Mod Devkit Patch Notes

Age of Sorcery Performance Patch (19 January 2023)

Devkit changes

  • New devkit to match the asset changes.
  • We now show a confirmation button before starting, and allow cancelling of, the “Compile All Blueprints” function.

Notes

  • Mods cooked on the previous version of the devkit will still have the “verified” checkmark in game.

Asset change list


Season 1 Chapter 2 Hotfix (20 December 2022)

Devkit changes

  • Fixed an issue which caused the deprecated IgnoreOverlappingTheseBuildableModules system to not work
  • Fixed an issue where assets stored in the active mods ModShared folder would not be packaged when building the mod

Notes

  • You don’t need to recook with the new version of the devkit unless you experienced the issues mentioned in the patchnotes. Mods cooked on the previous version of the devkit will still have the “verified” checkmark in game this time.

Asset change list


S1.C2 (17 November 2022)

Devkit changes

  • Added new animation groups that blend in right before the final pose in the anim graph (Trello Link)
  • Added an option for modders to choose which assets to cook as part of their mod within the Devkit
  • Added a way for modders to communicate with each other (Trello Link)
  • Made the error message more helpful when a moved package is preventing the mod from cooking
  • Fixed an issue where using MergeControlRow to choose columns for override did not work when the column was a struct
  • Fixed an issue where a mod that edit the SpellTable was not able to cook
  • Fixed an issue where editing Building GameplayTags did not take effect until the editor was restarted
  • Fixed an issue where the Devkit Communication Window would pop up after every restart
  • Fixed the formatting for the Devkit Update Release Message
  • Fixed the formatting for the Hyperlinks in the Devkit Messaging System

Documentation changes

New pages

Updated pages

Asset change list


Known Issues (3.0.1.c)

  • A cooked mod might fail to load and close the game if it has some cooked assets contained outside of the Mods folder.
    It could typically be a problem if a mod has made edits to a file that used to be distributed with the devkit like in the Developers folder or Maps/TestMaps
    How to fix: Check the content folder of your mod and either remove these assets or move them to the local folder. Overriding a base game asset should be fine, as well as the Mods_Shared folder that is commonly used.
  • A cooked mod might crash if it uses the old ECauseOfDeath enum in one its blueprints
    This is due to ECauseOfDeath being changed from an enum to a string enum.
    How to fix: Change your variables to use the string enum instead of the old enum.
  • A mod might fail cooking with obscure error messages like LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: 'Untitled_1' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
    This is because we moved some assets that we don’t use in the base game into the NoBakeNoCook folder and the error message is not explicit enough yet
    How to fix: Figure out which asset you use from NoBakeNoCook, copy it to your local folder and use this copy instead
  • Editing or merging to the spell table causes cook to fail
    It should show an error like LogStreaming:Error: Couldn't find file for package /Game/DLC_EXT/DLC_Siptah/Sound/Surge_Leyshrine_Siptah/Thrall_Catcher/sfx_thrall_catcher_arc_1 requested by async loading code. NameToLoad: /Game/DLC_EXT/DLC_Siptah/Sound/Surge_Leyshrine_Siptah/Thrall_Catcher/sfx_thrall_catcher_arc_1
    How to fix: Open these files in the editor before starting a cook (but don’t save them) :
    • sor_thaumaturgy_cast_lightnin_bolt_Cue
    • thaum_light_storm_bolt_Cue
    • thaum_fog_cast_Cue
    • thaum_darkness_amb_lp_Cue
    • thaum_corrupt_soul_cast_Cue

3.0.1.c (29 August 2022)

Devkit changes

  • Fixed an issue with merging data tables affecting:
    • StatTemplateDataTable
    • StatModifierTemplateDataTable
    • WeightedSpawnTableRow
    • ComboPresetsTable
    • DT_BuildingGameplayTagOrder

Documentation changes

New pages

Updated pages


3.0.1.b (27 August 2022)

Devkit changes

  • Fix for a crash on startup when starting the devkit without the -ModDevKit command line argument (for instance useful when following this guide)

3.0.1.a (26 August 2022)

Devkit changes

  • Fix for a crash on startup for mods that had a ModController referencing some broken assets.

3.0.1 (26 August 2022)

Announcements

:warning: We’ve done major changes to the publishing workflow for mods, see more details here

Devkit changes

  • Devkit version shown in the Devkit itself, in the top right corner. This version will also match the corresponding game version.
  • A way to push messages from us to the Devkit so we can communicate relevant information directly to you.
  • The next game release date should be shown on the mod building window when public.
  • Ability to publish to the testlive client workshop. (Everything is in one devkit now!)
  • Links to external useful resources (Modding Documentation, Modding Discord server, Trello suggestion board, Modding wiki and the patch notes page (the one you’re reading right now).
  • All pak files from the same workshop directory should be visible in the mod list (Trello link)
  • The unlisted steam visibility option is now available in the devkit (Trello link)
  • Foliage and building radiuses for land claim should now be independent (Trello link)
  • DT_MenagerieRewards should now be in a folder accessible in the devkit (Trello link)
  • Modders can now set their own gameplay tags to use existing Funcom systems with their own data, or create new ones based on custom item or NPC categories, for instance. See the documentation page mentioned below.

Documentation changes

New pages

Updated pages

Asset change list

asset_changes_348928.32447-407432.34628.txt (1.3 MB)

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