ARK: Survival Evolved

ARK: Survival Evolved

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Variants of Caballus
   
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Apr 16 @ 1:48pm
Jun 4 @ 10:58am
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Variants of Caballus

Description
ONLY USEFUL WITH CABALLUS MAP
Mod ID: 2795445162

How to Start:

First you need the Caballus Dinos Mod.

You can find it here.

On all your Server (including Caballus itself) you need to add the Mod ID to your Mod list.

The Concept is simple: We need to replace the original Dinos on Caballus with the Dinos from the Caballus Dinos Mod. Than, you can travel the Dinos on every Map, where the Mod is in the Modlist.

Replacement in Game.ini

In the Game.ini we will Replace all the Modded Dinos from Caballus.
This includes all Dinos with differents Blueprints Paths:
  • Deino
  • Horse
  • Shimmer Equus
  • Unicorn
  • Shimmer Unicorn
  • Griffin
  • Shimmer Griffin

Just Add the Follow Settings to your Game.ini

NPCReplacements=(FromClassName="ShimmerEquus_Character_BP_C",ToClassName="") NPCReplacements=(FromClassName="CaballusEquus_Character_BP_ShimmerUnicorn_C",ToClassName="") NPCReplacements=(FromClassName="CaballusEquus_Character_BP_Unicorn_C",ToClassName="") NPCReplacements=(FromClassName="CaballusGriffin_Character_BP_C",ToClassName="") NPCReplacements=(FromClassName="CaballusShimmerGriffin_Character_BP_C",ToClassName="") NPCReplacements=(FromClassName="Deinonychus_Character_BP_ChildCaballus_C",ToClassName="Deinonychus_Character_BP_C") NPCReplacements=(FromClassName="Horse_Character_BP_EquusVariants_C",ToClassName="")

After this Step, no modded Dino from Caballus will now spawn. You can check this: Restart your server and do a Dino wipe!

Next Step, is to Add the the Dinos from the Mod to Caballus.
For This Step we need the Spawn Containers and the Settings.

Add the Text also to your Game.ini:
What is the effect? - We Add the Dinos from the Extra Mod to the original Caballus Spawn Container. So they will Spawn, like the implemented Dinos - but they can be transfered to other Server, who running the extra Dino Mod.

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusGriffinNPCSpawnEntriesContainer_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("CaballusGriffin_Character_BP_VOC_C"))),NPCSpawnLimits=((NPCClassString="CaballusGriffin_Character_BP_VOC_C",MaxPercentageOfDesiredNumToAllow=1.000000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusShimmerGriffinNPCSpawnEntriesContainer_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("CaballusShimmerGriffin_Character_BP_VOC_C"))),NPCSpawnLimits=((NPCClassString="CaballusShimmerGriffin_Character_BP_VOC_C",MaxPercentageOfDesiredNumToAllow=1.000000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusEquusNPCSPawnEntriesContainer_ShimmerEquus_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("ShimmerEquus_Character_BP_VOC_C"))),NPCSpawnLimits=((NPCClassString="ShimmerEquus_Character_BP_VOC_C",MaxPercentageOfDesiredNumToAllow=1.000000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusEquusNPCSPawnEntriesContainer_ShimmerEquus_2_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("ShimmerEquus_Character_BP_VOC_C"))),NPCSpawnLimits=((NPCClassString="ShimmerEquus_Character_BP_VOC_C",MaxPercentageOfDesiredNumToAllow=1.000000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesShimmerForestCave_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("ShimmerEquus_Character_BP_VOC_C"))),NPCSpawnLimits=((NPCClassString="ShimmerEquus_Character_BP_VOC_C",MaxPercentageOfDesiredNumToAllow=0.150000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusDinoSpawnEntriesUnicorn_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("CaballusEquus_Character_BP_ShimmerUnicorn_VOC_C"))),NPCSpawnLimits=((NPCClassString="CaballusEquus_Character_BP_ShimmerUnicorn_VOC_C",MaxPercentageOfDesiredNumToAllow=1.000000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesSunkenGarden_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=0.300000,NPCsToSpawnStrings=("CaballusEquus_Character_BP_Unicorn_VOC_C"))),NPCSpawnLimits=((NPCClassString="CaballusEquus_Character_BP_Unicorn_VOC_C",MaxPercentageOfDesiredNumToAllow=0.300000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusDinoSpawnEntriesUnicorn_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=0.100000,NPCsToSpawnStrings=("CaballusEquus_Character_BP_Unicorn_VOC_C"))),NPCSpawnLimits=((NPCClassString="CaballusEquus_Character_BP_Unicorn_VOC_C",MaxPercentageOfDesiredNumToAllow=1.000000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusDinoSpawnEntriesSteppe_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("Horse_Character_BP_VOC_C"))),NPCSpawnLimits=((NPCClassString="Horse_Character_BP_VOC_C",MaxPercentageOfDesiredNumToAllow=0.100000))) ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="CaballusEquusNPCSPawnEntriesContainer_C",NPCSpawnEntries=((AnEntryName="",EntryWeight=1.000000,NPCsToSpawnStrings=("Horse_Character_BP_VOC_C"))),NPCSpawnLimits=((NPCClassString="Horse_Character_BP_VOC_C",MaxPercentageOfDesiredNumToAllow=1.000000)))

After a Restart and a Dino Wipe, the Equus, Shimmer Equus and all other Dinos from Caballus will now Spawn on Caballus again, but with the Blueprint Path from the extra Mod.

So every Server running this Mod, can be used to travel the Dinos from Caballus now on.

Problems with OverSpawn

in Some Case, it is possible to have an overspawn of Griffins and other Mod Dinos

In this case you can tweak the Spawnrates until they work for you.

Or make it Simple and use a Plugin Called:

WildDinoSpawnControl[gameservershub.com]

here is our Config wich works fine on Caballus:

{ "Max_Dino_Counts": { "Blueprint'/Game/Mods/VarOfCab/Griffin/ShimmerGriffin/CaballusShimmerGriffin_Character_BP_VOC.CaballusShimmerGriffin_Character_BP_VOC'": 30, "Blueprint'/Game/Mods/VarOfCab/Shimmerequus/ShimmerEquus_Character_BP_VOC.ShimmerEquus_Character_BP_VOC'": 5, "Blueprint'/Game/Mods/VarOfCab/ShimmerEquus/ShimmerEquus_Character_BP_VOC.ShimmerEquus_Character_BP_VOC'": 25, "Blueprint'/Game/Mods/VarOfCab/Horse/Horse_Character_BP_VOC.Horse_Character_BP_VOC'": 180 }, "WriteDumpsToFile": true, "DestroyDinosOverLevel": false, "MaxDinoLevel": 150 }

Alreaday Tamed Creatures:

What about the already tamed Creatures before we used the extra Mod?
Can i Travel these Dinos also?
- No, the Blueprint Path is the original one. So on other Maps, you can't release them

Can i overwrite it with the Creatures from the extra Mod?
- with Vanilla Ark, you can't, but with the Dino Storage Mod you can.

You have to overwrite them on release. Its a Ini Setting on the Server and if you add this on every Server running the extra Mod (Caballus included) you just have to release the old Verion once. Then trapp it againg - and voila , its the Creature from the extra Mod and you can still breed and use it.

here's one Code you have to put in CostumGameusersetting under (for every Creature you want - Comma seperated)
[DinoStorage2]

ConvertClass=/Game/Mods/Cavallus/CustomAssets/SpawnBlueprints/Griffin/ShimmerGriffin/CaballusShimmerGriffin_Character_BP.CaballusShimmerGriffin_Character_BP:/Game/Mods/VarOfCab/Griffin/ShimmerGriffin/CaballusShimmerGriffin_Character_BP_VOC.CaballusShimmerGriffin_Character_BP_VOC
Popular Discussions View All (2)
0
Jun 4 @ 11:54am
PINNED: How to use - Guide
Doudel
0
Jun 4 @ 11:53am
PINNED: Blueprint Paths
Doudel
< >
8 Comments
Senaru Jun 7 @ 1:25pm 
Ah man, I wish I knew my way around the kit better, I remember seeing it discussed somewhere about how to do it but its been a while. If I find it I'll let you know!
Doudel  [author] Jun 7 @ 10:12am 
@Senaru, searched the setting for the look at ally a long time. All the new Dinos vor example the X-Variants or R-Variants dont look at allys either. Unfortunately I dont know how to set it up. But I will keep trying.
Senaru Jun 7 @ 8:50am 
Unrelated to my previous post, I've just encountered a game crash that I was able to repeat. I've been looking at the critters in the mod on a SP valguero (fresh sp world), and used the vanilla admin gun to kill a couple horses I'd spawned extras of. Now I don't know why, but the admin gun is able to kill the first animal, but if I fire a second time at another one, the game crashes with a fatal error. I thought it was odd and reopened the game, set up the scenario again, (using shimmering horses the second time) and the same result happened. I'm not sure if this particular error is exclusive to SP, or if it exists on a server as well since I haven't had a chance to put the mod on my two just yet but I figured I'd post my findings here in case the bug wasn't reported yet! (The first crash was with the Horse_Character_BP_VOC, the second with ShimmerEquus_Character_BP_VOC, unsure if it is only the horses or if it will occur with all the animals )
Senaru Jun 7 @ 8:02am 
Oo, these are beautiful! There is one extremely tiny and not super important suggestion I have for the gryphons (er, griffons xD spelling habit) is that they'd be even better with 'look' animations turned on. For some reason WC forgot to check the box for that in the dev kit, so most modded griffins don't look at people or turn their heads to face the direction a player is looking while riding them. (One mod that has them turned on is the 'gryphons' mod for example). I'm not sure specifically if its a checkbox or something but I know it's in the kit already in some form. I think it'd make them feel even more alive and responsive in game :D
Olga Jun 5 @ 7:22am 
Great Mod - Thanks for this! <3
Doudel  [author] Jun 4 @ 12:01pm 
04/06/2022 - This mod is now useful!
Zutheena Apr 20 @ 2:08pm 
Lmao I did the same thing Soulless..
Soulless Apr 20 @ 2:17am 
I only clicked this for the hilarious picture. That poor horse lmao.