Mod Devkit Patch Notes

Age 2 Chapter 4 (21 March 2024)

Notes

  • This update of the mod devkit is mainly to provide a version that matches the game version we’re going to release with
  • Re-compiling and re-saving all mod files should help with some cook errors

Devkit Changes

  • There are no new notable changes

Documentation Changes

New Pages

Updated Pages

Assets Change List


Age 2 Chapter 3 Hotfix 3 (16 January 2024)

Notes

  • This update of the mod devkit is mainly to provide a version that matches the game version we’re going to release with. If you cooked your mod with the previous version of the mod devkit, it might crash, depending on which assets you have modified.

Devkit Changes

  • There are no new notable changes

Assets Change List


Age 2 Chapter 3 Hotfix 2 (20 December 2023)

Notes

  • This update solves a few issues with the previous mod devkit. You don’t need to recook your mod.

Devkit Changes

  • Fixed some building pieces appearing as invisible in the editor
  • Fixed the import of .base files that was not working

Documentation Changes

New Pages

Known issues

  • Exporting a .base from the game client is still not fixed as it requires a game patch, it only works in editor

Assets Change List


Age 2 Chapter 3 Hotfix (12 December 2023)

Notes

  • This update of the mod devkit is mainly to provide a version that matches the game version we’re going to release with. If you cooked your mod with the previous version of the mod devkit, it might crash, depending on which assets you have modified.

Devkit Changes

  • Fixed an issue where in editor pop-up message would display after a long delay
  • Added base blueprints for 2-seats and 3-seats benches

Documentation Changes

New Pages

Assets Change List


Age 2 Chapter 3 (5 December 2023)

Known Issues

  • The current version of the devkit has an issue where some Building Meshes appear invisible in the viewport of the blueprint. This does not affect the functionality in any way, but it is annoying. While we are working on a fix for this, there is a workaround:
    1. Open the Blueprint
    2. In the Components tab, select “InstancedBuildingMesh”
    3. In the Properties tab, find the list of instances of the mesh
    4. Right-click the Instances list and select “Copy”
    5. Remove the list of instances by clicking the trashcan icon
    6. Right-click the Instances list and select “Paste”
    7. Compile and save the blueprint

Notes

  • You’ll need to resave all Maps and Blueprints with this new version of the devkit.
  • This version of the devkit matches the current public beta version of the game. An update to the ModDevkit matching the upcoming release-version will be released next week

Devkit changes

  • Added tag Item.NoDrop to prevent items from being attached to the loot system.
  • Added boolean on AB_Human_male so that foot IK can be turned off.

Documentation changes

New pages:

Modified pages:

Asset change list


Age 2 Chapter 2 Hotfix (22nd September 2023)

Devkit changes

  • Updated Devkit to match released game client for Age 2 Chapter 2

Asset change list


Age 2 Chapter 2 (1 September 2023)

Devkit changes

  • Promoted some hardcoded values to variables (see Trello board)
  • Made a generic GetDataTableRow node that supports all data tables

Documentation changes

Updated pages

Notes

  • You will need to recook with the new version of the devkit in order to receive the verified checkmark in game
  • Any custom map mods will need to resave the level in order to receive updated Navmesh radius settings

Known Issues

  • The version of the devkit is slightly out of sync with the released game client, this means some mods may not work correctly if cooked with this version of the devkit. Update to the latest version and cook with that instead.

Asset change list


Age 2 Chapter 1 Hotfix 2 (30 June 2023)

Devkit changes

  • Fixed issue where “Additional Gameplay Tag Tables” on the ModController was unable to be used, preventing from adding custom gameplay tags

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


Age 2 Chapter 1 Hotfix (8 June 2023)

Devkit changes

  • Fixed an issue where cooking a compressed mod would fail if there are some spaces in the name
  • Fixed a log spam issue regarding missing gameplay tags

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


Age 2 Chapter 1 (1 June 2023)

Devkit changes

  • Change struct selection when creating a new datatable to be a searchable box
  • Added a proper mannequin for retargeting animation, poses and fighting styles from outside sources
  • Moved character customization from the main AB to a SubAnimInsance

Notes

  • Mods cooked on the previous version of the devkit will have to be re-cooked in order to obtain the “verified” checkmark in game.

Asset change list


Age 1 Chapter 3 (28 February 2023)

Devkit changes

  • Fixed issue where “Choose which Assets to Cook” would take a long time to open
  • Added two additional options in the Content Browser to Include or Exclude assets and folders to cook, by right-clicking on them

Documentation changes

New pages

Notes

  • Mods cooked on the previous version of the devkit will have to be re-cooked in order to obtain the “verified” checkmark in game.

Asset change list


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


Age 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


A1.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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