ARK: Survival Evolved

ARK: Survival Evolved

Exo-Mek MK2
Guide
All upgrades/energy modules can be crafted within the inventory of the Exo-Mek MK2.

Note:
- For all upgrades, place them within the Exo's inventory and "equip" or hit E to consume.
- Must max out each upgrade stage first.
- Ex.
- Consume 5 of Damage Upgrade I, going from 0-25%, before consuming any Damage Upgrade II.
- Consume 5 of Damage Upgrade II, going from 25-50%, before consuming any Damage Upgrade III.



Armor Upgrades:

Increases default damage resistance.

Spawn Codes:
cheat gfi Armor_Stage01 1 0 0 ~0.4% per upgrade, ~44 for 12.5% (max for stage 1)
cheat gfi Armor_Stage02 1 0 0 ~0.4% per upgrade, ~44 for 25.0% (max for stage 2)
cheat gfi Armor_Stage03 1 0 0 ~0.4% per upgrade, ~44 for 37.5% (max for stage 3)
cheat gfi Armor_Stage04 1 0 0 ~0.4% per upgrade, ~44 for 50.0% (max for stage 4*)

*Note: Adjustable via GUIS Ini "MaxDefenceUpgradePerc," does not appear to be working currently. However, the base Mek can be given increased damage resistance without the upgrade via editing the Game.Ini. Ex below.

Examples:
- Mek only takes 0.25% of damage at default: TamedDinoClassResistanceMultipliers=(ClassName="ExosuitMK2_RTS_Character_BP_C",Multiplier=4.00)
- Mek only takes 0.25% of damage at default: TamedDinoClassResistanceMultipliers=(ClassName="ExosuitMK2_RTS_Character_BP_C",Multiplier=2.00)

Cost Config: Changes the cost to 5 metal and 5 charcoal for Stage 1, and progressively higher for each later stage.

Stage 1: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Armor_Stage01_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=5,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Charcoal_C",BaseResourceRequirement=5,bCraftingRequireExactResourceType=False)))

Stage 2: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Armor_Stage02_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=10,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Charcoal_C",BaseResourceRequirement=10,bCraftingRequireExactResourceType=False)))
Stage 3: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Armor_Stage03_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=15,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Charcoal_C",BaseResourceRequirement=15,bCraftingRequireExactResourceType=False)))
Stage 4: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Armor_Stage04_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=20,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Charcoal_C",BaseResourceRequirement=20,bCraftingRequireExactResourceType=False)))



Damage Upgrade:

Will increase all modes damage output but percentage increase, BUT increases subdue mode damage output approx. 2x more than others.

Spawn Codes:
cheat gfi Damage_Stage01 1 0 0 ~3.9% per upgrade, ~7 for 25.0% (max for stage 1)
cheat gfi Damage_Stage02 1 0 0 ~3.9% per upgrade, ~7 for 50.0% (max for stage 2)
cheat gfi Damage_Stage03 1 0 0 ~3.9% per upgrade, ~7 for 75.0% (max for stage 3)
cheat gfi Damage_Stage04 1 0 0 ~3.9% per upgrade, ~7 for 100.0% (max for stage 4**)

**Note: Adjustable via GUIS Ini "MaxDamageUpgradePerc," does not appear to be working currently. However, the base Mek can be given increased damage resistance without the upgrade via editing the Game.Ini. Ex below.

Examples:
- Mek does 2x of damage at default: DinoClassDamageMultipliers=(ClassName="ExosuitMK2_RTS_Character_BP_C",Multiplier=2.00)
- Mek does 4x of damage at default: DinoClassDamageMultipliers=(ClassName="ExosuitMK2_RTS_Character_BP_C",Multiplier=4.00)

Cost Config: Changes the cost to 5 metal and 5 electronic for Stage 1, and progressively higher for each later stage.

Stage 1: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Damage_Stage01_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Electronics_C",BaseResourceRequirement=5,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=5,bCraftingRequireExactResourceType=False)))
Stage 2: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Damage_Stage02_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Electronics_C",BaseResourceRequirement=5,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=10,bCraftingRequireExactResourceType=False)))
Stage 3: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Damage_Stage03_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Electronics_C",BaseResourceRequirement=5,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=15,bCraftingRequireExactResourceType=False)))
Stage 4: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemUpgrade_Damage_Stage04_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Electronics_C",BaseResourceRequirement=5,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=20,bCraftingRequireExactResourceType=False)))



Energy Module:

Place within inventory, no consumption required, only one required. Will reduce element consumption by 50%.

Spawn code:
cheat gfi energymodule 1 0 0
Last edited by Decter8425; 22 Jan @ 7:58am