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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=917078422
It has a github link under discussions in the "I Love the Community" topic. Again, thanks for all the great mods.
PS: This mod still works regardless of what steam says, I only wanted the resources for a way to create undergarments for my own mod. I found out later that the ADK already has most of those resources... oh well.
Thanks for the info. I still haven't given up fully on the ArkUncut mod, and as such it will get 1-2 more updates by me in the future(and will be available on my profile till the owner finds it a new home), but my interest in using the acquired skills to create my own version are still very much there. So I will happy check out the source files provided in the near future and see if I cane make use of them the way I intend.
In case you want me to update you if this ends up somewhere, you can leave a message on discord(SamKO#9942) and in case you don't use discord, I will try and remember to post a update here.
I hope you don't mind, but I have a modding question. I have made a weapon/item/structure mod that seems a little on the large size considering the contents. I have seen other mods with way more content than mine with less required memory space.
So, my question is how do I reduce the size of my mod's memory storage requirements?
I saw in a post on another mod about removing holiday assets. I was wondering if they removed connections to assets in the PrimalGameData_BP, and how I could do something like that safely?
Any advice would be much appreciated, and thanks once again for the free assets! Several of them are in my mod, along with some I purchased.
If I don't hear from you until after the end of the year, I hope you have a Merry Christmas!
* High detailed 3d models (other may optimize their models before exporting, like reducing the poly count)
* High detailed textures (no point of going above 2k, but for better memory allocation and size, 1024x1024 should be the biggest size you need.
* And the last is what you mentioned, you may be referencing vanilla assets that aren't referenced in the devkit, resulting it the kit cooking them into your mod folder thinking they won't exis in the live game...for that you can check the resulting ♥♥♥♥♥ folder and se if there are other folders beside your own and delete all files that you are sure exist in live game before hitting the upload button