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Showing results for tags 'engrams'.
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When I started my nitrado server i wanted the engrams to auto unlock and so now ill be telling you how to make this happen on your nitrado server for xbox,pc or ps4 servers. So first if you want engrams to auto unlock make sure that you are under general then turn on expert settings and save changes now under the settings tab there should be a tab called expert settings you click that now there should be a slide box that says gameusersettings.ini change that to game.ini now scroll all the way down till to the bottom click at the ned of the last setting there and hit enter and type bAutoUnlockAllEngrams=true this will allow you to unlock every engram at your level when leveling up but if you spam something into like stamina the screen will be filled with the learning of the engrams also when you reach level 100 or higher you will unlock all the tea engrams i do not know how to fix this but if you use this be aware of that. Also make sure your server was stopped when you changed the settings in the game.ini and if your server is stopped there will be an option to save changes. This is all you need to know if you want to make your engrams to auto unlock in your server. Let me know if this was helpful and bye.
- 11 replies
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- auto engrams
- xbox
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Will there be engrams after 100 in genesis? Really no point leveling after 105, no engrams or no engrams points either. I’m max level on PS4 official PVE, Endgame rather boring.
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Character save If you cant fix the loss of characters do to roll backs and transfers why not just implement a character save option to game?
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engram options an option in settings to allow players to have all possible engrams for their level, (I.E., playerlvl37, they have every engram up to level 37, but not anything higher than their level) stat levels would be the same, but this would enable people who play single player, or play without a tribe to have access to all the engrams, maybe make it available for primitave+ as well
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Among the Aberration engrams, you are able to learn the Metal Cliff Platform when you reach level 51. However, in order to actually unlock it, there is a requirement that you first know the Metal Tree Platform engram, which can be learned at level 59. This obviously isn't making a lot of sense. What it says is basically that in order to unlock an engram at level 51, you need to be level 59. In order to solve this issue quickly and without a lot of changes, I would recommend simply removing the engram requirement for this particular one.
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Expanding Server Settings: Engrams Hello Everyone, I have posted this suggestion in the past as a link to others that it may work well with, and attempted to post it as one point as its own suggestion, but it was somehow linked under another. It was similar to the first, but goes into different details and has a few steps added that the one it was added to did not. The idea behind it, is to somehow be able to incorporate different mod engram sets without breaking the official-core gameplay. Essentially, opening up customization for unofficial, dedicated, and single player games/servers while allowing those who play on official servers the ability to continue doing so. First Part; Adding/Expanding the Engram Menu to all server setup varieties. Second Part: Adding Engram Selection Check Boxes. The idea is to make it so that when you open the engram menu or tab, you are give a few options as to which engrams you are going to allow access to your server/game. Those which are not selected would remain hidden. Examples: On a new Tab or Menu: (1) Select the starting engram set(s): The first set would be to choose which engram set you wish to build on, either official or primitive engrams. Both could be selected if the host wished, but the minimum would be one or the other. I arranged it this way so that those that wished to play as either one or the other could do so. This way both parties can remain pure to their style of gameplay if they wish. Official Gameplay Engrams Primitive Plus Gameplay Engrams (2) Select the add on engram set(s): Of those below, we have parts of one, but the rest is currently only available through PC mods. In the case of this suggestion, they are simply being used as an example as to how it would read. If used, those in this portion of the page would be optional. They could select all, a few, or none at all. Also, the engram sets listed could be added to or removed from as new mods approved for console use are added to the game. If this list were to grow, a limiter may be applied as to how many engrams can be used in game or how many sets could be selected. S+ Mod Engrams Automated Ark Mod Engrams Advanced Architecture Mod Engrams Armored Storage Stands Castle, Keeps, and Forts Medieval Architecture (3) Remove the following engram set(s): This is yet another example set. None are in game as of yet. It would simply add an additional function to help clean up the engrams previously listed. For example, for those that have their games set up where creatures cannot be ridden, hiding all the saddle engrams would clean up their engram screens. Hide all Saddle Engrams Hide all Tek Engrams Hide all Metal Structure Engrams (4) Removed Selected Engrams: Each individual engram from the sets selected for (1) and (2) above would show and could be checked on or off as preferred by the host.This would allow the host to remove engrams individually from the engram sets selected. For example, if they wanted S+ engrams, but didn't want the nanny to be able to be used in game, they could then hide it at this point so it would not show as an engram one could learn Reworking the menu to resemble this setup would be easy to navigate, easy to add new mod engrams sets - without breaking official gameplay as they are all optional - and give the unofficial, dedicated, and single players a way to experience the mods without a full course mod menu. Now one of the issues that could be seen is the additional resources that many mods add to the game. This could be addressed a few ways; Items used in the mods would have the recipes adjusted to use standard or primitive plus resources. Items used in the mods would be added to the game only if the mod is selected and the engrams therefore activated. As a console player who codes, admins, and plays on an unofficial server, I believe that adding something like this would give those in my situation more opportunity to customize our servers, include additional mods in the future- should ark wish to do so, and allow those who prefer to stay true to either the standard or primitive plus elements of the game to do so. It would also, by including the elements from both game modes, be a way to allow them to update together, but played separately so that if anything breaks the game, it does for both and as such will be fixed for both. It is my hope is that working it as described, all parties will be able to continue to play as they wish and those that wish for more, could have it without breaking the game for someone else. *An additional note to the inclusion of the primitive plus gameplay to the standard code set - I read somewhere that a primitive plus server that had been running for some time at one point had been accidental switched to standard gameplay. In doing so, the only things that were lost to the server were the primitive plus items. So creatures and items that were standard to both types remained. It was switched back, and rolled back and everything returned. Now my purpose of this retelling however, is to point out that it may be possible to change primitive plus servers to standard servers, allowing players to keep their mounts and anything created using standard items. It is not the best scenario where everything is kept, but it does allow players who have been strict primitive plus players to keep a portion of what they have created over the years and would require only the rebuilding or crafting of anything lost. Again - not the best scenario, but perhaps better than loosing everything? The last thing I want to do is have those who have worked for years on what they have to lose everything. And if this helps as all, it may be worth it. Now I am a firm believer that no idea is perfect and can please everyone. And that belief is strong with Ark. We all play different and therefore, see each suggestion and idea differently as well. So if you have an questions, concerns, suggestions, or perspective on this suggestion - please let me know. And for those of you who have taken the time to read over this - it is rather long. Thank you.
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- engrams
- primitive plus
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Nitrado code for Element engram Hello I’m hosting a Nitrado server is there code for element so I can build it but I don’t want all engrams unlocked. Any help would be great thanks
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Tek engrams should be user base and not character based because people lose their characters a lot and leveling that character back up sucks but when you lose all your imprints and tek engrams that you worked so hard to get it really hurts knowing you grinded so many hours for those tames to be way weaker it takes a long time to get a 100% imprint. If you made engrams and imprints user based the engrams and tames people worked so hard to get will be fine
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So we have a server from gportal and when the homestead update came out the engrams showed up and I learned them. About 2 days later they where no longer listed for others the learn. I tried to craft the items and I can craft them but cam place them. Anyone have any ideas
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So, I'm slightly confused about this. I'm a console player, so I've impatiently been watching Syntac play Extinction while I wait for it to come out on xbox. I've noticed that you can get green gems, and sap that replaces blue and red gems from Aberration, BUT Aberration engrams are locked. Does this mean that you unlock the Aberration engrams after time? Or, do you have to beat Aberration and then transfer your survivor? I really don't want to have to beat Aberration just to play Extinction, as I imagine you need the Aberration engrams if you can find the materials. If you do, that really sucks... Perhaps Extinction isn't as good as it was made out to be.
- 22 replies
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- extinction
- abberation
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Playing single player on PS4 Pro. I learnt the new engrams from homestead update and they are not appearing as craftable in Smithys, Fabricator and Tek replicator. I have tried building new argy saddles and they did not appear either. When I created a new smithy only half the engrams appeared and I am still missing the triangle metal objects. Has anyone had a similar issue? Obviously a restart and character death does not fix it.. I have definitely learnt the engrams.
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So i had a very interesting and confusing bug occur on 2 separate characters that does not go away with relogging, dying or anything else. I have a single player character, and an online character, both on Ragnarok. After the latest patch with S+ and the kibble rework, both of the characters now have every single engram unlocked. Neither of them have fought the bosses and they have not been to Aberration or Extinction, yet even those engrams and tek engrams are unlocked and can be crafted. I also cannot interact with the engrams at all besides viewing what is needed to craft them. None are grayed out and checking the un-learned option shows a blank page. While this may not be an issue to every Ark player, i was just beginning work on my rex army to earn the tek engrams and then ascend. Now there is no point to it, except to farm element. I really wanted to earn them the right way. Seeing as no one else pointed this issue out i decided to report it and hope it is fixed soon. Both Characters are on PS4 of course.
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Every time I log out of single player, any engrams I learned since logging in disappear from my crafting menu. My engram points are gone, and I can’t learn any new ones without them disappearing as soon as I log out. Updating the game didn’t help, updating my PS4 didn’t help, and I don’t want to restart. How do I fix this? I just want to be able to enjoy the game!
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Hiding engrams from a mod can be a pain in the rear, especially if there are many of them to be removed - an actual example would be hiding S+ engrams to enforce players to roll with other stuff without breaking existing builds. As I'm a linux user, I'm in the happy position of using their tools pretty sweet. If you're sitting on windows, can use cygwin or that windows 10 subsystem stuff that gives you some of that functionality. Our main goal is to get a list of engrams to mask, which is fairly easy employing 'find' by cd-ing into the ark mods directory - in my case s+ - cd /home/arkserver/ShooterGame/Content/Mods/731604991 find . -iname EngramEntry_* find now looks in '.' which is the current path. -iname says 'look for files having ...' in its name What we get is a list of engram entry files which we now need to trim down. Luckily xargs got you covered and we're sending the previous commands output through a pipe which give us find . -iname EngramEntry_* | xargs -n1 basename that is sweet, but still not what we really need to roll with our list Now there's sed, a sweet little swiss army knife of editing streams which we can add send ours to. Basic syntax is 's/needle/replacement/' whereas 's' is for replacing stuff, needle is what we search (looking for the needle in the hay) and 'replacement' is what we want to have instead. as the documentation suggests, our Game.ini entry should look like this: we can use sed to slap it in shape. Just let 'EngramEntry_' and '.uasset' be our needles to be replaced First part: sed 's/EngramEntry_/OverrideNamedEngramEntries=(EngramClassName="EngramEntry_/' That will give us a list saying something like OverrideNamedEngramEntries=(EngramClassName="EngramEntry_XLWall_Adobe.uasset which is pretty what we want for the first part. Second part: sed 's/.uasset/_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=0,RemoveEngramPreReq=True)/' Putting it together, we have: find . -iname EngramEntry_* | xargs -n1 basename | sed 's/EngramEntry_/OverrideNamedEngramEntries=(EngramClassName=EngramEntry_"/' | sed 's/.uasset/_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=0,RemoveEngramPreReq=True)/' which should spit out a list of disable-able engrams of every mod we let that run against which you may have as a textfile, appending > '~/disable.txt' at the end. Now all you have to do is check your list, deleting the lines which you want to keep and add the remaining ones to your Game.ini underneath the [/Script/ShooterGame.ShooterGameMode] header...
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Is there only way to get them all is buy either an ini edit or mod?