a problem that learned engrams have overextended what points you would have at your level? This isn't the behavior I normally see with that though. To verify if its a mod causing it I would do the following. 1) Write down all of the mods. 2) Backup your level and character saves somewhere safe (You can put the backups back in later) 3) First remove all mods, if your engram points go back to normal it's definitely a mod causing it 4) To find out which one, put them all back on and start removing them and testing one by one.
  25. There was a distribution error preventing people from installing the kit. It has been resolved though.
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