ARK: Survival Evolved

ARK: Survival Evolved

Shock-Shield
62 Comments
Egg 24 Dec, 2021 @ 12:31am 
:,)
wuzzy  [author] 2 Aug, 2021 @ 7:07am 
I didn't write it
WolvesofZiu 2 Aug, 2021 @ 7:05am 
Is there a reason for the Dunkleosteus not having a shock prevention saddle?
wuzzy  [author] 1 Jul, 2021 @ 4:17am 
The list in the spawn codes is complete.
WolvesofZiu 30 Jun, 2021 @ 5:02pm 
Do we only get primitive versions of the saddles?
SpreadMouse1231 8 Mar, 2021 @ 2:38am 
angry clash noises
VulcanTourist 26 Jan, 2021 @ 8:01pm 
Suggestion: instead of modifying gear items directly, use a "skin" that attaches to them to introduce the effect. That way the effect can potentially also be app[lied to modded gear, whereas currently a player would have to choose between yours and the features of a mod that also modifies the same gear. As a skin it would still conflict with other skin-based mods and preclude simultaneous use, but you'd likely reduce the conflicts and improve choice quite a bit.
wuzzy  [author] 30 Oct, 2019 @ 10:15am 
Pushing a new version which uses latest game mesh models, for the shield, to correct visuals in third party view.
ƔενεσισAria🌸 29 Oct, 2019 @ 11:19pm 
My pc is a real slug, testing would be a pain. I'm not really that super bothered by it, just figured i would point it out. The black nonsense only happens sometimes, depends where i am and what angle looking at it etc. It's usually not that bad either.
wuzzy  [author] 29 Oct, 2019 @ 5:26pm 
K, Got someone else to join, I do get the offset, triangular, area in the reflection. But I don't get the black strangeness in your screen shot. The default shield seems to draw double from some angles. I think this may have been something added since I last built. Best I can do is try a rebuild with the latest SDK. Can you try the standalone game with only this mod, see what you get? To be honest I was thinking of dropping the shield from the mod, the saddles and scuba tank are the more useful elements. But I'll give it a go hopefully in the next few days.
wuzzy  [author] 29 Oct, 2019 @ 4:52pm 
Just tried on a local game, the shield looks fine in first person view.
wuzzy  [author] 29 Oct, 2019 @ 4:47pm 
Odd, have you tried with that as the only mod on a standalone local game? Have you recently installed the mod? Have you tried deleting and re-installing the mod?
ƔενεσισAria🌸 29 Oct, 2019 @ 1:47pm 
That is strange, cuz the stock one doesn't do anything weird.
https://i.imgur.com/df5c1kh.png (ignore other mods they don't affect it)
wuzzy  [author] 29 Oct, 2019 @ 6:25am 
The shield itself has no visual changes from the default. Does a standard shield show the same effect? The only change is the addition of a buff to the player.
ƔενεσισAria🌸 29 Oct, 2019 @ 2:25am 
Shield has funky shader glitches in third person. A diagonal section of it has a texture on it, and random black splotches spam out in a line.
Spacebarbarian 16 Jan, 2018 @ 11:25am 
Is it possible for the electro version of a saddle or armor to include the quality of the item used to create it?
wuzzy  [author] 13 Jan, 2018 @ 8:19am 
Should not be, sure he was actually wearing it? Try it yourself, see if you can replicate.
andargor 13 Jan, 2018 @ 8:16am 
I tested with the scuba gear only, and it worked. However, my tribemate in the electro scuba was on a mega which also had an electro saddle, is that prone to interference like the shield issue?
wuzzy  [author] 12 Jan, 2018 @ 2:27pm 
Let me know what you find out, but I am getting tired of them breaking mods and not fixing anything!
andargor 12 Jan, 2018 @ 2:25pm 
I thought maybe we did something wrong. I'll do some testing myself tomorrow.
wuzzy  [author] 12 Jan, 2018 @ 2:13pm 
They seem to be doing there best to break mods with there updates! I have not changed anything.
andargor 12 Jan, 2018 @ 2:02pm 
Also, his megalodon had the electro saddle, and it got stunned as well.
andargor 12 Jan, 2018 @ 1:59pm 
Is this mod still working? Tribemate got stun locked by jellyfish, and was wearing the electro resistant scuba (no shield). He had the shock resistant icon up.
wuzzy  [author] 28 Nov, 2017 @ 3:26pm 
Not at the moment, I'll add them to the list!
Antinov 28 Nov, 2017 @ 2:04pm 
No dunkle or spino saddles?
wuzzy  [author] 8 Aug, 2017 @ 7:37am 
K, wait and see what the tek shield gives then maybe mod that or one of the other items. Meanwhile "shields up Mr Sulu".
BaK 8 Aug, 2017 @ 7:33am 
well they are about to add the tek shield, so maybe you could make one for that. i do hate how you cant use a shield underwater - doesnt really make any sence - yet with the anti-shock enhancements from this mod, they remain usefull regardless.
wuzzy  [author] 7 Aug, 2017 @ 10:24am 
Wanted the Tuso myself, so added the others from the list. I suppose I could do a moded Tek (shirt or helmet). Removed the comment about getting rid of the shield.
BaK 7 Aug, 2017 @ 10:18am 
Thx for adding the saddles i mentioned :D i did notice the dunk saddles are not added yet. Some people also like to take the spino into the sea, so you might want to add that too. Maybe even the pelagornis as its water based?!

Just a little feedback on your scuba: i have taken to using tek teir in the sea, esp when recovering from a death. The shock shield works nicely alongside the tek armour, scuba only would stop tek teir from having the anti-shock ability. Just something to consider before you remove the shield i love ;)
wuzzy  [author] 2 Aug, 2017 @ 2:59am 
Edited, not sure when that got screwed up!
Spacebarbarian 1 Aug, 2017 @ 6:55pm 
Looks like the mod ID should be: 919022331
I had to use that to install the mod on my servers.
wuzzy  [author] 15 Jul, 2017 @ 11:40am 
Agreed, added the most common ones I could think of at the time!
BaK 15 Jul, 2017 @ 10:56am 
you also seem to be missing the carbonemys saddle
BaK 11 Jul, 2017 @ 5:09am 
<3
wuzzy  [author] 11 Jul, 2017 @ 5:08am 
I'll add it to the list!
BaK 11 Jul, 2017 @ 4:09am 
and if you get the costume idea working, a costume for the diplocalus would be grand too.
BaK 11 Jul, 2017 @ 4:08am 
can you make a saddle for the baryonyx too please?
Keengurru 16 Jun, 2017 @ 4:35am 
like blitz by rainbow six siege:steamhappy:
wuzzy  [author] 28 May, 2017 @ 6:20am 
You can use it as a shield as well. I haven't tried hiding the other engram. This one relies on you having learnt the normal one!
Chanou 27 May, 2017 @ 10:08am 
Can i just use the shield lile a normal shield on the ground ? And how can I hide the other engrams ?
Dragnier Draconai 17 May, 2017 @ 11:00am 
Not personally, no. Though I've seen it done for other things. Example: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=807946158
wuzzy  [author] 17 May, 2017 @ 2:00am 
Interesting idea, haven't tried skinning yet, do you have experience?
Dragnier Draconai 16 May, 2017 @ 1:12pm 
Would love to see a Skin version of this mod's ability; skins for the chest piece and relavent dino saddles. Have the skins give the shock protection only. That makes it permanent on the dinos but reliant on the durability of the chest item it's applied to on the player. Maybe make it actually change the skin of the player/dino a bit to show the thin metal barrier.
wuzzy  [author] 15 May, 2017 @ 8:06am 
Happy for my mods to become redundant :-) Generally implementing stuff that removes my in game annoyances where I can!

Thought you sounded mod minded :-)

We really could do with the framework to bring mods together in a more coherent way. So piece-meal at present. Really would like a way to be able to Mod-Mods in a simple way, not just config, but load em into the editor and extend/enhance them (but I can see that being too much fun at present, and a potential dependency nightmare.)

The multiple crafting bench requirement is a real pain, hope they fix whatever bug they have soon so we can add our simpler mod stuff to the standard benches! It sort of works but not after updating stuff. But I do like your idea of being able to change the bench requirements.

I am adding more config overrides to my new stuff, and intend to come back and add it to these existing ones.

Keep up the suggestions.

Feel free to friend me if you wish!
Guinaro 15 May, 2017 @ 6:44am 
I'm currently in the process to prepare a large mod collection (60+) to become a coherent whole. At least within the current allowed parameters. But I am advocating with suggestions some changes which would allow server admins to finetune the mods too to their liking.
Setting your own prerequisite engrams, tuning stack size, weight, spoil times, crafting timers, setting a different crafting bench for indiidual items. Overall a way to tie it all together with a nice bow. With the mod makers providing us with a multitude of items and mechanics missing from the standard game for which we are very grateful. (And maybe limit the number of nearly identical mods on the workshop too, to provide some better overview.)
Guinaro 15 May, 2017 @ 6:44am 
I have been dabbling with the DEV Kit a lot already, but have nothing published so far.
I'm leaning towards doing a total conversion myself, but since the game is still in full development modus, I don't want to loose time with doing and redoing everything ad nauseum.
I have adopted the mindset of many modders to put it on hold for now and wait till the game has been optimized, balanced and mostly feature complete.
However things like your mod, which add a new feature missing in the game don't need to wait on an official finish. However you do run the risk that WC still implements something alike. But that should be taken as a compliment.
wuzzy  [author] 15 May, 2017 @ 3:15am 
Many thanks, I'll put this on the list, haven't added a resource yet, time to learn! Working on a couple of other things at the mo, will get back to this one!

Do you mod yourself?
Guinaro 15 May, 2017 @ 3:10am 
Agree on S+ author. Aswell as the obsidian, seems a good comprimise.
I wouldn't spend to much time worrying about providing multiple recipes. Put some instructions on how to do it on the description page, with your alternative proposal and be done with it.
Anything a server admin can change via game.ini is time lost during modding when you could be implementing more items and mechanics for the user to benefit off. Your time is precious and much appreciated. Don't waste it on things others can do aswell.
wuzzy  [author] 15 May, 2017 @ 2:54am 
Agreed :-), I use structures+ grinder to get the SE stuff on base game. But may be able to make an alternate recipe using [ground] obsidian (it's volcanic and so comes from the place you would find sulphur) I'd have to look to see how to turn recipes on and off via the ini's

[Big plug for structures+ that guy produces some really cool stuff!]
Guinaro 15 May, 2017 @ 2:35am 
I agree with the sulfur, but that is a scorched earth only resources.
If using sulfur, I would post a BIG WARNING on your mod description that alerts users they need so form of obtaining sulfur on the map they are playing, either by map extension or SE resource conversion. Possible also some instructions how to craft the rubber without sulfur in a game.ini override instructions.
Or you could do the reverse, make the standard without sulfur and provide instructions to alter via game.ini override crafting requirements.
Personally I would opt for the first, but I hope you have a thick skin, as when people start yelling in the comments that they cannot craft the rubber :-) (as reading seems a highly overrated skill too some people and ) you can expect a volley of insults coming your way.